Kaldt
of Kaldulv
Far to the north - beyond the world's spine in the frozen tundra of the Coldlands - dwell the forgotten kaldt. As most cannot survive in the extreme cold temperatures, the small mountain fortress of Kaldulv remains largely unknown, with the only regular visitors being the inhabitants of the world spine, the frost giants, and perhaps the scarce goliath. The kaldt, however, revel in the cold and claim the north as their refuge from the politics of the civilized and the in-fighting of the barbarians, living only to hunt and survive in their harsh habitat.
The kaldt are closely associated to wolves, mirroring the ambivalent state of nature. Their bodies can be as white as snow or black as the night sky, with unique markings covering their bodies and their eyes shimmering in varying color of ice or water. Their eyes glow in a varying colors, and their hair is usually white, and occasionally black or red. Their skin might be frighteningly cold, but they share a great warmth in their hearts, sharing sympathy with all natural beings. They care for the clans and friends as if they were part of themselves, for what is life without companionship?
Giant's Blood
Before the gods carved out the races who dominate the world of Toril, the likes of humans, elves, orcs and dwarves, Skaði, goddess of hunting, winter and mountains, was unhappy with the evil and selfish ways of her kin, the frost giants, so she handcrafted a people in her own image, with her blood as their source of strength.
She named them the kaldt, meaning "cold ones" in Ulvan, an ancient Giant dialect of her design. They would embody the hunt in its purest form, but not sway from honor and duty to their clan. They shall serve nature undetected, inhabit the tundras and drive away evil from the north.
Untainted Innocence
The kaldt have little interaction with other parts of the world, and rarely every see other creatures, places and sights. The common sense of humans, elves, halflings and dwarves are therefore a curiosity of great value. Many things that their southern neighbors find self-explained or are taken for granted are exotic and unknown to the kaldt, and one can often gain the trust of a kaldt with small commodities, hand-crafted trinkets and other small odd valuables. In exchange, a kaldt might share their bounty with them, tell of stories of the kaldt of old or gift them a fur coat to signify their newfound bond. The kaldt know nothing of the politics, culture or religion of outsiders, and are easily perplexed when visiting
settlements and cities, having never seen large amounts of people in one place. Few kaldt learn Common, and few speak it without flaw, though they will go to great lengths to paraphrase when at a loss for words. They tend to be direct, though they can be tactful. They just happen to be honest, sometimes most brutally so, as they see it to be a virtue.
Matriarchal Society
Kaldulvan society is deeply matriarchal and is lead by its council, which is solely made up of the female leaders of each clan. The council itself is lead by the Hunter Queen, who reigns over kaldulvan society as its spiritual guide and defender. The council's duty is to elect the hunter queen, keep the peace between the clans, guide their people, teach the young of their origin, history and culture, and to shape the kaldt as Skaði ordained them to be, to become the perfect hunters and destroy the enemies of the natural world.
Each member of a clan has a distinct role to fulfill, which is decided by the blessing they received from Skaði. The nordjeger and stormvind provide food and gather herbs, the uldehyd guard Kaldulv, its temple and the borders, and the brannvakt act as peacekeepers and spiritual guides of the teachings of Skaði, the female ones usually succeeding the clan leaders. The skyggejeger defend the entrances to the Underdark and hunt in the shadows, while the vinterblod teach and care for the young. The rarest of the kaldt venture outside of their ancestral forest's border as Skaði's chosen for adventure, fame, riches or to fight a foreign or ancient evil.
Naturebound
The kaldt, or wolfkin as they are sometimes called, are naturally gifted nomadic hunters, living off the wild. All wolves raised and trained by the kaldt to join the hunt understand Ulvan, as do the Giants, who understand it as a dialect of their own voluminous language. The Kaldulven wolves live alongside the kaldt, as part of their family and clan. Each of Skaði's blessings embodies the hunt in its own way, giving each kaldt distinct physical features and abilities, which are mirrored in their fighting styles, lifestyles and hunting techniques, as well as the markings on their bodies. Every kaldt, no matter their blessing, is a member of a clan with its own ideals and mentalities, which can affect their relationship with members of other clans. This has often created rivalries and dissonance between them, and on rare occasion lead to hatred between the involved clans lasting centuries. Once a kaldt becomes of age, some choose to leave their clan they were born in to join another clan, though such a occurrence remains a rarity due to their loyal upbringing.
