Darkpaths Winterlordsthrone
Darkpaths Winterlordsthrone
Winter Lord's
Throne
— Nerdarchist Dave
The Fifth Edition content in this book explores new, darker paths for adventurers to follow. Beginning down one of these dark
paths leads to power but at a perilous cost. Heroes of the dark face insurmountable odds and face challenging decisions whether it
is worth the cost to fight against such forces by tapping into the same source of insidious influence as their terrible foes. In this Dark
Paths series we’re taking a broader approach to content creation with further reaching goals and cohesiveness between each new
product. Will heroes face the darkness alone, or fight fire with fire and bring their own dark forces to bear?
Credits
Writing: Megan R. Miller
Editing and Layout: Doug Vehovec
Cover Art: Ashkan Ghanbari
Interior Art: Nelson Vieira
Product identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names,
new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have
previously been designated as Open Game Content are not included in this declaration.)
Open Game Content: Except for material designated as Product Identity (see above), the material in this Nerdarchy game product
is Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the
material designated as Open Game Content may be reproduced in any form without written permission.
2
Wherever winter grasps and bites, there I dwell…
An adventure scenario for four 9th level characters.
W
These followers stole the Sword of Spring, a cru-
cial component of the ritual, and Zellen requests inter Lord’s Throne is a small dungeon
aid in retrieving it. A manifestation of the Winter meant to convey the presence of a dark
Lord’s tomb appeared not far from the village of entity in an otherwise standard fantasy
Lightwater where the blade was stolen from. world. We are dealing here with themes of un-
• A traveling silver dragonborn wizard named Kyr- death and the temptation of power.
ridan came into this area to study local flora but
the sudden appearance of an eerie region of bru- In this adventure, Zellen Stringer has stolen the
tal winter in a place that should be in the middle Sword of Spring, a symbolic artifact used by the
of spring has proven to be a delightful diversion nearby village of Lightwater to banish the winter
from the writing of this treatise of western plant and hearken in the warmer seasons. They are hop-
life. He would be willing to pay a hefty sum of ing to corrupt it to bring eternal winter to the town.
gold were someone to forge ahead into this harsh
area, discover the source and perhaps bring him These manifestations take the form of the Winter
back some samples. Lord itself, a gargantuan armored skeleton frozen
upon an obsidian throne.
3
4
Winter Lord’s Throne
Monsters Even from a distance ropelike strands of his white
hair can be seen, along with the lattice of ice
Entombed Bones (12) clinging to them. The figure’s blue tinged skin is
Arctic Mummy (6) covered by a layer of creeping hoarfrost. The face
Frozen Watcher (2) appears sunken and sallow, the expression by
Rimepelt Bear (1) turns anywhere from disdainful to furious. There it
Zellen Stringer (1) sits, seething, and such is the ice encasing its legs
that it is clear even if it tried to stand it would be
kept in this spot.
Treasure
Along the stone of the seat, holes can be seen,
Flute of the Danse Macabre, Rimeclash, Skull of and the lights in some of them over others mark
Mokk, two daggers +1, gilded lute, thieves’ tools, 5 them as windows. Characters who succeed on a
pp, 25 gp, 5 sp DC 16 Wisdom (Perception) check can see figures
moving in some of those windows, showing that
0 - Winter Throne this unusual structure is occupied.
The entirety of this adventure takes place in one A rimepelt bear waits near the entrance into the
of the legs of this manifestation of the Winter complex, concealed by ice and snow. The first time
Lord’s throne, sealed off from the rest of the com- any creature moves within 20 feet of the double
pound for Zellen’s purposes. doors it rises, unleashing its Arctic Roar as it attacks.
The Winter Lord itself is too preoccupied to give Toward the bottom of the throne, at the base of
notice to such small creatures, and even frantic one of the four legs, the ice appears to have been
attempts to draw its attention will be met with a chipped away giving way to a set of double doors.
lack of awareness. The adventurers are like ants in Images carved into the stone archway surround-
comparison. ing the doors show several scenes.
It stands precisely where you were told it would In one, humanoids prostrate themselves before
be, the heart of an eerie and unnaturally brutal an enormous armored figure. In another, the hu-
region of frigid cold sprawling outward over the manoids walk in a line through a portal. Another
plain, light meant for the summer season glaring scene shows smaller armored figures guarding a
off of the ice and snow and into your eyes. It takes gateway, each holding a different item — an axe,
a long time for your vision to adjust, but as it a spear and a torch.
does, the sight before you comes clear in stages.
The next scene shows skeletons encased in ice,
At first you see the outline of a massive structure and beside it the armored figure stands with a
in the distance somewhere near the middle of all smaller robed and hooded entity.
of this cold and dark. The outline is what you sus-
pect could be a small keep with towers on either The final image shows the armored figure sitting
side but as your eyes become accustomed to the on a throne, impaled by a sword while the hood-
lighting you realize that no, it isn’t a keep at all ed entity hides between two portals.
but a chair.
