Northern Wilderness Encouters
Encounter Name: Frostbite Wolves’ Ambush
Description: The party is ambushed by a pack of frostbite wolves, their fur blending with the snowy landscape. The wolves may be driven by hunger or territorial instincts.
Enemies
Frostbite Wolves
- Medium Beast, neutral
- Armor Class 12
- Hit Points 18 (4d8)
- Speed 50 ft.
Bite: +3 to hit, 2d4 + 1 piercing damage. On a hit, the target must make a DC 11 Constitution saving throw or take 5 (2d4) cold damage.
Terrain
This encounter takes place in a snowy, open area with sporadic trees.
Tactics
- The frostbite wolves use their speed and cold bites to wear down the party.
Encounter Name: Yeti Territory
Description: The party stumbles upon the territory of a fierce yeti. The creature may be protecting its lair or hunting for prey.
Enemies
Yeti
- Large Monstrosity, chaotic evil
- Armor Class 12 (natural armor)
- Hit Points 51 (6d10 + 18)
- Speed 40 ft., climb 40 ft.
Multiattack: The yeti makes two claw attacks.
Terrain
This encounter takes place in a snow-covered, rocky area with icy patches.
Tactics
- The yeti uses its brute strength and climbing ability to attack from different angles.
Encounter Name: Ice Elemental Convergence
Description: The party witnesses the convergence of ice elementals, creating a frigid and dangerous force that must be dealt with.
Enemies
Ice Elementals
- Medium Elemental, neutral
- Armor Class 12 (natural armor)
- Hit Points 45 (7d8 + 14)
- Speed 30 ft., swim 30 ft.
Slam: +4 to hit, 1d8 + 2 cold damage.
Terrain
This encounter takes place in a central area of the wilderness where the ice elementals converge.
Tactics
- The party must face multiple ice elementals that have merged to form a more potent entity.
Encounter Name: Snowstorm Peril
Description: A sudden and intense snowstorm engulfs the party, reducing visibility and making navigation treacherous. Hidden dangers may lurk within the blizzard.
Enemies
None
Terrain
This encounter takes place in the midst of a raging snowstorm, limiting visibility.
Tactics
- The party must navigate carefully through the snowstorm, avoiding potential hazards.
Encounter Name: Polar Bear Hunt
Description: A polar bear, hungry and aggressive, crosses paths with the party. It may be protecting its territory or seeking food.
Enemies
Polar Bear
- Large Beast, neutral
- Armor Class 12 (natural armor)
- Hit Points 42 (5d10 + 15)
- Speed 40 ft., swim 30 ft.
Multiattack: The polar bear makes two attacks: one with its bite and one with its claws.
Terrain
This encounter takes place in a snowy, open area with icy patches.
Tactics
- The polar bear uses its strength and natural weapons to attack the party.
Encounter Name: Avalanche Danger
Description: The party triggers a potential avalanche while traversing a snowy mountainside. They must move quickly and make wise choices to avoid disaster.
Enemies
None
Terrain
This encounter takes place on a precarious snowy mountainside with loose snow.
Tactics
- The party must make quick decisions to avoid falling snow and debris.
Encounter Name: Frost Giant Patrol
Description: A group of frost giants patrols the northern wilderness. The giants may be on a mission, or their presence could threaten nearby settlements.
Enemies
Frost Giants
- Huge Giant, neutral evil
- Armor Class 15 (natural armor)
- Hit Points 138 (12d12 + 60)
- Speed 40 ft.
Multiattack: The frost giant makes two greatsword attacks.
Terrain
This encounter takes place in a snow-covered area with rocky outcrops.
Tactics
- The frost giants use their size and strength to intimidate and attack the party.
Encounter Name: Frozen Lake Crossing
Description: The party must cross a frozen lake to continue their journey. However, the ice is thin in places, and the lake is home to dangerous creatures.
Enemies
Ice Mephits
- Small Elemental, neutral
- Armor Class 11
- Hit Points 21 (6d6)
- Speed 30 ft., fly 30 ft.
Slam: +2 to hit, 1d4 + 1 bludgeoning damage.
Terrain
This encounter takes place on a frozen lake with thin ice in certain areas.
Tactics
- The party must navigate the frozen lake, avoiding weak ice and dealing with ice mephits.
Encounter Name: Northern Lights Phenomenon
Description: The party witnesses a breathtaking display of northern lights. However, the magical energy also attracts mystical creatures or disturbances.
Enemies
Aurora Spirits
- Medium Celestial, neutral good
- Armor Class 12
- Hit Points 27 (6d8)
- Speed 30 ft., fly 60 ft.
Luminous Touch: +4 to hit, 1d8 + 2 radiant damage.
Terrain
This encounter takes place in an open area with a clear view of the night sky.
Tactics
- The aurora spirits may be benevolent or may pose challenges based on the party’s actions.
Encounter Name: Frozen Ruins Discovery
Description: The party stumbles upon ancient frozen ruins buried in the snow. However, the ruins are home to frozen undead guardians.
Enemies
Frozen Skeletons
- Medium Undead, neutral evil
- Armor Class 13 (armor scraps)
- Hit Points 26 (4d8 + 8)
- Speed 30 ft.