Kaldulv, a Mountain Fortress.
The fortress of Kaldulv is their only refuge, with few kaldt ever leaving its borders. It lies on the northern side of the great spine of the world, surrounded by an unnaturally large forest, hard up against the endless ice to the north and bounded on its other side by hundreds of miles of the great mountains. The surrounding land is ruled by the frost giants, with whom the kaldt are at a neutral standing, living in relative harmony next to one another.
Kaldulv has a temple called the Wolf's Den - deep in the mountain fortress, built out of stone ages ago by the kaldt of old - which functions as a place of worship to Skaði, where they raise and train their young to this day. The Wolf's Den is comparable to a large hall from the outside, with a throne room bejeweled with the Hunter Queen's throne, made of white dragon bones and the dust of ancient diamonds, assumed to be from an ancient foe slain long ago. Fronting it is the Table of Spears in the entrance hall, used for celebrations and feasts in peace and meetings in war. The hall also encompasses underground sleeping areas and an enclosed training area to the back of the hall, and functions as the center of Kaldulvian culture.




They revere nature, and see the hunt as a ritual to ensure the circle of life continues, preying for success to Skaði before each hunt. Unused parts are burned as a sacrifice to honor the goddess and the bones are buried to pay respect to the creature, as they are necessary to the survival of the kaldt.
Kaldulvan Wolves
Just like the kaldt themselves, the wolves in Kaldulv are blessed by Skaði with strength, intellect, resilience and longevity that most other beasts of the north cannot reproduce. Their fur is thick, tough and white as snow, and their claws are larger and sharper than their southern cousins, which they use on their hunts with great effect. The Kaldulvan wolves have an instinctive hatred for winter wolves as their rivals, and do not get along with them.
As each kaldt is born, a Kaldulvan wolf is selected to bond with the child. A kaldt eats, hunts, sleeps and lives with their bonded wolf, and their bonds last for a lifetime. A single traveling kaldt may have left their bond behind in the safety of their clan or has lost their bond prematurely in a hunt, as neither the kaldt nor wolf bond with another.
Travelling Kaldt
The kaldt are reclusive and slow to trust outsiders, seldomly travelling outside of Kaldulv, and therefore usually require a decisive reason for doing so. Perhaps a god has returned to the material plane and threatens Skaði's people, or Skaði herself has gifted an exceptional hunter a dream or vision that calls their presence in foreign lands. Maybe a lost or stolen kaldulvian artefact that is rumored to have been found may move them abroad, a frost giant from the world spine has gone rogue and needs to be put down, or they may send ambassadors to the south to represent their interests.
A travelling kaldt is a rare sight, and often instigates curiosity and tumult among common folk. A kaldt tends to sleep outside of cities, and generally stays to themselves, keeping focused on the objective at hands. Though should it be that one of your comrades manages to break the ice and a kaldt warms up to you, you have gained a loyal friend for life.
Kaldt Names
Every kaldt has two names: a birth name assigned by the clan mother, and the clan name, which they use as their surname outside of Kaldulv. The birth names are often chosen from the name of prominent ancestors, recent deceased relatives, or the name of a god, slightly altered to symbolize the resemblance in spirit. Clan Names are usually two similar or opposite elements which symbolize the ideals of the clan and its members.
Male Birth Names: Agni, Anvindr, Arvid, Asger, Asmund, Bjorn, Brandr, Brynjar, Calder, Colborn, Fiske, Fritjof, Halvar, Hjalmar, Hjotr, Ivar, Leif, Oddr, Ove, Ragnar, Rannulfr, Sigurd, Skari, Sten, Stigandr, Stigr, Sven, Trygve, Vali, Vidar
Female Birth Names: Astrid, Audhid, Birghild, Brenna, Brynhild, Dagmar, Eerika, Eira, Gudrun, Gunhild, Helga, Hertha, Hilde, Hillevi, Ingrid, Iona, Kari, Ragna, Ranveig, Rea, Runa, Saga, Sigrid, Signe, Sigrunn, Solveg, Thora, Ylva





Clan Names: Beastblood, Brightwood, Coldeye, Drakespear, Firekeeper, Frosthale, Northborn, Shieldbeast, Stormwind, Icepike, Winterclaw, Wolfhide
Kaldt Traits
Tracing their origins back to the beginnings of the thousand year war between dragonkind and the Giant nation of Ostoria, the kaldt are naturally tough, cold to the touch and live out long lives due to their two hearts giving them exceptional durability and longevity. Though typically pale-skinned, Skaði's people have varying appearances, abilities and hunting styles, though the one thing that ties them together is their blessing. The blessing's shows itself physically as runic markings on their bodies and glowing eyes of varying colors, which they inherit from their parents. The intensity and color of their skin and other physical qualities also depend on the blessing they have received from their patron goddess of mountains, winter and the hunt.