Characters who succeed on a DC 25 Intelligence
A throne the size of a castle with gleaming sheets (Arcana, History or Religion) check recognize the
of ice crawling up the legs and arms and back of it symbology as a myth of the Winter Lord. Even to
and over the gargantuan humanoid frozen to it — the most learned, information is scarce and the
the Winter Lord itself. A massive black sword pierc- best you can recollect is this entity entices follow-
es through the figure’s chest, the impossibly large ers into icy death with the promise of rebirth in a
blade’s point thrusting out the back of the throne. new universe.
5
1 - Hall of Bones of the nobleman are parted slightly and the glint
of metal can be seen against his tongue in the
This dark 30 by 30 foot room is littered with bones presence of any light illuminating the room.
and has five doors. The party enters through the
double doors to the west. There is a door to the The second sarcophagus contains an arctic mum-
north, a door to the south, and two doors to the my that animates and attacks as soon as the lid is
east. Additionally, three very frozen piles of bones opened.
have accumulated in the northeast corner, the
southeast corner and the gap between the doors The third sarcophagus contains the frozen re-
on the western wall. mains of a young girl, perhaps 14 years of age by
her height though the ravaging of time has made
The bones do nothing unless touched. Any at- it impossible to tell one way or the other. Strands
tempts to warm them up or root through them of her curly blond hair still cling to her mummi-
causes two entombed bones to rise from that fied skull. She does not animate. Her small body is
pile and attack. curled around the remains of a teddy bear. Inside
the teddy bear are 5 silver pieces. The lips of the
2 - Northern Sanctum girl are parted slightly and the glint of metal can
be seen against her tongue in the presence of any
This darkened tomb is 35 by 25 feet with no light light illuminating the room.
at all if the door is closed, and dim light if it has
been left open. There are six sarcophagi total in The fourth and fifth sarcophagi each contain an
this room, all frozen shut. The layer of hoarfrost arctic mummy that animates and attacks as soon
on every surface here makes it clear this room has as the lid is opened.
not been disturbed in quite some time.
The sixth sarcophagus contains the remains of
Fire can melt the ice enough to open a sarcopha- a dwarven woman. Clutched in her dead frozen
gus after a few minutes of application, although hand is a gilded lute with a few red gems in its
if left alone the layer of ice sealing the sarcophagi construction, worth up to 80 gp to the right buy-
shut returns within the hour. A character who suc- er.
ceeds on a DC 16 Strength check can push the lid
open and break through the layer of ice. 3 - Southern Sanctum
Sarcophagi are numbered starting with the one Like the sanctum to the north, this tomb is 35 feet
in the northwestern corner and going clockwise by 25 feet. There are six sarcophagi total in this
from there. The bodies here that do not animate room, five of which are closed. The southwestern
each have a coin in their mouths, frozen to their most sarcophagus has been left ajar and mist
tongues. The coins are stamped with a crow on ei- spills out of it, unending, leaving the room lightly
ther side, one side the profile of the head and the obscured by three feet deep of frigid fog.
other the entire body of the bird with its wings
spread wide. A character who succeeds on a DC Sarcophagi are numbered starting with the one
15 Intelligence (History or Religion) check Reli- in the northwestern corner and going clockwise
gion check recognizes this custom as an appropri- from there. The bodies here that do not animate
ate sacrificial offering to many death deities. each have a coin in their mouths, frozen to their
tongues. The coins are stamped with a crow on ei-
The first sarcophagus contains the frozen remains ther side, one side the profile of the head and the
of a nobleman, whose hands are lifted and curled, other the entire body of the bird with its wings
the bones of the fingers broken. The stone lid spread wide. A character who succeeds on a DC
of the sarcophagus has been scored with lines 15 Intelligence (History or Religion) check Reli-
where the occupant tried to claw his way out. The gion check recognizes this custom as an appropri-
frozen corpse holds 25 gp in its pockets. The lips ate sacrificial offering to many death deities.
6
The first sarcophagus is completely empty and
has been cleaned and polished to a degree the Rimeclash
other sarcophagi in this room have not.
At the northern end of the room two humanoid The correct object for the statue in this room is a
skeletons hang strung up with their arms spread lit torch. If an axe or spear is placed in the statue’s
and their heads bowed. hands, the frozen watcher animates and attacks,
gaining the appropriate special action. If anoth-
A character who succeeds on a DC 15 Wisdom er item is placed in the statue’s hands, nothing
(Medicine) check determines these humanoid happens. Defeating the frozen watcher does not
skeletons are elven. Unlike the animated skele- destroy it, but returns it to its dormant state, al-
tons in the area, these are not frozen. lowing another attempt at the puzzle.
