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Snow Queen

Medium fey, neutral evil


Armor Class 17 (natural armor)
Hit Points 123 (19d8 + 38)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 18 (+4) 20 (+5) 18 (+4)
Saving Throws Dex +9, Con +7, Cha +9
Skills Perception +10, Stealth +9
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren’t cold iron
Damage Immunities cold
Condition Immunities charmed, frightened, exhaustion
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 20
Languages Common, Elvish, Giant, Sylvan
Challenge 16 (15,000 XP)
Innate Spellcasting. The Snow Queen’s innate spellcasting
ability score is Charisma (save DC 17, +9 to hit with spell
attacks). The Snow Queen can innately cast the following
spells, requiring no material components.
At will: fog cloud, magic missile, ray of frost
3/day each: chill metal (as heat metal, but does cold damage),
freezing sphere
1/day: cone of cold
Legendary Resistance (3/day). If the Snow Queen fails a saving
throw, she can choose to succeed instead.
Magic Weapons. The Snow Queen’s weapon attacks are
magical and do an extra 7 (2d6) cold damage (included below).
Winter Step. The Snow Queen ignores difficult terrain caused
by ice and snow. She can walk on vertical and horizontal
surfaces that are covered by ice or snow.
ACTIONS
Multiattack. The Snow Queen makes two attacks in any
combination of her claws and her ice crown.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage.
Ice Crown. Ranged Weapon Attack: +9 to hit, range 80/320ft.,
one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold
damage. The target’s speed is reduced by 10 feet until the end
of its next turn.
Cold Snap (Recharge 5-6). The Snow Queen causes the
temperature around her to drop dramatically. Every creature
within 30 feet of the Snow Queen must make a successful DC
17 Constitution saving throw or gain 1 level of exhaustion.
Immunity to cold grants immunity to Cold Snap.
REACTIONS
Frozen Shards. When the Snow Queen is hit by a melee attack,
she can strike her attacker with shards from her icy crown.
The attacker takes 11 (2d10) piercing damage and 11 (2d10)
cold damage, or no damage with a successful DC 17 Dexterity
saving throw.
LEGENDARY ACTIONS
The Snow Queen can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn.
The Snow Queen regains spent legendary actions at the start of
her turn.
Ice Crown. The Snow Queen makes an ice crown attack.
Snowblind. One target that the Snow Queen can see within 100
feet must succeed on a DC 17 Constitution saving throw or be
blinded by swirling snow until the end of its next turn.
Snowfall Mantle (2 Actions). The Snow Queen throws her
mantle of snow at a point she can see within 60 feet. An area
within 30 feet of that point instantly becomes covered in deep
snow. Creatures in the area must succeed on a DC 17 Strength
saving throw or be restrained. The area becomes difficult
terrain, costing 2 feet of movement for every 1 foot moved.
The difficult terrain lasts until the end of the Snow Queen’s
next turn, at which time her mantle returns to her shoulders.

Snow Queen’s Lair


The ice castle of Grokeheim is the Snow Queen’s lair. Sunlight
and moonlight flash through the delicate spires and translucent
walls, setting the palace agleam even in the deepest night. The
castle reflects its mistress: beautiful, cold, and unforgivingly
deadly.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the Snow Queen
takes a lair action to cause one of the following effects; the Snow
Queen can’t use the same effect two rounds in a row:
• A wall of dense snow springs into existence within 120 feet
of the Snow Queen. The wall is up to 60 feet long, 10 feet
high, and 5 feet thick, and it blocks line of sight. When the
wall appears, each creature in the wall’s area must make a
DC 15 Dexterity saving throw. A creature that fails the saving
throw takes 18 (4d8) cold damage and is pushed 5 feet out
of the wall’s space, on whichever side of the wall it chooses.
A creature that touches the wall at any time takes the same
damage. Each 10-foot section of the wall has AC 5, 15 hit
points, vulnerability to fire damage, resistance to bludgeoning
and piercing damage, and immunity to cold, poison, and
psychic damage. The wall lasts until the Snow Queen uses this
action again, or she dies.
199
TOME OF BEASTS • F
• Icy wind and stinging snow swirls around the Snow Queen.
All creatures that aren’t immune to cold damage have
disadvantage when making saving throws against cold
damage or cold-based effects while within 60 feet of the
Snow Queen. This effect lasts until initiative count 20 on the
following round.
• The snow and ice of the lair shimmer and gleam, catching the
light and flashing it into the eyes of the Snow Queen’s foes.
Attack rolls against the Snow Queen and her allies within
the lair have disadvantage until initiative count 20 on the
following round.
REGIONAL EFFECTS
The region containing the Snow Queen’s lair is warped by the fey
lady’s magic, which creates one or more of the following effects:
• Within 10 miles of the lair, snow and ice resist melting. Snow
and ice can be melted only with prolonged contact with fire.
• The sky is overcast most of the time within 10 miles of the lair,
and snowfall is common. The area is difficult terrain for Tiny,
Small, and Medium creatures because of deep snow.
• Light snowfall or swirling powder blown by the wind lightly
obscures the area within 5 miles of the lair.
If the Snow Queen dies, conditions in the area surrounding the
lair return to normal over the course of 1d10 days.

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