Ability Score Increase. Your Constitution score increases by 2.
Age. Kaldt reach maturity around age 20, at which they become full-fledged members of their clan. Typically, they live up to 200 years, with the exception of the brannvakt, who live close to
Alignment. Kaldt are generally lawful, and believe in the honorable traditions of their clans.
Size. Kaldt are taller than humans, standing well over 6 feet and averaging around 200 pounds. Your size is Medium.
Speed. You base walking speed is 30 feet.
----Arctic Resilience. You have resistance to cold damage and are acclimated to high altidudes, including elevations above 20,000 feet, as well being naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide.
Beast Handler. You gain proficiency in the Animal Handling skill.
Nature's Guardian. You have proficiency with spears, javelins, shortbows and longbows.
Languages. You can speak, read and write Common and Ulvan, an archaic, soft-spoken and whispered form of Giant. It is laced with subtle magic of Skaði, making wolves and giants understand the speaker.
Subrace. Each subrace of the kaldt differs in appearance and hunting technique, having gained a different blessing from Skaði and also reflecting their role in their clan. Choose one of the following options.
Brannvakt
The brannvakt have pale-white skin and are sometimes called the red devils due to their intense red hair and eyes. With their natural affinity to nature and its magic, they are the shamans of the kaldt and use their abilities to hunt, move undetected, gathering herbs and medicine for their clan. Being well versed in the teachings of Skaði, the brannvakt make up the council of Kaldulv and its leader, the Hunter Queen, acts as the spiritual leader and peacekeeper of the clans.
Ability Score Increase. Your Wisdom score is increased by 1.
Adept Herbalist You gain proficiency in the Herbalism kit.
Shaman's Blessing. You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Hunter's Mark spell once per long rest. When you reach 5th level you can also cast the Pass Without Trace spell once per long rest. Wisdom is your spellcasting ability for these spells, and they don't require material components if cast as part of this trait.
Dyrehud
The dyrehud have dark grey skin and black hair, and are closest in appearance to wolves, Skaði having blessed them with a thick hide as well as claws and fangs to hunt as a wolf would. Some scholars who have seen a dyrehud say that the abilities must be lycanthropic in nature, their wild ferocity on the hunt being chillingly similar to that of werewolves. The dyrehud are the guardians of the borders of Kaldulv and its temple, and will defend it with their lives, if they have to.
Ability Score Increase. Your Strength score increases by 1.
Bestial Hide. You have the tough, furry skin of kaldulvan wolves. When you aren't wearing armor, your AC is 13 + your Dexterity Modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Bestial Hunter. You grow retractable claws and fangs as natural weapons, with which you are proficient. Extending or retracting your natural weapons requires no action. They count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, dealing 1d6 slashing or piercing damage as appropriate.




Nordjeger
The nordjeger, with their snow-white skin and dark hair, are swifter than other kaldt and blend in to their surroundings to ambush their foes. Their speciality lies in hunting and killing their prey before they can retaliate, and using their speed to hunt down those who survived their ambush. The nordjeger often work in tandem with the stormvind to hunt, providing food, water and medicinal herbs for their families and clan.
Ability Score Increase. Your Dexterity Score increases by 1.
Swift Skulker. Your base walking speed increases to 35 feet and you have advantage on Dexterity (Stealth) checks to hide in snowy terrain.
Savage Ambusher. Once on the first round of combat, you deal an additional 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack or an ally is within 5 feet of the creature and the ally isn't incapacitated. The attack must use a spear, a finesse or a ranged weapon.