7
5 - Dry Well ue holds any items. When the correct objects are
placed in their hands, the corresponding doors to
This dark chamber is 15 by 20 feet in size, with the surgical theaters unlock.
no light source on the inside. An empty handed
statue depicting the stern visage of the Winter The correct object for the statue in this room is a
Lord looks out over a 5 foot deep pool without a spear. If an axe or torch is placed in the statue’s
single drop of water in it. hands, the frozen watcher animates and attacks,
gaining the appropriate special action.
If the pool in this room is filled to an inch deep,
the reflection of the stat- If another item is placed in the statue’s hands,
ue in this room can be nothing happens. Defeating the frozen watcher
seen holding a does not destroy it, but returns it to its dormant
spear. At the state, allowing another attempt at the puzzle.
southern end
of the room 6 - Spear Room
two human-
oid skeletons This 15 foot by 30 foot room contains only a
hang strung up spear and a lit torch on a sconce on the eastern
with their arms wall. There are two doors along the southern
spread and their wall, one leading into the dry well (5) and one
heads bowed. leading into the long hallway (8). The door on
the eastern wall next to the lit torch leads into
A character who the northern surgical theater (9). The door has no
succeeds on a handle or keyhole and there is no way to get at
DC 15 Wisdom the locking mechanism.
(Medicine)
check deter- Solving the puzzles in the watcher’s well and dry
mines these well unlocks the mechanism and causes the door
humanoid to become ajar. Anyone in the room when this
skeletons are happens hears an audible click and sees the door
elven. Unlike swing open slightly in response.
the animated
skeletons in the 7 - Axe Room
area, these are
not frozen. This 15 foot by 30 foot room contains only an
axe and an unlit torch on a sconce on the east-
The statues in ern wall. There are two doors along the northern
this room and wall, one leading to the watcher’s well (4) and
the room of the one leading to the long hallway (8).
dry well (4) are
frozen watch- The door on the eastern wall next to the unlit
ers. They are torch leads into the southern surgical theater
connected to (10). The door has no handle or keyhole and
the doors to there is no way to get at the locking mechanism.
the surgical
theaters Solving the puzzles in the watcher’s well and dry
(9 and 10). well unlocks the mechanism and causes the door
Neither stat- to become ajar. Anyone in the room when this
happens hears an audible click and sees the door
Hoarfront armor swing open slightly in response.
8
8 - Long Hallway glow of the fire, the room is as cold as the rest of
the complex.
This long hallway is 15 feet at its widest point,
though most of it is 10 feet east to west. There The fire in the pit is magical in nature and pro-
are lit torches on the wider points of the hallway, vides light but no heat. However, flammable
illuminating the areas near the doors. objects held in it will catch fire. A character who
succeeds on a DC 14 Intelligence (Arcana) check
Once the doors to the long hallway are opened, recognizes these unusual qualities’ arcane origin.
there are 10 foot deep pits carved into the stone-
work in front of them with spikes on the bottom. There is an operating table in the center of the
Any character that does not specify they are room, partially rusted from years of blood being
entering carefully must make a DC14 Dexterity spilled upon it. To the north and south of this
Saving Throw to avoid falling into the pit. table there is bench seating, stone steps curved
inward for onlookers to get a view of the surger-
Once the doors to the long hallway are opened, ies being performed here.
there are 10 foot deep pits carved into the stone-
work in front of them with spikes at the bottom. Along the eastern wall there is an unlit brazier.
Lighting the brazier satisfies the conditions for
A character who succeeds on a DC 13 Wisdom unlocking the door to the altar room (11).
(Perception) checkspots the pit before entering
the hallway and stepping into it. Anyone failing 10 - Southern Surgical Theater
to see the pit must succeed on a DC 14 Dexterity
saving throw to avoid falling into the pit. This 25 foot by 30 foot room is dark. There is an
empty 5 foot deep pit near the door leading into
A creature falling into the pit takes 11 (2d10) it on the western wall. This room feels even colder
piercing damage from the spikes and 5 (1d10) than the rest of the compound. Creatures inside
cold damage from the magic lingering here. In the room without a source of heat equivalent to a
addition, the stone cover above them snaps shut bonfire or more must succeed on a DC 14 Consti-
to trap them inside. tution saving throw for every one minute they are
within or gain a level of frostbite.
A DC 20 Strength check can pry the cover open.
There is an operating table in the center of the
The double doors along the eastern wall in the room, partially rusted from years of blood being
part of the hallway that is in shadow are locked spilled upon it. To the north and south of this
magically by a thick layer of enchanted ice. When table there is bench seating, stone steps curved
a torch is brought near to them, the ice glistening inward for onlookers to get a view of the surger-
there melts partially to reveal an inscription. ies being performed here.
