TEXT: 1
   CHAPTER 5: ENCOUNTER SHEETS  |
   CHAPTER 5: ENCOUNTER SHEETS  |
  Contents
  Island of Solstice ����������������������������������������������������2
  Ice Mephit �����������������������������������������������������������������������������������2
  Ghoul �������������������������������������������������������������������������������������������2
  Frost Giant Skeleton ����������������������������������������������������������������2
  Awakened Walrus ���������������������������������������������������������������������2
  Giant Shark ��������������������������������������������������������������������������������2
  Merrow ����������������������������������������������������������������������������������������3
  Ice Troll ���������������������������������������������������������������������������������������3
  Sea Hag (Coven Variant) ���������������������������������������������������������3
  Abominable Yeti ������������������������������������������������������������������������4
  Yeti������������������������������������������������������������������������������������������������4
  Grimskalle ���������������������������������������������������������������5
  Frost Giant Skeleton ����������������������������������������������������������������5
  Ice Mephit �����������������������������������������������������������������������������������5
  Frost Giant ���������������������������������������������������������������������������������5
  Piercer (Ice variant) �����������������������������������������������������������������5
  Frost druid ���������������������������������������������������������������������������������6
  Polar Bear ����������������������������������������������������������������������������������6
  Awakened Giant Walrus ���������������������������������������������������������6
  Roc �����������������������������������������������������������������������������������������������7
  Griffon �����������������������������������������������������������������������������������������7
  Geluvicken ����������������������������������������������������������������������������������7
  Chapter 5: Encounter Sheets
  Chapter 5: Encounter Sheets
  
  2  |  CHAPTER 5: ENCOUNTER SHEETS
   |  CHAPTER 5: ENCOUNTER SHEETS
  Ice Mephit
  Ice Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 21 (6d6)
  Speed 30 ft., fly 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  13 (+1) 
  10 (+0) 
  9 (-1) 
  11 (+0) 
  12 (+1)
  Skills Perception +2, Stealth +3
  Damage Vulnerabilities Bludgeoning, Fire
  Damage Immunities Cold, Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Aquan, Auran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a burst of 
  jagged ice. Each creature within 5 feet of it must make a DC 10 
  Dexterity saving throw, taking 4 (1d8) slashing damage on a 
  failed save, or half as much damage on a successful one.
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary shard of ice.
  Innate Spellcasting.(1/Day). The mephit can innately cast fog 
  cloud, requiring no material components. Its innate spellcasting 
  ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
  Frost Breath (Recharge 6). The mephit exhales a 15- foot cone 
  of cold air. Each creature in that area must succeed on a DC 10 
  Dexterity saving throw, taking 5 (2d4) cold damage on a failed 
  save, or half as much damage on a successful one.
  Ghoul
  Ghoul
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  6 (-2)
  Damage Immunities Poison
  Condition Immunities Charmed, Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other 
  than an elf or undead, it must succeed on a DC 10 Constitution 
  saving throw or be paralyzed for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Giant Shark
  Giant Shark
  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) 
  1 (-5) 
  10 (+0) 
  5 (-3)
  Skills Perception +3
  Senses Blindsight 60 ft., Passive Perception 13
  Languages —
  Challenge 5 (1,800 XP)
  Blood Frenzy. The shark has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Water Breathing. The shark can breathe only underwater.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 
  22 (3d10 + 6) piercing damage.
  Awakened Walrus
  Awakened Walrus
  Large beast, unaligned
  Armor Class 9
  Hit Points 22 (3d10 + 6)
  Speed 20 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  9 (-1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  4 (-3)
  Senses Passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Hold Breath. The walrus can hold its breath for 10 minutes.
  Actions
  Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) piercing damage.
  Island of Solstice
  Frost Giant Skeleton
  Frost Giant Skeleton
  Huge undead, lawful evil
  Armor Class 14 (Armor Scraps)
  Hit Points 102 (12d12 + 24)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  9 (-1) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3)
  Damage Vulnerabilities Bludgeoning
  Damage Immunities Cold, Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 9
  Languages understands Giant but can’t speak
  Challenge 6 (2,300 XP)
  Unusual Nature. The skeleton doesn’t require air, food, drink, 
  or sleep.
  Actions
  Multiattack. The skeleton makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 25 (3d12 + 6) slashing damage.
  Freezing Stare. The skeleton targets one creature it can see 
  within 60 feet of it. The target must succeed on a DC 13 
  Constitution saving throw or take 35 (10d6) cold damage and 
  be paralyzed until the end of its next turn.