Skyggejeger
While others hunt at day, the skyggejeger hunt at night, their blessing heightening their senses and intellect to best find their nocturnal prey, though their strengths also apply underground. Their skin resembles charcoal or obsidian, and their hair is white, though they often cut their hair to use the darkness to their advantage. They defend the entrances in Kaldulv that lead to the underdark, and often lead expeditions down below to hunt the drow and other evils that threaten their homeland and people.
Ability Score Increase. Your Intelligence score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stormvind
Stormvind kaldt are the dedicated trackers of their clan, and typically work in tandem with nordjeger to hunt their prey. Their skin and markings are light blue, and they have white hair. Stormvind are extremely mobile so as to give them the edge over escaping prey. Besides providing food, water and medicinal herbs, some of them are sent out to find new hunting grounds, rare herbs and other things which require their keen mind, increased mobility and tracking abilities.
Ability Score Increase. Your Wisdom score increases by 1.
Experienced Wanderer. You have a climbing and swimming speed equal to your walking speed, and you ignore nonmagical difficult terrain.
Skilled Tracker. You have proficiency in the survival skill.
Vinterblod
The vinterblod, unwaveringly loyal to those they hold dear, are the most closely affine to wolves, as their blood is blessed with the ability to calm and control them to a certain extent. Both their skin and hair color is light grey in tone, and their eyes glow in a red sheen. In Kaldulv, they are the caretakers and mentors of the young kaldt, teaching them to hunt with their bonds, honing their skills in group fighting tactics and passing on long forgotten techniques and ancient traditions.
Ability Score Increase. Your Charisma score increases by 1.
Pack Fighter. When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature. You can use this reaction a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Wolf's Blood. You can cast Animal Friendship an unlimited number of times with this trait, but you can only target wolves with it. Charisma is your spellcasting ability for this spell, and If casted as part of this trait, you can ignore the material component and the intelligence restriction.




Kaldulvan Hunter
You are a hunter of Kaldulv, believing to be guided by Skaði's will and protection. You and your clan are natural beast hunters, specialized in fighting side by side with wolves, and you know your way around animals. Your knowledge of plants and beasts are used to your advantage when in the wild, regularly having to deal with arctic carnivores, frost giants, goliaths and other creatures of the north.
Restriction: Kaldt Only
Kaldulvan Hunter Background Traits
- Skill Proficiencies: Nature, Stealth
- Tool Proficiencies: Leatherworker's tools
- Languages: One of your choice
- Equipment: One choice set of hunter's clothing, a belt with pouches and encasements that hold your leatherworker tools, your favourite hunting knife, a wolf tooth necklace of Kaldulv worth 10 gp, and a belt pouch containing 10 gp
Feature: Animal Tamer
Your animal handling comes natural to you, having lived with with beasts a large portion of your life. You know the how to communicate with simple gestures you have advantage on Charisma checks to befriend, tame or otherwise calm the beast.
Suggested Characteristics
| d10 | Occupation |
|---|---|
| 1 | Forester |
| 2 | Trapper |
| 3 | Homesteader |
| 4 | Guide |
| 5 | Exile or outcast |
| d10 | Occupation |
|---|---|
| 6 | Bounty Hunter |
| 7 | Pilgrim |
| 8 | Tribal nomad |
| 9 | Hunter-gatherer |
| 10 | Tribal marauder |
| d8 | Personality Trait | |
|---|---|---|
| 1 | I'm driven by a wanderlust that led me away from home. | |
| 2 | I watch over my friends as if they were a litter of newborn pups. | |
| 3 | I once ran twenty five miles without stopping to warn my clan of an approaching orc horde, I'd do it again if I had to. | |
| 4 | I have a lesson for every situation, drawn from observing nature. | |
| 5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry polar bear. | |
| 6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | |
| 7 | I feel far more comfortable around animals than people. | |
| 8 | I was, in fact, raised by wolves. |
| d6 | Ideal | |
|---|---|---|
| 1 | Change. Life is like the seasons, in constant change, and we must change with it. (Lawful) | |
| 2 | Greater Good. It is each person's responsibility to the make the most happiness for the whole clan. (Good) | |
| 3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) | |
| 4 | Might. The strongest are meant to rule. (Evil) | |