“Open me by firelight to the North and South.” Along the eastern wall there is an unlit brazier.
Lighting the brazier satisfies the conditions for
When the braziers in both surgical theaters (9 and unlocking the door to the altar room (11).
10) have been lit, the ice thaws and allows en-
trance to the altar room (11). 11 - Altar Room
9 - Northern Surgical Theater This 35 foot by 30 foot room is carpeted from wall
to wall in stark contrast with the rest of this com-
This 25 foot by 30 foot room is all aglow in bright pound. Four large support pillars stand on the
light from a pit of fire near the door leading into it northern and southern ends of the room, the rest
on the western wall. The light highlights all of the of the area lit by torches mounted on the walls
bloodstains accumulated here, and in spite of the between them.
9
A successful DC 15 Intelligence (Investigation) or Dark Content Appendix
Wisdom (Perception) check on the pillars reveals
hidden hollows inside with space enough for a Frostbite
Medium creature. Three of the pillars conceal piles
of frozen bones. The southeastern pillar conceals In the dead of winter, in the coldest of places, there
an egress from the complex. A rough hewn shaft are things colder than cold. When exposed to such
descends 80 feet to a 5 foot wide, 10 foot high dark sever temperatures, this cold can begin to do deep-
natural tunnel. Characters who succeed on a DC 15 er damage to a creature. Frostbite is what happens
Strength (Athletics) check can use the natural hand- when prolonged exposure to the cold sinks in deep
holds in the shaft to climb down safely. The tunnel and causes tissue and nerve damage. The skin goes
goes on for about a half mile before reaching the from whatever color it was supposed to be, to red-
exit, an unremarkable cave in the nearby foothills. dened as blood floods the area and tries to warm
it, and eventually blackens as the tissue necrotizes.
In the center of the room is a long ornate rug leading Characters who have not taken proper precaution
up to an altar flanked by two high backed chairs, each against the cold, such as gloves and cloaks, may
with a human skeleton frozen to it in a mockery of find themselves contending with frostbite. For ev-
the Winter Lord himself, swords thrust through the ery one hour a creature is exposed to brutally cold
torso and piercing through the back of the chairs. The conditions they must succeed on a DC 14 Consti-
Sword of Spring lays across the altar on the eastern tution saving throw or gain one level of frostbite.
wall of the room. Zellen Stringer kneels before the Affected creatures repeat this saving throw every
altar, wearing the Skull of Mokk. A gagged figure is hour they remain exposed, and the DC increases by
bound to the altar with chains as an intended sacri- one each time. Frostbite is measured in five levels.
fice to corrupt the Sword of Spring. This could be the An effect can give a creature one or more levels of
dragonborn wizard Kyrridan, a villager from the town frostbite, as specified in the effect’s description.
of Lightwater or any appropriate character from your
campaign. Zellen possesses a set of coins stamped Level Effect
with the raven, enough for each party member and 1 During this early warning stage a
one for the sacrifice they brought here with them. creature’s skin begins to redden and
there is pain from the cold.
Confronting Zellen interrupts their plans. They 2 Ice begins to crystallize on the affected
grab the Sword of Spring, causing the two skele- area. The creature now has frostnip, and
tons to animate as entombed bones and attack as has disadvantage on skill checks relying
Zellen’s allies. Zellen defends themself if attacked. on Dexterity.
When they have half of their hit points or fewer all 3 The affected area begins to turn grey
four pillars open and an entombed bones ani- and numb. The creature takes 2d6
mates in three of them, emerging to attack and necrotic damage, and their maximum
cover Zellen while they attempt to flee through the hit points are reduced by the same
egress in the fourth pillar. Zellen hopes to over- amount until they finish a long rest.
whelm the party with the entombed bones here 4 The affected area begins to blacken. The
and offer one or all of them up as sacrifices, which creature has disadvantage on all
will corrupt the Sword of Spring and make it a Dexterity based checks. This remains
more suitable offering for the Winter Lord. They’re the case until the creature is affected by
concerned failure means other cultists will target a lesser restoration spell or similar magic
them as the next sacrifice. Zellen’s suspicions are as the nerves have been damaged
not unfounded. If left undisturbed it takes Zellen 4 beyond the repair of normal healing.
rounds to complete the ritual and finish the sacri- 5 For every failed save after this, the
fice, freezing the coin to the tongue of the victim creature takes 4d6 necrotic damage,
they brought here with them. If the party gets to and their maximum hit points are
them before they complete the sacrifice, they will reduced by the same amount until they
abandon the ritual to engage them in combat. finish a long rest.