Shortsword: +3 to hit, 1d6 + 1 slashing damage.
Terrain
This encounter takes place among ancient ruins covered in snow.
Tactics
- The frozen skeletons defend the ruins and attack intruders.
Encounter Name: Arctic Tundra Beast Migration
Description: The party encounters a massive migration of arctic tundra beasts. The creatures may be migrating due to changing seasons or a natural event.
Enemies
Tundra Beasts
- Various creatures, various alignments
- Armor Class Varies
- Hit Points Varies
- Speed Varies
Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)
Terrain
This encounter takes place in the open arctic tundra.
Tactics
- The tundra beasts may be peaceful or pose challenges depending on the party’s actions.
Encounter Name: Frostbite Spider Nest
Description: The party discovers a nest of frostbite spiders in the northern wilderness. The spiders defend their territory fiercely.
Enemies
Frostbite Spiders
- Large Beast, neutral
- Armor Class 12
- Hit Points 32 (5d10 + 5)
- Speed 30 ft., climb 30 ft.
Bite: +3 to hit, 2d6 + 1 piercing damage, and the target must make a DC 11 Constitution saving throw or take 5 (2d4) cold damage.
Terrain
This encounter takes place in a snowy area with icy patches.
Tactics
- The frostbite spiders use their webs to hinder movement and attack intruders.
Encounter Name: Ice Elemental Guardian
Description: The party encounters an ice elemental that guards a sacred location or a valuable treasure buried in the frozen landscape.
Enemies
Ice Elemental Guardian
- Large Elemental, neutral
- Armor Class 14 (natural armor)
- Hit Points 68 (8d10 + 24)
- Speed 30 ft.
Freezing Slam: +6 to hit, 2d8 + 3 cold damage.
Terrain
This encounter takes place in a snow-covered area with ancient ice formations.
Tactics
- The ice elemental guardian attacks those who approach the sacred location.
Encounter Name: Frozen Lake Monster
Description: The party encounters a monstrous creature lurking beneath the ice of a frozen lake. The creature bursts through the ice, attacking with ferocity.
Enemies
Frozen Lake Monster
- Huge Beast, neutral
- Armor Class 14 (natural armor)
- Hit Points 84 (8d12 + 32)
- Speed 40 ft., swim 60 ft.
Bite: +7 to hit, 2d10 + 4 piercing damage.
Terrain
This encounter takes place on the frozen surface of a lake.
Tactics
- The frozen lake monster uses its strength and aquatic abilities to attack.
Encounter Name: Ice Druid’s Challenge
Description: The party encounters a reclusive ice druid who challenges them to prove their resilience in the face of the cold.
Enemies
Ice Druid
- Medium Humanoid, neutral
- Armor Class 13 (mage armor)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
Cold Snap: DC 14 Constitution saving throw or take 3d6 cold damage.
Terrain
This encounter takes place in a frozen grove within the northern wilderness.
Tactics
- The party must complete a trial set by the ice druid to prove their resilience.
Encounter Name: Frostbite Fey Tricksters
Description: Mischievous fey creatures known as frostbite sprites play tricks on the party, creating illusions and causing confusion.
Enemies
Frostbite Sprites
- Tiny Fey, chaotic neutral
- Armor Class 14
- Hit Points 7 (2d4 + 2)
- Speed 20 ft., fly 40 ft.
Frosty Illusion: DC 12 Intelligence saving throw or be affected by a minor illusion.
Terrain
This encounter takes place in a snowy glade within the northern wilderness.
Tactics
- The frostbite sprites create illusions and distractions, making navigation challenging for the party.
Encounter Name: Ice Giant’s Domain
Description: The party encounters a massive ice giant who claims the northern wilderness as their territory. The giant may be a benevolent guardian or a territorial foe.
Enemies
Ice Giant
- Huge Giant, neutral
- Armor Class 15 (natural armor)
- Hit Points 138 (12d12 + 60)
- Speed 40 ft.
Multiattack: The ice giant makes two greatsword attacks.
Terrain
This encounter takes place in a frozen, rocky area with icy patches.
Tactics
- The ice giant may seek the party’s intentions, offering guidance or posing challenges.
Encounter Name: Frozen Waterfall Climb
Description: The party must ascend a frozen waterfall to reach a higher area. However, the climb is perilous, and dangers await.
Enemies
Ice Mephits
- Small Elemental, neutral
- Armor Class 11
- Hit Points 21 (6d6)
- Speed 30 ft., fly 30 ft.
Slam: +2 to hit, 1d4 + 1 bludgeoning damage.
Terrain
This encounter takes place on a frozen waterfall with icy ledges.
Tactics
- The party must climb the frozen waterfall while dealing with ice mephits.
Encounter Name: Frozen Spirit Lake
Description: The party discovers a tranquil, frozen lake inhabited by peaceful spirits. The spirits may offer guidance, visions, or quests.
Enemies
Tranquil Spirits
- Various spirits, various alignments
- Armor Class Varies
- Hit Points Varies
- Speed Varies
Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)
Terrain
This encounter takes place on the frozen surface of a peaceful lake.
Tactics
- The tranquil spirits may offer guidance, visions of the future, or set the party on a quest.