Autumn wanes as the cold and darkness sweep through the land. Winter has come. The air is frigid and unforgiving. Trees become leafless, the area covered in ice and snow, many creatures take shelter from the lower temperatures while others thrive in it.
The days are short and the nights are longer, various creatures who prefer the dark often lurk and roam in the land of endless winter.
The ruler of Winter is the undisputed Queen of Air and Darkness, colloquially referred to as Queen Mab, though her original name is lost the ravages of time. While the Prince of Frost is a deadly and powerful force on his own, all Winter fey know that the Queen is the real supreme leader.
Winter often symbolizes death, the end of a cycle, cold and harsh weather, but through Winter, Spring shall bloom again.
So Winter has a vital part to play in the sequence of the seasons, often severing as the time nature sleeps to be born again. Darkness is usually an excellent symbol for secrets, mysteries, and illusions. But during these harsh times, creatures often bond and form communities to ensure the tough times, there are fey that reside within Winter but serve to bring warmth and good tidings to all beings. Further, the widespread folklore maintains this predisposition that the Unseelie fey are inherently evil or evil-aligned.
For game mechanical purposes, most Unseelie fey would be attributed to some sort of evil alignment. It should be noted that all pretexts of the seasons are based on the weather in a northern hemisphere region. This guide borrows some lore from the 5th Edition ruleset on the Feywild, in addition to the multitude of sources of lore regarding faeries and the fey. This guide assumes a four season-four court apparatus while still maintaining the dichotomy between the Seelie and Unseelie Fey.
The information here, hopefully, will help inspire you for ideas when dealing with the mysterious fey in the Frozen Lands of Winter. The Frozen Lands Wastes of Winter. The Frozen Lands or Wastes of Winter are a desolate land of ice and freezing gales. Far in the distance of the flat and icy lands, tall mountains loom over the horizon, a sky often diluted with grey clouds. Sudden snow storms and blizzards are familiar, creatures not adequately prepared can quickly succumb to a frozen death with the land serving as their icy tombs.Born of the Ice.
Ice maidens are the daughters of powerful creatures of the cold. Some are descendants of Boreas or the Snow Queen a few having both parentsbut they are also born to frost giants and thursir. A few result from tearful pleas by pregnant women lost in the snows, desperate to keep their newborn child from freezing to death-the fraughashar carry these infants away and raise them as ice maidens.
Solitary Lives. Most ice maidens live solitary existences save for a servant or two under their thrall. Killing Dilemma. Tome of Beasts. Subscribe to the Open Gaming Newsletter! Toggle navigation. Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold.
Spells that grant protection from cold damage are targeted by an automatic dispel magic effect. Cold Eyes. Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness.
Ice Walk. Ice maidens move across icy and snowy surfaces without penalty. Snow Invisibility. In snowy environments, the ice maiden can turn invisible at will as a bonus action or a reaction. Magic Resistance. The ice maiden has advantage on saving throws against spells and other magical effects.
She can innately cast the following spells: At will. The frost maiden makes two ice dagger attacks. Ice Dagger. The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning. Icy Entangle. Kiss of the Frozen Heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold.
The ice maiden can have up to three such servants at once.
The effect can be broken by dispel magic DC 17greater restorationor the kiss of someone who loves the target. Snowblind Burst. In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself.The Snow Queen can take 3 legendary actionschoosing from the options below. The Snow Queen regains spent legendary actions at the start of her turn.
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. If the Snow Queen dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. Tome of Beasts. Subscribe to the Open Gaming Newsletter! Toggle navigation. The Snow Queen can innately cast the following spells, requiring no material components.
If the Snow Queen fails a saving throw, she can choose to succeed instead. Magic Weapons. 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.
Ice Crown. Cold Snap Recharge 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.
Reaction Frozen Shards. When the Snow Queen is hit by a melee attackshe 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 actionschoosing from the options below. The Snow Queen makes an ice crown attack. One target that the Snow Queen can see within 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 terraincosting 2 feet of movement for every 1 foot moved. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. A creature that touches the wall at any time takes the same damage. Each foot section of the wall has AC 5, 15 hit pointsvulnerability 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.Are your adventurers freezing to death on their way to a frozen temple?