10
Creatures
Arctic Mummy Actions
The arid dryness of the desert is very good at des- Multiattack. The arctic mummy can use its Dread-
iccating and preserving corpses, but the tundra is ful Glare and make one attack with either its
every bit as good. An arctic mummy is the corpse frostbitten fist.
of a creature who died out on the snow and was
dried out and frozen within reach of the Winter Frostbitten Fist. Melee Weapon Attack: +7 to
Lord’s grasp. The Winter Lord’s will causes these hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) blud-
undead to rise and extinguish all warmth — es- geoning damage plus 14 (4d6) cold damage. If
pecially the warmth of the living. They are drawn the target is a creature, it must succeed on a DC
toward any source of fire or heat, seeking to snuff 12 Constitution saving throw or gain one level of
it out and expand the chill domain of the venge- frostbite.
ful being of malediction whose terrible power
compels them into service. Icy Glare. The arctic mummy targets one creature
it can see within 60 feet of it. If the target can see
the mummy, it must succeed on a DC 11 Wisdom
Arctic Mummy saving throw against this magic or have its speed
Medium undead, chaotic evil
halved until the end of the arctic mummy’s next
turn. If the target fails the saving throw by 5 or
Armor Class 16
more, it also has disadvantage on Constitution
Hit Points 135 (12d8 + 24)
saving throws for the same duration. A target that
Speed 10 ft.
succeeds on the saving throw is immune to the
Icy Glare of all arctic mummies for the next 24
STR DEX CON INT WIS CHA
hours.
16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
11
Entombed Bones One hand is depicted folded over the handle of a
Medium undead, neutral evil sword that is thrust into the ground in front of it
and the other is extended with the fingers slightly
Armor Class 20 (16 when defrosted) curled as if to accept something as an offering.
Hit Points 134 (13d8 + 13)
Speed 20 ft. There are certain objects the statue can hold that
will trigger magical unlocking mechanisms with-
STR DEX CON INT WIS CHA in the compound, but any other weapon placed
16 (+3) 10 (+0) 12 (+1) 4 (-3) 8 (-1) 4 (-3) in its hand will bring the statue to life to attack,
instead.
Damage Immunities poison
Damage Vulnerabilities fire The pair of them were made as gifts by a dwar-
Condition Immunities exhaustion, poisoned ven follower of the Winter Lord, long ago, and he
Senses darkvision 60ft., passive Perception 9 accepted these offerings, giving in exchange a
Languages Understands languages it knew in life not-so-small amount of power over the cold.
but does not speak
Challenge 5 (1,800 XP) Frozen Watcher
Large construct, unaligned
Prison of Ice. Entombed Bones are coated in a
thick layer of ice that causes it to move more Armor Class 22
slowly and provides a layer of protection against Hit Points 206 (15d10 + 75)
outside attack. If the entombed bones has half of Speed 30 ft.
its hit points or fewer its speed increases to 30 ft.
and its AC is reduced to 16. STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
Actions
Damage Immunities poison, psychic; bludgeon-
Multiattack. The entombed bones makes two ing, piercing and slashing from nonmagical at-
slam attacks. tacks that aren’t adamantine
Condition Immunities charmed, exhaustion,
Slam. Melee Weapon Attack: +6 to hit., reach 5ft., frightened, paralyzed, petrified, poisoned
one target. Hit: 10 (2d6 + 3) bludgeoning damage Senses darkvision 120 ft., passive Perception 10
and 9 (3d6) cold damage. Languages Understands Common but cannot speak.
Challenge 13 (10,000 XP)
Creeping Frost (Recharge 5-6). The entombed
bones touches the ground with one ice encased Immutable Form. The frozen watcher is immune
hand and ice spreads out in a 15 foot cube. Crea- to any spell or effect that would alter its form.
tures in the area must make a DC 15 Constitution
saving throw. On a failed save, a creature takes 16 Magic Resistance. The frozen watcher has advan-
(3d10) cold damage and gaininst one level of frost- tage on saving throws against spells and other
bite. On a successful save a creature takes half as magical effects.
much damage and does not gain a level of frostbite.
Magic Weapons. The frozen watcher’s weapon
Frozen Watcher attacks are magical.
12
• Storm of Embers (Torch). The frozen watcher
whips the torch in a wide arc, shedding hot em-
bers in its wake. Creatures in a 15 foot radius of
the watcher must make a DC 18 Dexterity saving
throw, taking 17 (5d6) fire damage and becoming
blinded until the end of its next turn. On a suc-
cessful save a creature takes half damage and is
not blinded.
Rimepelt Bear
A massive bear, as all of the creatures here, en-
cased in a layer of ice so deep that its teeth have
become long jagged icicles and its claws sharp-
ened out of the living rime.