  
  3
   CHAPTER 5: ENCOUNTER SHEETS  |
   CHAPTER 5: ENCOUNTER SHEETS  |
  Sea Hag (Coven Variant)
  Sea Hag (Coven Variant)
  Medium fey, chaotic evil
  Armor Class 14 (Natural Armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  13 (+1)
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Aquan, Common, Giant
  Challenge 4 (1,100 XP)
  Amphibious. The hag can breathe air and water.
  Horrific Appearance. Any humanoid that starts its turn within 
  30 feet of the hag and can see the hag’s true form must make 
  a DC 11 Wisdom saving throw. On a failed save, the creature is 
  frightened for 1 minute. A creature can repeat the saving throw 
  at the end of each of its turns, with disadvantage if the hag is 
  within line of sight, 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 hag’s Horrific Appearance for the 
  next 24 hours.
  Unless the target is surprised or the revelation of the hag’s 
  true form is sudden, the target can avert its eyes and avoid 
  making the initial saving throw. Until the start of its next turn, 
  a creature that averts its eyes has disadvantage on attack rolls 
  against the hag.
  Shared Spellcasting. While all three members of a hag coven are 
  within 30 feet of one another, they can each cast the following 
  spells from the wizard’s spell list but must share the spell slots 
  among themselves:
  • 1st level (4 slots): identify, ray of sickness
  • 2nd level (3 slots): hold person, locate object
  • 3rd level (3 slots): bestow curse, counterspell, lightning bolt
  • 4th level (3 slots): phantasmal killer, polymorph
  • 5th level (2 slots): contact other plane, scrying
  • 6th level (1 slot): eyebite
  For casting these spells, each hag is a 12th-level spellcaster that 
  uses Intelligence as her spellcasting ability. The spell save DC is 
  12 + the hag’s Intelligence modifier, and the spell attack bonus 
  is 4 + the hag’s Intelligence modifier.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  Death Glare. The hag targets one frightened creature she can 
  see within 30 feet of her. If the target can see the hag, it must 
  succeed on a DC 11 Wisdom saving throw against this magic or 
  drop to 0 hit points.
  Illusory Appearance. The hag covers herself and anything she is 
  wearing or carrying with a magical illusion that makes her look 
  like an ugly creature of her general size and humanoid shape. 
  The effect ends if the hag takes a bonus action to end it or if she 
  dies.
  The changes wrought by this effect fail to hold up to physical 
  inspection. For example, the hag could appear to have no 
  claws, but someone touching her hand might feel the claws. 
  Otherwise, a creature must take an action to visually inspect 
  the illusion and succeed on a DC 16 Intelligence (Investigation) 
  check to discern that the hag is disguised.
  Merrow
  Merrow
  Large monstrosity, chaotic evil
  Armor Class 13 (Natural Armor)
  Hit Points 45 (6d10 + 12)
  Speed 10 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  15 (+2) 
  8 (-1) 
  10 (+0) 
  9 (-1)
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Abyssal, Aquan
  Challenge 2 (450 XP)
  Amphibious. The merrow can breathe air and water.
  Actions
  Multiattack. The merrow makes two attacks: one with its bite 
  and one with its claws or harpoon.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) slashing damage.
  Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage. If the target is a Huge or smaller creature, it must 
  succeed on a Strength contest against the merrow or be pulled 
  up to 20 feet toward the merrow.
  Ice Troll
  Ice Troll
  Large giant, chaotic evil
  Armor Class 16 (Natural Armor)
  Hit Points 115 (10d10 + 60)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  8 (-1) 
  22 (+6) 
  7 (-2) 
  9 (-1) 
  7 (-2)
  Skills Perception +2
  Damage Immunities Cold
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Giant
  Challenge 8 (3,900 XP)
  Cold Aura. While it’s alive, the troll generates an aura of bitter 
  cold that fills the area within 10 feet of it. At the start of the 
  troll’s turn, all nonmagical flames in the aura are extinguished. 
  Any creature that starts its turn within 10 feet of the troll takes 
  10 (3d6) cold damage.
  Keen Smell. The ice troll has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Regeneration. The ice troll regains 10 hit points at the start of 
  its turn. If the troll takes acid or fire damage, this trait doesn’t 
  function at the start of the troll’s next turn. The ice troll dies 
  only if it starts its turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The troll makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  7 (1d6 + 4) piercing damage plus 9 (2d8) cold damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold damage. 
