Icy Horrors

by dArtagnan

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Arctic Assault

Aklhut

These massive lumbering beasts resemble some combination of wolf and killer whale. It is an exceptionally dangerous predator taking on the form entirely of an killer whale when in water.

These creatures are frequently ambush predators, lying in wait at the water's edge before charging out and taking its prey by surprise.

Orca

A toothed whale that can be found in virtually any ocean. It is an intelligent hunter, but never attacks humanoids.

It is thought to have ties to the demon lord Orcus, but no evidence of this has been found.

Orcus' Reaver

It is not known precisely why killer whales are named after the demon lord of undeath, but what is known is that the deeps are patrolled by the skeletal beasts who seek lost souls to add to Orcus' growing armada of undead.

Sharkdog

Specially bred from the fierce and majestic aklhut into a considerably smaller and less independant beast.

Much like with dogs and wolves, this humble creature is a more companionable creature, and a fierce hunting companion. Sharkdogs, as they are called, do not have the size or shapechanging capabilities of their native counterparts, but they're fantastic hunters on land and sea.

Snow Charger

This large canine creature storms through the tundra at great speed. It resembles a large white wolf with a large crystalline horn emerging from its snout.

They are lone predators, and their preferred tactics involve trampling creatures and repeatedly running out of their reach before they can react.






Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.






Akhlut

Huge monstrosity (shapechanger), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 50 ft. (0 ft., swim 50 ft. in orca form)

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 3 (-4) 10 (+0) 7 (-2)

  • Skills Athletics +9, Perception +3
  • Damage Immunities cold
  • Senses infravision, passive Perception 13
  • Languages understands Aquan but can't speak
  • Challenge 6 (2,300 XP)Proficiency Bonus +3

Hold Breath. The akhlut can hold its breath for 15 minutes.

Keen Hearing and Smell (Akhlut form Only). The aklhut has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shapechanger. The aklhut changes its shape between that of an orca when it is submerged in water, or back into its true form when it moves onto land. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 7 (2d6) cold damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the aklhut can't bite another target.

Swallow. The aklhut makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the aklhut, and it takes 10 (3d6) acid damage at the start of each of the aklhut's turns.
  The aklhut can have only one target swallowed at a time. If the aklhut dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.


Orca

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 3 (-4) 10 (+0) 7 (-2)

  • Skills Perception +3
  • Senses blindsight 60 ft, passive Perception 13
  • Languages
  • Challenge 5 (1,800 XP)Proficiency Bonus +3

Hold Breath. The orca can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.


Orcus Reaver

Huge undead, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 21 (+5) 1 (-5) 8 (-1) 7 (-2)

  • Skills Perception +2
  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses lifesense 120 ft, passive Perception 12
  • Languages
  • Challenge 5 (1,800 XP)Proficiency Bonus +3

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain by this attack rises 24 hours later as a zombie version of the creature under the reaver's control, unless the creature is restored to life or its body is destroyed. The reaver can have no more than twelve zombies under its control at one time.















Sharkdog

Medium monstrosity, unaligned


  • Armor Class 12
  • Hit Points 5 (1d8 + 1)
  • Speed 40 ft. , swim 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)Proficiency Bonus +2

Keen Hearing and Smell. The sharkdog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.









Snow Charger

Large monstrosity, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Resistances cold
  • Senses infravision, passive Perception 13
  • Languages
  • Challenge 3 (700 XP)Proficiency Bonus +2

Charge. If the snow charger moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Keen Hearing and Smell. The snow charger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Mobile. The snow charger doesn't provoke an opportunity attack when it moves out of an enemy's reach, if it started its turn out of its reach.

Actions

Multiattack. The snow charger makes two attacks: one with its bite and one with its gore.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.














Senses

The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Some new special senses are described below.

Infravision

A monster with infravision can perceive the heat radiating off of objects. Strong sources of heat such as fires and torches may blind or cast significant shadows, just as intense light does with normal vision, causing infravision to not function with such heat sources nearby.

Infravision cannot perceive visual phenomena that do not change heat. Infravision ignores illusions that do not affect temperature, such as silent image or invisibility, but not ones that do, such as major image or greater invisibility. Infravision also cannot see through transparent surfaces or detect cold-blooded creatures.

A creature with infravision can switch between it and regular vision as a bonus action.

Lifesense

A monster with lifesense can perceive the distance and relative direction of living creatures that are not Undead or Constructs within a specific radius. While this ability can allow the creature to determine if a creature it is looking at is alive, dead, or near death, it does not provide it the precise location of a living creature that is concealed from its sight.





Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.