# Gifts of the Winter King (Monsters) Welcome traveler from an antique land. Please sit and tell us of what you have seen. The unheard of monsters, who slither and bite. >### Tinkerhole Gnomes > *Small Humanoid (gnome), neutral good* > **Armor Class** 15 (chain shirt) > **Hit Points** 16 (3d6 + 6) > **Speed** 20 ft. > **STR** 15 (+2) **DEX** 14 (+2) **CON** 14 (+2) > **INT** 12 (+1) **WIS** 10 (+0) **CHA** 9 (-1) > ** ** > > **Skills** Investigation +3, Perception +2, Stealth +4 > **Senses** darkvision 120ft., passive Perception 12 > **Languages** Gnomish, Terran, Undercommon > **Challenge** 1/2 (100xp) > ** ** > > **Stone Camoflauge** The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. > **Gnome Cunning** The gnome has advantage on Intelligence, Wisdom, and Charisma Saving throws against magic. > **Innate Spellcasting** The gnome's innate spellcasting ability is Intellignce (spell save DC 11). It can innately cast the following spells, requiring no material components: > * At will: nondetection (Self only) > * 1/day each: blindness/deafness, blue, disguise self > >#### Actions > > **War Pick** Melee Weapon Attack: +4 to hit, reach 5ft. one target. Hit 6 (1d8+2) piercing damage > **Poisoned Dart** Ranged Weapon attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be Poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > ``` ``` > ** ** >### Ice Chimera > *Large Monstrosity, chaotic evil* > **Armor Class** 14 (natural armor) > **Hit Points** 114 (12d10 + 48) > **Speed** 30 ft., fly 60 ft. > **STR** 19 (+4) **DEX** 11 (+0) **CON** 19 (+4) > **INT** 3 (-4) **WIS** 14 (+2) **CHA** 10 (+0) > ** ** > > **Skills** Perception +8 > **Senses** darkvision 60ft., passive Perception 18 > **Languages** understands Draconic but can't speak > **Challenge** 6 (2,300xp) > ** ** > >#### Actions > **Multiattack** The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its frost breath is available, it can use the breath in place of its bite or horns. > **Bite** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing > **Horns** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. > **Claws** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage. > **Frost Breath (Recharge 5-6)** The dragon head exhales frost in a 15 foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) frost damage on a failed save, or half as much damage on a successful one. > ** ** >### Lord Koal - The Winter King > See Book ``` ```
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PART 1 | Gifts of the Winter King
\page >### Hell Hounds > *Medium Fiend, lawful evil* > **Armor Class** 15 (natural armor) > **Hit Points** 45 (7d8 + 14) > **Speed** 50 ft. > **STR** 17 (+3) **DEX** 12 (+1) **CON** 14 (+2) > **INT** 6 (-2) **WIS** 13 (+1) **CHA** 6 (-2) > ** ** > > **Skills** Perception +5 > **Damage Immunities** fire > **Senses** darkvision 60ft., passive Perception 13 > **Languages** understands infernal but can't speak > **Challenge** 3 (700xp) > ** ** > **Keen Hearing and Smell** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. > **Pack Tactics** The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated > >#### Actions > **Bite** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing plus 7 (2d6) fire damage > **Fire Breath (Recharge 5-6)** The hound head exhales fire in a 15 foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. > ** ** ``` ``` >### Magma Mephit > *Small elemental, Neutral evil* > **Armor Class** 11 > **Hit Points** 22 (5d6 + 5) > **Speed** 30 ft., fly 30ft > **STR** 8 (-1) **DEX** 12 (+1) **CON** 12 (+1) > **INT** 7 (-2) **WIS** 10 (+0) **CHA** 10 (+0) > ** ** > > **Skills** Stealth +3 > **Damage Vulnerabilities** cold > **Damage Immunities** fire, poison > **Condition Immunities** poisoned > **Senses** darkvision 60ft., passive Perception 10 > **Languages** Ignan, Terran > **Challenge** 1/2 (100xp) > ** ** > **Death Burst** When the mephit dies, it explodes in a burst of lava. Each Creature within 5 feet of it must make a DC 11 Dexterity saving throw taking 7 (2d6) fire damage on a failed save, or half as much on a successful one. > **False Appearance** While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. > **Innate Spellcasting (1/Day)** The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. > >#### Actions > **Claws** *Melee Weapon Attack:* +3 to hit, reach 5ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage > **Fire Breath (Recharge 6)** The mephit exhales fire in a 15 foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. > ** ** ``` ```
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PART 1 | Gifts of the Winter King