Rimepelt Bear
Large undead, neutral evil
Armor Class 18
A dullahan noble Hit Points 228 (24d10 + 96)
Speed 40 ft.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 19 (3d8 + 6) bludgeoning damage. STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 2 (-4) 13 (+1) 7 (-1)
Ancient Armaments. There are three varieties of
frozen watchers, each originally constructed with Skills Perception +3
a particular item that grants it a special action. Senses passive Perception 13
Depending on the item held in a frozen watcher’s Languages —
hands it can use its action for one of the following Challenge 10 (5,900 XP)
abilities:
• Ice Spire (Axe). The frozen watcher thrusts False Appearance. While the rimepelt bear re-
the butt of the axe into the ground and spikes mains motionless, it is indistinguishable from a
of jagged ice erupt upward. The frozen watcher mound of snow and ice.
chooses up to three creatures it can see within
60 feet of it. Each target must succeed on a DC 18 Keen Smell. Rimepelt Bear has advantage on Wis-
Dexterity saving throw or it takes 17 (5d6) pierc- dom (Perception) checks that rely on smell.
ing damage and 17 (5d6) cold damage.
• Winter Nova (Spear). The frozen watcher Actions
thrusts the point of the spear and flash freezes the
ground in a 20 foot radius. The area becomes diffi- Multiattack. The Rimepelt Bear makes three at-
cult terrain and creatures in the area must make a tacks: one with its bite and two with its claws.
DC 18 Constitution saving throw or takes 27 (6d8)
cold damage and their movement reduced by 10 Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
feet. On a successful save a creature takes half one target. Hit: 14 (2d8 + 5) piercing damage and
damage and their movement is not reduced. 9 (2d8) cold damage.
13
Claws. Melee Weapon Attack: +10 to hit, reach 5 them gaunt and far more difficult to look at. Their
ft., one target. Hit: 12 (2d6 + 5) slashing damage skin is an ashen brown, eyes sunken, brittle black
and 7 (2d6) cold damage. hair still kept long but thinner than it once was.
Arctic Roar (Recharge 5-6). The Rimepelt Bear They sport armor collected from the bones of
opens its jaws and lets out a blast of frigid air in larger creatures, most notably a skull worn over
a 30 foot cone. Creatures in range must make a the top of the head, looking out from the orbit-
DC 16 Constitution saving throw, taking 6d6 cold als. There are still a few teeth attached.
damage on a failed save and half as much on a
successful one. Once a member of a nearby village called Light-
water, Zellen fell under the whispers of the Win-
ter Lord. They started out simply tracking what
Zellen Stringer undead creatures existed around the village in
order to protect it, but over time their fascination
A Stygian Shadow ranger and agent of the Winter with these beings caused the village elders to
Lord, Zellen has spent years on the tundra among become disturbed and thereby cast them out.
the undead, honing their skills at the hunt and
drawing power directly from the source. Although in exile, Zellen returned one time to
steal an important blade from the village — the
It started innocuously enough in their youth. Sword of Spring, a ceremonial weapon meant
They followed a curiosity, accepted the power to represent cutting through the last vestiges of
of frost when it came to them for the sake of winter in order to welcome the warmer seasons
keeping the flesh eaters away from their village back into the world.
with more ease, but the thirst for more power
followed. Suddenly it wasn’t enough simply to Zellen did this in order to get revenge on the
protect the village from the things that might elders who cast them out for doing what they
harm it. thought was in the best interests of the town in
the first place, but their first priority is vengeance
They decided to push outward. They made a case against the elders who threw them out to begin
for invading one of the neighboring settlements, with.
and the first time it even worked. But by the time
Zellen started dabbling in necromancy and using Ever paranoid, Zellen is also beginning to suspect
the bodies of the vanquished in their works, the the Winter Lord has darker intentions for them as
elders of their own village made their disapprov- well, and can be persuaded to aid in retrieving
al known and they were run out. the sword if they can be convinced there is an-
other way to obtain revenge against the elders.
Following the call led them far to the north
where the Winter Lord’s throne sits, frozen in Regardless, Zellen is unlikely to be an ally to a
the sea of ice. There were already plenty of dead good party. With an evil one, however, they will
things in the area, and though Zellen’s intentions be affable, laughing along with their jokes and
began pure, over time they lived to see them- offering to share blood wine around a fire.
selves become the thing they were so concerned
about in the first place. To a wicked party, or one that pretends to be
so long enough to get into Zellen’s good grac-
Now, they quietly plan their revenge. es, they will be more than happy to show them
the secrets of the tundra and the frozen undead
A Frozen Bow creatures that live there, simply glad to have new
friends that seem to understand them and their
Zellen was once an attractive half-elf, but years own dark desires after spending so much time
on the road in proximity to the undead have left alone in the cold and dark.
