Items of the Pale Elves
When the Pale Elves (Undomaar) came from the Tarterian Depths of Carceri, they passed through great gates left by forgotten titans on the material plane. The grateful Undomaar constructed their temples around these gates in the polar ice regions.
For centuries, these temples were continuously used as a place of worship but due to the increased migratory nature of the Undomaar, they fell out of use. Some of these temples are now overrun by monsters and cultists alike. These are some powerful items that can be found in those temples.


![]()
![]()
![]()
![]()
Guardian's Plate
Though likely a thousand years have passed since the Undomaar crafted this armor, it seems impeccably cared for - at least until it spent four centuries frozen to a corpse. The magic of the planar gate has permanently altered the armor, encasing it in jagged spurs of ice.
Whether the armor bore these blessings of the Black Void when worn by the temple guardians of centuries' past remains unclear.
Dormant. When you bind your soul to Guardian's Plate, you feel the cold thoughts of those who wore it before you and the armor gains the following benefits:
"He knew the Land only as stories. A vast white emptiness, like the blue sea around the temple, but cold and hard. He imagined the snow bears, great white masses of fur and muscle, and the walruses, with their spear-like tusks raking the ice for food, and dreamt of sledding across the ragged, frozen land.
He would never set eyes upon them. His place was here, in this ancient temple, watching over the White Maw, protecting it from those who would despoil it and casting away the tools and weapons of the lesser divines."
- Entropy Guard (1/short or long rest). As a reaction when you take damage, ice seals the joints of the armor, granting you a safety in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per each class level, which takes as much damage as possible. Immediately after you take damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Awakened. Prerequisite: You must immerse yourself in frigid water for 10 minutes while wearing Guardian's Plate. Unless you're an Undomaar or any creature with a natural resistance to cold, the armor makes the water you're in even colder, and starts to sap the heat from your body. Your speed is reduced to 0 for the duration and you must succeed on a DC 10 Constitution saving throw adding 1 to the DC for each passing minute. If you survive, you feel the cold thoughts of those who wore it before you and the armor gains the following additional properties:
"Rynhaedr took him aside one afternoon, after their exercises. The chosen of his god had only a few winters on him, but she'd been personally tapped by Winter to stand watch at the gate to his dominion. She wore that authority like a mantle, shoulders squared, chin raised. Confident.
She sent him from the isle then - to the Land. To know the Land, she explained, was to know Winter. There could be no understanding of one without understanding of the other, and a guardian must know Winter as they know themselves.
So he found himself, heart near to bursting within his chest, bundled against the cold on the next supply ship, its prow pointed south."
- Ice-bound Magic. While wearing the armor, you gain an innate spellcasting ability which uses your Constitution. You can cast the following spells, requiring no material components.
At will: green-flame blade (deals cold damage), ray of frost
1/day each: armor of agathys (5th-level version), cone of cold


Exhalted. Prerequisite: You must wear the Helm of the Black Void and keep it as long as you're wearing the armor. You then feel the cold thoughts of those who wore it before you and the armor gains the following additional properties:
"He returned a hard man to a frozen home.
The Land had forged him anew of hoarfrost and rime - once-soft hands now hard as ice, formerly-lanky arms now bulging with muscle, clean face now boasting a beard as full and white as a snow bear's pelt.
But all were dead. Some had been torn apart, their limbs scattered and ribs opened. Others stood frozen at their stations. Rynhaedr herself held the opened Maw, vigilant even in demise.
He felt no sadness, no pulsing fear. He understood the Land, and so he understood Winter. When the growl rose from the Maw, he knew it for an interloper. He took up his spear and his shield, and he strode into the Void. "
- Black Void's Emissary. You gain immunity to cold damage and you can understand and speak Primordial. In addition, difficult terrain made from snow or ice doesn't slow you down or affect you in any way, magical or otherwise.
Helm of the Black Void
The shards of ice crowning this helm radiate a malignant chill, utterly resisting the glare of the sun. It smells musty within, as if worn for centuries by the frozen corpse of a pale elf.
Too cold for comfort on even the hottest days, the helm plagues the wearer with endless whispers at the edge of hearing.
- Crystallized Armor. You gain a +1 to your AC if you're wearing Guardian's Plate.
- Influence of the Void. When you make an attack roll while wearing the helm, you can forgo rolling the d20 to get an 11 on the die. Once used, this property can't be used again until the next dawn.
Finality's Claim
The deeper one stares into the seductively shining depths of this ring, the more it pulls at their very being, like tendrils tugging at the wearer's soul. Hours may slip past as one stares into its recesses, and even after pulling away the world seems darker.
- Entropic Reflection. When a creature misses you with a spell attack roll while wearing this ring, it instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
- Time Dilation. Creatures of your choice within 5 feet of you can't take bonus actions or reactions (You determine either when a creature comes within 5 feet of you).
Frostfur Mantle
Thickened with ice and essence, this scrap of hide feels unexpectedly warm and heavy when donned. Those around the wearer, however, experience a sharp decline in air temperature and a near-constant chill breeze. The matted fur reeks of decay, and the shards of frost coating it ring quietly against one another.
- Algid Aura. Your Charisma score is 19 while you wear this mantle. It has no effect on you if your Charisma is 19 or higher without it.
- Essence Infused (1/day). If you fail a saving throw, you can choose to succeed instead.
Wintertide Bulwark
This massive, rime-crusted tower shield is crafted in a manner that blends the styles of Netheril with those of the Undomaar. The long, convex surface radiates excruciating chill.
- Frost Shell. While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
- Glacial Momentum. While holding this shield, you are immune to effects that reduce your speed, unless you're stunned or incapacitated.
- Frostbitten Palisades (3/ day). As a reaction when a creature within 5 feet of you damages you, you can invoke the shield's magic and retaliate. You produce an effect similar to a 5th level hellish rebuke spell (DC 17), but the damage dealt is cold instead of fire.
Eye of Agathys
Gem's Properties.
- Winter's Veil. You have resistance to nonmagical damage while you have the eye in your possession. In addition, you can use the gem to innately cast Invulnerability from it (requiring no material components). Once this special action is used, it can't be used again until the next dusk.
Destroying the Gem. The gem can only be destroyed by returning it to where it was snapped from and leaving it there for a century.
Credits
Artist for Icons. Matthew Hansen (@matthansenart)
Art Copyright for Pictures. Obisidian Entertainment - Sony Online Entertainment
/u/Aleph_3