\page # Magmin Cavalry > ### Magmin > *Small elemental, chaotic neutral* > **Armor Class** 14 (natural armor) > **Hit Points** 9 (2d6 + 2) > **Speed** 30 ft. > **STR** 7 (-2) **DEX** 15 (+2) **CON** 12 (+1) > **INT** 8 (-1) **WIS** 11 (+0) **CHA** 10 (+0) > ** ** > > **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > **Damage Immunities** fire > **Senses** darkvision 60ft., passive Perception 10 > **Languages** Ignan > **Challenge** 1/2 (100xp) > ** ** > **Death Burst** When the magmin dies, it explodes in a burst of lava. Each Creature within 10 feet of it must make a DC 11 Dexterity saving throw taking 7 (2d6) fire damage on a failed save, or half as much on a successful one. Flammable objects that aren't being worn or carried in that area are ignited > **Ignited Illumination** As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. > >#### Actions > **Touch** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. > ** ** ``` ``` > ### Fire Snakes > *Medium elemental, Neutral evil* > **Armor Class** 14 > **Hit Points** 22 (5d8) > **Speed** 30 ft. > **STR** 12 (+1) **DEX** 14 (+2) **CON** 11 (+0) > **INT** 7 (-2) **WIS** 10 (+0) **CHA** 8 (-1) > ** ** > > **Damage Vulnerabilities** cold > **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > **Damage Immunities** fire > **Condition Immunities** poisoned > **Senses** darkvision 60ft., passive Perception 10 > **Languages** understands Ignan but can't speak > **Challenge** 1 (200xp) > ** ** > **Heated Body** A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. > >#### Actions > **Multiattack** The snake makes two attacks: one with its bite and one with its tail. > **Bite** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) piercing plus 3 (1d6) fire damage > **Tail** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) piercing plus 3 (1d6) fire damage > ** ** ``` ```
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PART 1 | Gifts of the Winter King
\page > ### Tunnel Cleaners > *Large Construct, lawful neutral* > **Armor Class** 16 (natural armor) > **Hit Points** 32 (5d10 + 5) > **Speed** 40 ft. > **STR** 15 (+2) **DEX** 14 (+2) **CON** 12 (+1) > **INT** 10 (+0) **WIS** 10 (+0) **CHA** 13 (+1) > ** ** > > **Skills** Perception +4 > **Senses** truesight 120ft., passive Perception 14 > **Languages** Modron > **Challenge** 2 (450xp) > ** ** > **Axiomatic Mind** The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions. > **Disintegration** If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. > >#### Actions > **Multiattack** The pentadrone makes five arm attacks. > **Arm** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage > **Paralysis Gas (Recharge 5-6)** The pentadrone exhales a 30-foot cone of gas. Each creature in that area must make a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > ** ** ``` ``` > ### Giant In-Law > *Huge Giant, lawful evil* > **Armor Class** 18 (plate) > **Hit Points** 162 (13d12 + 78) > **Speed** 30 ft. > **STR** 25 (+7) **DEX** 9 (-1) **CON** 23 (+6) > **INT** 10 (+0) **WIS** 14 (+2) **CHA** 13 (+1) > ** ** > > **Saving Throws** DEX +3, CON +10, CHA +5 > **Skills** Athletics +11, Perception +6 > **Damage Immunities** fire > **Senses** passive Perception 16 > **Languages** Giant > **Challenge** 9 (5,000xp) > ** ** > >#### Actions > **Multiattack** The giant makes two greatsword attacks. > **Greatsword** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage > **Rock** *Ranged Weapon Attack:* +11 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage > ** ** ``` ```
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PART 1 | Gifts of the Winter King
\page > ### Hungry Salamander > *Large Elemental, neutral evil* > **Armor Class** 15 (natural armor) > **Hit Points** 90 (12d10 + 24) > **Speed** 30 ft. > **STR** 18 (+4) **DEX** 14 (+2) **CON** 15 (+2) > **INT** 11 (+0) **WIS** 10 (+0) **CHA** 11 (+1) > ** ** > > **Damage Vulnerabilities** cold > **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > **Damage Immunities** fire > **Skills** Perception +4 > **Senses** darkvision 60ft., passive Perception 10 > **Languages** Ignan > **Challenge** 5 (1,800xp) > ** ** > **Heated Body** A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. > >#### Actions > **Multiattack** The salamander makes two attacks: one with its spear and one with its tail. > **Spear** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage or 13 (2d8 + 4) piercing damage if usded with two hands to make a melee attack, plus 3 (1d6) fire damage. > **Tail** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets > ** ** ``` ``` ``` ```
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PART 1 | Gifts of the Winter King