Did your party just escape a prison to find out there is nothing but snow and ice in every direction? Let us do the work for you. My players just entered the lair of a white dragon after exploring the frigid Winterbole forest surrounding her lair.
I needed to throw some monsters and hazards at my players to demonstrate how harsh the environment created by the white dragon is. This article provides some ideas for using monsters and handling survival in an arctic environment.
When trained, chromatic drakes serve as effective guards for NPCs. When found in the wild, they can provide a tough encounter that matches up with the wilderness environment.
I think drakes work especially well as thematic minions found in the region controlled by their dragon master. In my current campaign, an ancient white dragon has created many drakes to patrol and hide around her lair, ready for my PCs to stumble into. If the drake moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone.Dungeons and Dragons Lore: Seelie and Unseelie Courts
If the target is prone, the drake can make one bite attack against it as a bonus action. False Appearance. While a coldscale drake is in an icy or snowy terrain and remains motionless, it is indistinguishable from the snow and ice surrounding it.
Ice Walk. The drake can move across and climb icy surfaces without needing to make an ability check. Actions: Multiattack. The coldscale drake makes three attacks: once with its bite and twice with its claws.
Ice Spit. A creature within 30 feet must make a DC15 Dexterity saving throw or take 14 4d6 cold damage, half damage on a successful save. Ice Golem Challenge Rating: 10 Golems are powerful automatons created by magic or elemental forces.
To create a golem from the ice, simply take the Stone Golem MM p. Challenge Rating: 2 The harsh arctic environment can kill a person in hours.
A druid, could just as easily be turned into an ally if your adventurers were able to help defeat a threat to the arctic please not an evil wizard melting the ice caps. Challenge Rating: 9 These awakened trees are most likely found in ancient and magical forests, but you could place them in a subarctic boreal forest, a thin evergreen forest found far to the north, or high on the side of a mountain.
Adventurers should be careful not to cross these guardians who can call on the forest itself to ensnare and attack enemies. In the Nentir Valethe treants are in the midst of a civil war with each other, with the conifers in the north and the deciduous in the south. Your group could get involved in this conflict or just end up stuck in the middle of battle.
Challenge Rating: 8 These fierce and hardy warriors survive by raiding and pillaging the hard work of others. Instead of creating stuff, frost giants become really good at fighting and just take it from others who create. Visit a frost giant ice fortress or have the sound of a frost giant war horn announce their visit to a small northern village. In my current campaign set in the Nentir Valethe Frost Giants have been forced to serve an ancient white dragon named Bitterstrike.
Facing a group of frost giants provides a decent battle to pull some resources out of your players on their way to fight a white dragon. An ice mephit can provide an interesting challenge for lower level groups with their frost breath and ability to blend into the icy background.
Challenge Rating: 3 While walking on sea ice have a hungry killer whale attack from below. In real life, orcas are majestic mammals that are abused by humans at theme parks to perform tricks.Perhaps the cruelest members of the Unseelie Court are the three ice princesses.
These arch fey report directly to the Snow Queen, their mother. The trio of arch fey worship the snow she walks on. They are vicious, cold-hearted, and find it hard to let go of grudges.
Palace Plot. They support their mother and seek to undermine her rival any way they can. Icy Words. An icy mist pours forth when an ice princess speaks. Even worse, these dark fey have a powerful song that can freeze the listener. Subscribe to the Open Gaming Newsletter! Toggle navigation. The ice princess can innately cast the following spells, requiring no components.
The ice princess has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ice princess makes two attacks with her ice swords.
Ice Swords. Frozen Song Recharge The ice princess sings a magical melody. Every humanoid within 90 feet of the ice princess must succeed on a DC 17 Wisdom saving throw or be frozen paralyzed.
A paralyzed target can repeat the saving throw at the end of each of its turns. The ice princess must take a bonus action on its subsequent turns to continue singing. She can stop singing at any time. The song ends if the ice princess is incapacitated. Reactions Frigid Rebuke. When the ice princess takes damage from a creature she can see within 30 feet of her, the ice princess can force that creature to succeed on a DC 17 Constitution saving throw or take 11 2d10 cold damage.