14
target each turn and they have advantage on any
Skull of Mokk saving throws the creature forces Zellen to make.
In addition they deal an
extra 3d6 necrotic dam-
age on any attack they
make against the target.
Special Equipment.
Zellen carries a
flute of the danse
macabre. They
also wear the
Skull of Mokk, giv-
ing them advan-
tage on Wisdom
(Perception) checks
and on saving throws
against being blinded,
charmed, deafened, fright-
ened, stunned, and knocked
unconscious. In addition, magic
can’t put Zellen to sleep.
Actions
Armor Class 16 (studded leather) Wicked Wind (1/Day). Zellen calls on the Winter
Hit Points 135 (18d8 + 54) Lord to send a frozen wind on hostile creatures in
Speed 30 ft. a 20 foot radius. Creatures in the area must make
a DC 16 Constitution saving throw, taking 14
STR DEX CON INT WIS CHA
(4d6) cold damage and 14 (4d6) necrotic damage
16 (+3) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 7 (-1)
on a failed save and half as much damage on a
successful one.
Damage Resistances Cold, necrotic
Skills Perception +4
Senses passive Perception 15 Reaction
Languages Common, Elvish, Giant
Challenge 10 (5,900 XP) Heartshatter. Whenever a creature affected by
Heartlock deals weapon damage to Zellen, they
Heartlock. As a bonus action Zellen forces a crea- can use their reaction to end the connection and
ture they can see within 60 feet to make a DC 16 force the creature to make a DC 16 Wisdom saving
Wisdom saving throw. On a failure Zellen has ad- throw. On a failure the attack fails and the crea-
vantage on the first attack they make against the ture is stunned until the end of Zellen’s next turn.
15
Character Options
Dullahan name they used in life, though some prefer not to
be recognized and will take another.
A headless undead creature with roots in the
realm of the fey. The original dullahan were elves What this other name is, however, has no con-
of the realm of the fey who led a coup against tinuous rhyme or reason to it as each individual
the Winter Queen long ago. She had every knight dullahan is permitted to choose whatever fits best
that rode against her lined up and beheaded, one for them.
after another, but did not allow them the mercy
of death. Dullahan Traits
Now, the dullahan wander the planes carrying Ability Score Increase. Your Strength score in-
their heads with them. Some keep them tucked creases by 2. Your Constitution score increases by
under their arms, some carried within large lan- 1.
terns that hang from the ends of their weapons,
and others attempt to affix them back to the Age. Dullahan are undead and whatever age they
stumps of their necks between their shoulders were when they were beheaded is what age they
with helmets or ribbons around the neck. will remain. Some start counting the years over
again from the point of their death rather than
Headless Haunt their original birth.
How a dullahan carries its head says a lot about Alignment. Dullahan have no particular lean to-
them as an individual, as well as the manner by ward alignment, the best and worst can be found
which they were decapitated. Many of them tend among them, though many of them do end up
to have a rather sanguine sense of humor about straying to evil out of madness. Not just anyone
it, some going as far as to play pranks with their can live with their head unattached from their
own severed heads, setting them on plates at body without suffering a little bit of malaise.
tables to be uncovered and scare the pants off of
dinner guests. Others are more somber about the Size. Your size is medium.
whole affair.
Speed. Your walking speed is 30 feet.
Regardless, the head of a dullahan remains an-
imate, the eyes still capable of seeing and the Breathless. You don’t need to eat, drink, or
mouths still capable of speaking. More than one breathe.
dullahan has been thrown off by an enemy simply
taking their head and chucking it into the woods Undead Nature. Your creature type is undead,
to leave their body to play marco polo with their rather than humanoid. You have advantage on
head until it’s been found and replaced. saving throws against poison, and you have re-
sistance against poison damage. In addition you
Dullahan Names don’t need to sleep, and magic can’t put you to
sleep.
The dullahan are merely other fey that have been
beheaded and brought back to life with the heads Armored Knight. You have proficiency with heavy
not attached. Most dullahan continue using the armor.
16
Detachable Head. Your head is not permanently as shown in the Stygian Shadow Spells table.
affixed to your body. You can remove your head The spell counts as a ranger spell for you, but it
and when you do so you can still see and hear doesn’t count against the number of ranger spells
from it. You retain control of your body and can you know.
sense the direction to it. Your body is considered
blinded and deafened while your head is de- Stygian Shadow Spells
tached. If you cannot see your body, your speed is
halved. Ranger Level Spell
3rd False life
5th Detect thoughts
Ranger — Stygian Shadow 9th Sleet storm
13th Locate creature
Familiar with the terrain of the coldest of hells, 17th Antilife Shell
you know how to tap into the power of undeath.