  If the target takes any of the cold damage, the target must 
  succeed on a DC 15 Constitution saving throw or have 
  disadvantage on its attack rolls until the end of its next turn.
  
  4  |  CHAPTER 5: ENCOUNTER SHEETS
   |  CHAPTER 5: ENCOUNTER SHEETS
  Abominable Yeti
  Abominable Yeti
  Huge monstrosity, chaotic evil
  Armor Class 15 (Natural Armor)
  Hit Points 137 (11d12 + 66)
  Speed 40 ft., climb 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  10 (+0) 
  22 (+6) 
  9 (-1) 
  13 (+1) 
  9 (-1)
  Skills Perception +5, Stealth +4
  Damage Immunities Cold
  Senses Darkvision 60 ft, Passive Perception 15
  Languages Yeti
  Challenge 9 (5,000 XP)
  Fear of Fire. If the yeti takes fire damage, it has disadvantage on 
  attack rolls and ability checks until the end of its next turn.
  Keen Smell. The yeti has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Snow Camouflage. The yeti has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain.
  Actions
  Multiattack. The yeti can use its Chilling Gaze and makes two 
  claw attacks.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
  Chilling Gaze. The yeti targets one creature it can see within 30 
  feet of it. If the target can see the yeti, the target must succeed 
  on a DC 18 Constitution saving throw against this magic or 
  take 21 (6d6) cold damage and then be paralyzed for 1 minute, 
  unless it is immune to cold damage. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. If the target’s saving throw is successful, or 
  if the effect ends on it, the target is immune to this yeti’s gaze 
  for 1 hour.
  Cold Breath (Recharge 6). The yeti exhales a 30-foot cone 
  of frigid air. Each creature in that area must make a DC 18 
  Constitution saving throw, taking 45 (10d8) cold damage on a 
  failed save, or half as much damage on a successful one.
  Yeti
  Yeti
  Large monstrosity, chaotic evil
  Armor Class 12 (Natural Armor)
  Hit Points 51 (6d10 + 18)
  Speed 40 ft., climb 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  16 (+3) 
  8 (-1) 
  12 (+1) 
  7 (-2)
  Skills Perception +3, Stealth +3
  Damage Immunities Cold
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Yeti
  Challenge 3 (700 XP)
  Fear of Fire. If the yeti takes fire damage, it has disadvantage on 
  attack rolls and ability checks until the end of its next turn.
  Keen Smell. The yeti has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Snow Camouflage. The yeti has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain.
  Actions
  Multiattack. The yeti can use its Chilling Gaze and makes two 
  claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.
  Chilling Gaze. The yeti targets one creature it can see within 30 
  feet of it. If the target can see the yeti, the target must succeed 
  on a DC 13 Constitution saving throw against this magic or 
  take 10 (3d6) cold damage and then be paralyzed for 1 minute, 
  unless it is immune to cold damage. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. If the target’s saving throw is successful, or 
  if the effect ends on it, the target is immune to the Chilling Gaze 
  of all yetis (but not abominable yetis) for 1 hour.
  
  5
   CHAPTER 5: ENCOUNTER SHEETS  |
   CHAPTER 5: ENCOUNTER SHEETS  |
  Ice Mephit
  Ice Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 21 (6d6)
  Speed 30 ft., fly 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  13 (+1) 
  10 (+0) 
  9 (-1) 
  11 (+0) 
  12 (+1)
  Skills Perception +2, Stealth +3
  Damage Vulnerabilities Bludgeoning, Fire
  Damage Immunities Cold, Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Aquan, Auran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a burst of 
  jagged ice. Each creature within 5 feet of it must make a DC 10 
  Dexterity saving throw, taking 4 (1d8) slashing damage on a 
  failed save, or half as much damage on a successful one.
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary shard of ice.
  Innate Spellcasting.(1/Day). The mephit can innately cast fog 
  cloud, requiring no material components. Its innate spellcasting 
  ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
  Frost Breath (Recharge 6). The mephit exhales a 15- foot cone 
  of cold air. Each creature in that area must succeed on a DC 10 
  Dexterity saving throw, taking 5 (2d4) cold damage on a failed 
  save, or half as much damage on a successful one.
  Piercer (Ice variant)
  Piercer (Ice variant)
  Medium monstrosity, unaligned
  Armor Class 15 (Natural Armor)
  Hit Points 22 (3d8 + 9)
  Speed 5 ft., climb 5 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  16 (+3) 
  1 (-5) 
  7 (-2) 
  3 (-4)
  Skills Stealth +5
  Damage Immunities Cold
  Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  False Appearance. While the ice piercer remains motionless on 
  the ceiling, it is indistinguishable from a normal stalactite.
