The weather today: Clear
Tonight's moon: Full moon
- Ice crunches beneath your feet like glass
Landscape and flora
- Icy, rocky ground
3d4 folk running away from a monster listed below
Use the commoner stats for them.
Creatures and Threats
Common Fauna in the Area
Monsters and others
Possible Monster Motives
- Guarding treasure
- Protecting their young
- Under a curse
- Possessed by an evil
- Guarding a secret
An ivory cloak clasp depicting a watching blue eye
Value: 4d4 gold
1d20 gold pieces
A child’s toy chest
Containing a collection of exquisitely-carved wooden dolls representing the family of a long passed monarch.
Value: 4,500 gold pieces to the right collector.
Wand of Paralysis
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
3rd-level abjuration Casting Time: 1 actionRange: TouchComponents: V, SDuration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
In case you want to terrify your players...
Ancient White Dragon
Gargantuan dragon, chaotic evil
Armor Class 20 (natural armor)
Hit Points 333 (18d20 + 144)
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2)
Saving Throws Dex +6, Con +14, Wis +7, Cha +8
Skills Perception +13, Stealth +6
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic
Challenge 20 (25,000 XP)
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
created by Wizards of the Coast
- Possessed by an evil
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We use content from Wizards of the Coast as specified in the Open Game License and System Reference Document. Entries marked as created by Wizards of the Coast use material from the SRD.