Adventure 5: Monsters:
The Beguiling Tand
- a complex, floating symbol of blue ice. 3x3 feet, softly chiming or playing some music just beyond the edge of hearing. you feel it signifies something but you do not know what
- 20 HP, AC14, Will DC16 to attack it
- ability: slowly entrances those who observe it. want to study more deeply. to pull out of this, takes DC 14 will, +2 for every turn spend studing it previously.
- ability: on death, shatters into a single pure note that you both see and feel. DC16 will save to avoid stun, otherwise disadvantage
Motivation
- to entrance, to trap
Zombie Lumberjacks
- formidable men, now ice zombies armed with heavy iron axes. flesh is rotted and frozen, can see bone through the meat in many places
- HP 60, AC 16 (mostly from armor of ice, flannel, and frozen flesh)
- attack +5, 4d10 from axes
Motivation:
- to hide under the ice, and then omniously climb out and terrify
- to singlemindedly chop a stunned person into bits with their axe
Mug of steaming cider. Poisoned
A sudden onset blizzard
An ice block with a silver ring
Ice beast, snow Pyramid?
Ice skeleton Husky
- bones of a large dog, encased in ice
- HP 25, AC 16 (mostly from armor of ice and frozen flesh)
- attack +5, 2d6 from bite
- ability: pull to ground: if target has been attacked twice this round, can try to pull it to ground and drag 3 spaces. 1 damage, DC14 dex save or prone
- ability: when "killed", slowly pull selves back together into single, larger dog-creature.
Motivation:
- to swarm & worry
- to pull off and away from combat
Ice Sleigh
- A sleigh made of silvery looking ice
- HP 50, AC 17 (where do you hit it?)
- reaction: slam +8, 2d6 from collision & knock prone
- attack: bisect the prone: +8, 2d6
Motivation:
- to patiently wait for its moment and then slam an unsuspecting PC, thwarting their attack
Wicker Man
- captured villager, a tall handsome man, tightly wrapped in an animate cage of dead vines and sticks. burns when combat starts, loses 10 HP per turn
- HP 60, AC 17 (where do you hit it?)
- attack: burning punch, +7, 2d6. 2x attacks
- attack: burning hands, 3d6, DC15 dex half damage, cone 2
Witch - Iapetus, winter lady
- beautiful, tall, sort of a starved-fashion model look of androgenous beauty. made of a pure, light-blue ice, wrapped in robes of snowy fur. wears a smooth silver mask over its face. emerald eyes
- back story, a poet, an artist, a writer, that went searching for perfection in the forest
- rides a sleigh pulled by her corpse hounds
- collects beautiful things, eyes, hair, tongues, skin, fingers. all frozen through, yet preserved and life like. keeps them in a bag on her sleigh
- AC 18
- defense, ice wall, length 15. bonus action
- ability, pass through ice
- ability, summon a wicker vine cage from the ground. requires target to be incapacitated
- attack: touch of desire, dc 20Will, stun
- attack: breath of winter, aoe 10, immobilize, exhaustion1, 1d6, con save 18
- attack: steal heart and heat and life, +10, 9d6 cold damage, disadvantage until healed
- attack: ice thorns spring from every ice wall, dex 15 to save for half 4d6
- attack: ice barb: +10 to hit, immobilize as barb pins to wall
- on death, turns into icy water. will return in 10 years unless water is contained & burned
Weakness: beauty in any form
Witch - Iapetus, mad hobo-scientist
- very stout, wrapped in gore stained coats and robes
- guarded by giant human centipede made from his victims. swallows enemies, then send them through the "gauntlet"
- wait no save that for later