Though not all stygian rangers are themselves Heartseeker
undead, and in fact most are not, they have a kin-
ship with that which is caught between life and When you enter into this conclave at third level,
death. you gain the ability to feel the life force of nearby
creatures. You can use your action to force a crea-
Experienced trauma of liminal space between life ture you can see within 30 feet of you to succeed
and death and part of you never came back. So on a Wisdom saving throw against your spell save
you seek that part in others and feel the pull of DC or become heartlocked for one minute. The
their pulsing life force. duration increases to 10 minutes at 7th level and
one hour at 15th level. This feature has no effect
A brush with death once brought you right up on constructs or undead.
to its doorway, and perhaps a step beyond, and
a portion of you remained. Although you don’t While you are heartlocked you have advantage on
remember what you saw there, it left you with an Wisdom (Insight) checks to determine if the crea-
unusual connection to that which separates the ture is lying, you are always aware of its location if
living from the dead. Acutely aware of your own it is on the same plane of existence and you have
heartbeat and the thrum of life within others you advantage on any saving throws the creature forc-
have an uncanny knack for tracking the living and es you to make.
the dead, as a part of you never came back from
that near death experience. In addition, your connection allows you to antic-
ipate their actions before they do. The first time
Stygian Shadow Quirks each turn that you attack that target with a weap-
on attack, you have advantage on the attack.
d6 Quirk
1-2 You are always cold to the touch. You can use your bonus action to sever the con-
3-4 You have a tendency to rock or tap your nection prematurely. The creature must succeed
fingers in eerie sync with the heartbeat of on a Wisdom saving throw against your spell save
the creature closest to you. DC or take 3d8 necrotic damage, or half as much
5-6 When you are cut, your blood stays chilled on a successful save. The damage increases to
and still in the wound instead of actively 4d8 at 5th level, 5d8 at 10th level and 8d8 at 15th
flowing. level.
Stygian Shadow Magic You can use this feature a number of times equal
to your Wisdom modifier (minimum of once). You
Starting at 3rd level, you learn an additional regain all expended uses of it when you finish a
spell when you reach certain levels in this class, long rest.
17
Heartsbane beyond the veil and frankly you weren’t im-
pressed. You gain resistance to necrotic damage,
Starting at 7th level, the cold no longer bothers and you have advantage on death saving throws.
you. You gain resistance to cold damage. In addi-
tion, when you hit a creature you are heartlocked Heartbreaker
with a weapon attack you deal an extra 1d6
necrotic damage. The damage increases to 2d6 at
11th level and 3d6 at 15th level. Starting at 15th level, whenever your heartlock
connection ends, the creature you are heart-
Heartshroud locked with must succeed on a Wisdom saving
throw against your spell save DC or be stunned
When you reach 11th level, you’ve seen what lies until the end of your next turn.
18
Magic Items and gear
Flute of the Danse Macabre until it is attuned to, it sends a chill to the core of
the person wearing it. You have a +1 bonus to AC
Wondrous item, rare (requires attunement by a while wearing this armor.
spellcaster)
Once attuned to, that chill disappears. The Hoar-
This flute is carved from the hollowed out arm frost armor grants resistance to cold damage.
bones of a large creature, with holes drilled into Whenever you are hit with a melee attack you can
the top to change the pitch of the sound when use your reaction to force the attacker to make a DC
wind is blown through it. As an action you can
13 Constitution saving throw, taking 3d6 cold dam-
play the flute and choose a pile of bones within
age on a failed
30 feet, expending a spell slot to animate a num-
ber of skeletons equal to the level of the spell save
slot you expend. The skeletons animate for one and
minute and you may only have one set of skele- half as
tons active at a time. much
on a
On each of your turns, you can use a bonus action
to mentally command any skeletons you made if
they are within 60 feet of you (if you control multi-
ple skeletons you can command any or all of them
at the same time, issuing the same command to
each one). You decide what action the skeletons
will take and where they will move
during their next turn, or you can
issue a general command, such
as to guard a particular cham-
ber or corridor. If you issue no
commands, the skeletons only
defend themselves against
hostile creatures. Once giv-
en an order, the skeletons
continue to follow it until
the task is complete. Flute of the Danse Macabre
successful one as the frost from the armor flashes
Hoarfrost Armor along the creature’s weapon to nip at their hands
and bodies in recompense for daring to strike its
Armor (plate), very rare
master.
(requires attunement)
This plate armor is con- While attuned to the armor you are vulnerable to
stantly cool with a sheen fire. If fire damage reduces you to 0 hit points die
of ice over the metal that while wearing the armor you die as your body is
comprises it. When worn, incinerated and you rise 24 hours later as a wraith.
19
Rimeclash
Weapon (warhammer), rare (requires attunement)
20
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