  Spider Climb. The ice piercer can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Drop. Melee Weapon Attack: +3 to hit, one creature directly 
  underneath the ice piercer. Hit: 10 (3d6) piercing damage plus 
  10 (3d6) cold damage. Miss: The ice piercer takes half the 
  normal falling damage for the distance fallen.
  Frost Giant
  Frost Giant
  Huge giant, neutral evil
  Armor Class 15 (Patchwork Armor)
  Hit Points 138 (12d12 + 60)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  9 (-1) 
  21 (+5) 
  9 (-1) 
  10 (+0) 
  12 (+1)
  Saving Throws CON +8, WIS +3, CHA +4
  Skills Athletics +9, Perception +3
  Damage Immunities Cold
  Senses Passive Perception 13
  Languages Giant
  Challenge 8 (3,900 XP)
  Actions
  Multiattack. The giant makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 25 (3d12 + 6) slashing damage.
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage.
  Grimskalle
  Frost Giant Skeleton
  Frost Giant Skeleton
  Huge undead, lawful evil
  Armor Class 14 (Armor Scraps)
  Hit Points 102 (12d12 + 24)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  9 (-1) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3)
  Damage Vulnerabilities Bludgeoning
  Damage Immunities Cold, Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 9
  Languages understands Giant but can’t speak
  Challenge 6 (2,300 XP)
  Unusual Nature. The skeleton doesn’t require air, food, drink, 
  or sleep.
  Actions
  Multiattack. The skeleton makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 25 (3d12 + 6) slashing damage.
  Freezing Stare. The skeleton targets one creature it can see 
  within 60 feet of it. The target must succeed on a DC 13 
  Constitution saving throw or take 35 (10d6) cold damage and 
  be paralyzed until the end of its next turn.
  
  6  |  CHAPTER 5: ENCOUNTER SHEETS
   |  CHAPTER 5: ENCOUNTER SHEETS
  Awakened Giant Walrus
  Awakened Giant Walrus
  Huge beast, unaligned
  Armor Class 9
  Hit Points 85 (9d12 + 27)
  Speed 20 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  9 (-1) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
  4 (-3)
  Senses Darkvision 60 ft., Passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Hold Breath. The walrus can hold its breath for 30 minutes.
  Actions
  Multiattack. The walrus makes two attacks: one with its body 
  flop and one with its tusks.
  Body Flop. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage.
  Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 16 (3d6 + 6) piercing damage.
  Frost druid
  Frost druid
  Medium humanoid (human), evil
  Armor Class 13 (Hide Armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft., 40 ft. (wolf form only) , burrow 5 ft. (fox form 
  only), climb 30 ft. (goat form only), fly 60 ft. (owl form only)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  16 (+3) 
  9 (-1)
  Saving Throws INT +3, WIS +6
  Skills Nature +3, Perception +6, Survival +6
  Damage Resistances Cold
  Senses Darkvision 60ft. (beast form only), Passive Perception 
  16
  Languages Common, Druidic
  Challenge 5 (1,800 XP)
  Spellcasting (Humanoid Form Only). The druid is a 9th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell save DC 
  14; +6 to hit with spell attacks). It has the following druid spells 
  prepared:
  • Cantrips (at will): druidcraft, guidance, resistance
  • 1st level (4 slots): animal friendship, fog cloud, speak with 
  animals
  • 2nd level (3 slots): animal messenger, moonbeam, pass without 
  trace
  • 3rd level (3 slots): conjure animals, sleet storm, wind wall
  • 4th level (3 slots): hallucinatory terrain, ice storm
  • 5th level (1 slot): awaken
  Actions
  Multiattack. The druid makes two melee attacks.
  Ice Sickle (Humanoid Form Only). Melee Weapon Attack: +4 to 
  hit, reach 5 ft. Hit: 3 (1d4 + 1) slashing damage plus 5 (2d4) 
  cold damage.
  Maul (Beast Form Only). Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Change Shape. The druid magically polymorphs into a beast 
  form—fox, mountain goat, owl, or wolf—or back into its 
  humanoid form. Any equipment it is wearing or carrying is 
  absorbed or borne by the beast form (the druid’s choice). It 
  reverts to its humanoid form when it dies. The druid’s statistics 
  are the same in each form, except where noted in this stat 
  block.