About Perhaps the cruelest members of the Unseelie Court are the three ice princesses.
Section Copyright Notice. The Libram of Lost Spells vol. New Pages Recent Changes.Jump to: navigationsearch. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.
Your ConstitutionWisdomCharisma scores each increase by 1. Alcremies stand on average at 1 foot tall. Your size is Tiny. Your base walking speed is 25 feet. Ambun The powerful defenders of the castles and fortresses of the Feywild. Your Strength score increases by 2 and your Wisdom score increases by 1. You stand between 6 and 7 feet tall and can weigh as much as pounds. Your size is Medium. Your base walking speed is 35 feet. Anthousai Nymphs of flowers that, unlike the dryad, bound themselves to the Material Plane.
Your Charisma score increases by 2, and your Dexterity score increases by 1. Your height is between 5 and 6 feet and you rarely weight more than pounds. Arborial Humanoid fey that resembles a damaged tree Your Strength score increases by 2, and your Constitution score increases by 1. Arborials vary in height and build, but they tend to be from 5 to 8 feet tall. Even with this height, you are very light, as your body is made of old wood.
Buttery Sprite Fairies that love butter Your Dexterity score increases by 2, and your Charisma score increases by 1. You can be anywhere for seven inches to a foot and a half tall. Your base walking speed is 15 feet. Cartura Small but wise lion-like fey that were cast out of the feywilds by the elves.
Your Wisdom score increases by 2. Cartura are around 3 feet tall and weigh about 50 pounds. Your size is Small.
Cervitaur Creatures with hybrid bodies and transient minds. Your Dexterity score increases by 2, and your Charisma score increases by 1. Most cervitaurs stand 4 to 6 feet tall. Your base walking speed is 40 feet. Chaik A race of oddly-skinned humanoids that live amongst the races of the Feywild.
Your Wisdom and Charisma score increases by 1. Chaik tend to be similar to Humans in height, but are lighter in weight.Fey were creatures from the Feywilda parallel plane to the Prime.
Many were typified as having supernatural abilities and a connection to nature or to some other force or place. The language of the fey was called Sylvan. Fae, or faeries, as many liked to be called, were creatures of any size, shape, texture, or smell, that exemplified and inhabited natural wonder.
They were ruled by noble eladrins and other archfey. There were many unsubstantiated legends about fey on Torilespecially in the forested areas of the Dalelandsand the like.
Faeries, in good and friendly lands, with warm lush forests and babbling brooks, were said to be short friendly folk, with a twinkle in their eye, pronouncing wealth and good luck on those deserving, who often happened to be the mortals who found them. In other places, blasted lands and choking swamps, fey were seen to be mad redcapsdevouring infants, corrupting youth, and bringing bad luck to any in whom they happened to take interest.
The truly uninformed would see the elvesdwarvesgnomesand even goblins as a form of fey. As with any legend, there was a taste of truth within.
Many fairies were tiny, and many of the legends about fey were quite true. Many fey, pixiesfor example, could only be seen by those to whom they choose to reveal themselves, though powerful wizards could often make them out.
Elves and fey were united by common belief, by their connection to natural purity, and for the fey, this was enough to create a connection of appearance. Gnomes enjoyed making light of supposedly serious things, and this united them with fey as well, though only in attitude. Fey and goblins might be connected more closely, by age-old blood lines, but this was conjecture.
As for whether fairies desired weal and woe, both were the case. Fey were creatures connected closely to nature, and just as rain from clouds saved farmers and troubled travelers, so did fey help some and injure others. Fey were a people of many different alignments and interests, like humans were, and just as most of humans, dwarves, and elves concern themselves little with the fair folk, so the fair folk, by and large, concern themselves very little with the mortal races.
The darkest and most powerful legend about fey went back eons, to the creator races. Some sages claimed that fey creatures known as the leShay were one of the four, possibly five, creator races. Going to the source, asking ancient fairies, proved only to be a headache, alas, as none seemed interested in providing a straight answer.
It was said that to protect oneself from fey one should carry ironwear the color red, turn their clothing inside out, or be near running water.