| 5 | Nature. The natural world is more important than all the constructs of civilisation. (Neutral) | |
| 6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
| d6 | Bond | |
|---|---|---|
| 1 | My clan is the most important thing in my life, even when they are far from me. | |
| 2 | An injury to the unspoiled wilderness of my home is an injury to me. | |
| 3 | I will bring terrible wrath down on the evildoers who killed my bonded wolf. | |
| 4 | I am the last of my clan, and it is up to me to ensure their names enter legend. | |
| 5 | I suffer awful visions of a coming disaster and will do anything to prevent it. | |
| 6 | It is my duty to provide children to sustain my clan. |
| d6 | Flaw | |
|---|---|---|
| 1 | I am too enamoured of ale, wine, and other intoxicants. | |
| 2 | There's no room for caution in a life lived to the fullest. | |
| 3 | I remember every insult I've ever received and nurse a silent resentment towards anyone who's every wronged me. | |
| 4 | I am slow to trust members of races, tribes and societies. | |
| 5 | Violence is my answer to almost any challenge. | |
| 6 | Don't expect me to save those who can't themselves. It is nature's way that the strong survive and the weak perish. |
Kaldulvan Wolf
Medium beast, lawful neutral
- Armor Class 14 (natural armor)
- Hit Points 37 (6d8 + 10)
- Speed 50 ft., climb 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)
- Skills Perception +4, Stealth +5, Survival +4
- Damage Resistances cold
- Senses darkvision 60 ft., passive Perception 14
- Languages understands Ulvan and Giant but can't speak it
- Challenge 1 (200 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Actions
Multiattack. The wolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Spine of the World
Greater Kaldulvan Wolf
Large beast, lawful neutral
- Armor Class 15 (natural armor)
- Hit Points 56 (7d10 + 18)
- Speed 60ft., climb 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 12 (+1)
- Skills Perception +8, Stealth +9, Survival +8
- Damage Resistances cold
- Senses darkvision 60 ft., passive Perception 18
- Languages understands Ulvan, Sylvan, Giant but can't speak them.
- Challenge 2 (450 XP)
Keen Senses. The wolf has advantage on Wisdom (Perception) checks.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Actions
Multiattack. The wolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Young Kaldulvan Wolf
Small beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 16 (3d6 + 6)
- Speed 40ft., climb 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 9 (-1) 14 (+2) 12 (+1)
- Skills Perception +4, Stealth +5
- Damage Resistances cold
- Senses darkvision 60 ft., passive Perception 14
- Languages understands Ulvan but doesn't speak it
- Challenge 1/4 (25 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Small Size. The wolf has advantage on Dexterity (Stealth) checks and can attempt to hide even when lightly obscured or obscured by a creature that is at least one size larger than it.
Actions
Multiattack. The wolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Image Sources:
- Title Image: Michele Parisi
- Page 3: Andantonius
- Page 4: Klaher Baklaher
- Page 5: Mujia Liao
- Page 6: Caroline Gariba
- Page 7: Andrii SHAFETOV
Further Inspiration
Kaldulvan Hunter
Medium humanoid (kaldt), lawful neutral
- Armor Class 15 (natural armor)
- Hit Points 136 (16d8 + 64)
- Speed 35 ft., climb 35 ft., swim 35 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 13 (+1) 15 (+2) 13 (+1)
- Skills Nature +7, Perception +8, Stealth +9, Survival +8
- Damage Resistances cold
- Senses darkvision 60 ft., passive Perception 18
- Languages Common, Ulvan, Sylvan, Giant
- Challenge 5 (1,800 XP)
Keen Senses. The hunter has advantage on Wisdom (Perception) checks.
Pack Tactics. The hunter has advantage on attack rolls against a creature if at least one of the hunter's allies is within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage. The hunter has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Surprise Attack. If the hunter surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Ulvan Frost. The hunter's attacks deal an extra 1d8 cold damage (included in the attack).
Wolf's Blood. The hunter can cast Animal Friendship at will, ignoring material components and the intelligence restriction, but can only target wolves.
Actions
Multiattack. The hunter makes three attacks with a weapon or two attacks with its claws and one with its bite.
Dyrehud Claws. Melee: +6 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) cold damage.
Dyrehud Bite. Melee: +6 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 6 (2d4 + 3) piercing damage plus 4 (1d8) cold damage.
Nordjeger Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) cold damage.
Vinterblod Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 4 (1d8) cold damage.