  Polar Bear
  Polar Bear
  Large beast, unaligned
  Armor Class 12 (Natural Armor)
  Hit Points 42 (5d10 + 15)
  Speed 40 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  10 (+0) 
  16 (+3) 
  2 (-4) 
  13 (+1) 
  7 (-2)
  Skills Perception +3
  Senses Passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Keen Smell. The bear has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Multiattack. The bear makes two attacks: one with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  9 (1d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  
  7
   CHAPTER 5: ENCOUNTER SHEETS  |
   CHAPTER 5: ENCOUNTER SHEETS  |
  Geluvicken
  Geluvicken
  Huge giant, neutral evil
  Armor Class 15 (patchwork armor)
  Hit Points 172 (15d12 + 75)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  9 (-1) 
  21 (+5) 
  14 (+2) 
  20 (+5) 
  12 (+1)
  Saving Throws STR +10, CON +9, WIS +9, CHA +5
  Skills Athletics +10, Nature +5, Perception +9, Survival +9
  Damage Immunities Cold
  Senses Passive Perception 19
  Languages Common, Druidic, Giant
  Challenge 12 (8,400 XP)
  Legendary Resistance (3/Day). If Geluvicken fails a saving throw, 
  she can choose to succeed instead.
  Spellcasting. Geluvicken is an 15th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 17, +9 to hit with 
  spell attacks). She has the following druid spells prepared:
  • Cantrips (at will): druidcraft, frostbite, produce flame, resistance
  • 1st level (4 slots): fog cloud, ice knife, thunderwave
  • 2nd level (3 slots): hold person, moonbeam, spike growth
  • 3rd level (3 slots): dispel magic, sleet storm, slow, wind wall
  • 4th level (3 slots): freedom of movement, ice storm
  • 5th level (2 slots): commune with nature, cone of cold
  • 6th level (1 slot): bones of the earth, investiture of ice
  • 7th level (1 slot): whirlwind
  • 8th level (1 slot): control weather
  Actions
  Multiattack. Geluvicken makes two attacks with her staff.
  Staff of Auril. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 25 (3d12 + 6) bludgeoning damage plus 10 (3d6) 
  cold damage and the target must succeed on a DC 17 Dexterity 
  saving throw. On a failure, the target is restrained as ice forms 
  arounds its legs. As an action, a restrained creature can attempt 
  to free itself or another creature within its reach from the ice, 
  doing so with a successful DC 17 Strength (Athletics) check.
  Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 17 (2d10 + 6) bludgeoning damage.
  Frostbite. A creature within 60 ft. Geluvicken can see must 
  make a DC 17 Constitution saving throw. On a failure, the target 
  takes 10 (3d6) cold damage and has disadvantage on the next 
  weapon attack it makes before the ends of its next turn.
  Legendary Actions
  Geluvicken can take 3 legendary actions. Only one legendary 
  action option can be used at a time and only at the end of 
  another creature’s turn. Geluvicken regains spent legendary 
  actions at the start of her turn.
  Cast Cantrip. Geluvicken casts a cantrip.
  Stomp. Geluvicken makes one Stomp attack.
  Staff of Auril (Costs 2 Actions). Geluvicken makes one attack 
  with her staff.
  Roc
  Roc
  Gargantuan monstrosity, unaligned
  Armor Class 15 (Natural Armor)
  Hit Points 248 (16d20 + 80)
  Speed 20 ft., fly 120 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  10 (+0) 
  20 (+5) 
  3 (-4) 
  10 (+0) 
  9 (-1)
  Saving Throws DEX +4, CON +9, WIS +4, CHA +3
  Skills Perception +4
  Senses Passive Perception 14
  Languages —
  Challenge 11 (7,200 XP)
  Keen Sight. The roc has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The roc makes two attacks: one with its beak and 
  one with its talons.
  Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 27 (4d8 + 9) piercing damage.
  Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 23 (4d6 + 9) slashing damage, and the target is grappled 
  (escape DC 19). Until this grapple ends, the target is restrained, 
  and the roc can’t use its talons on another target.
  Griffon
  Griffon
  Large monstrosity, unaligned
  Armor Class 12
  Hit Points 59 (7d10 + 21)
  Speed 30 ft., fly 80 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  2 (-4) 
  13 (+1) 
  8 (-1)
  Skills Perception +5
  Senses Darkvision 60 ft., Passive Perception 15
  Languages —
  Challenge 2 (450 XP)
  Keen Sight. The griffon has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The griffon makes two attacks: one with its beak 
  and one with its claws.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Icewind Dale - Rime of the Frostmaiden/Chapter 5 - Encounter Sheets.pdf