Northern Wilderness Encounters
Choose one of these 19 northern wilderness encounters, read its opening aloud, and start playing. Each gives a concrete setup, a trigger, actions, consequences, and ways to finish or withdraw.
Each Setup includes an expandable DM hex map with a numbered key and a printable SVG download. Adjacent hex centers are 5 feet apart, with north up. Maps include DM information. Unstated dimensions and placements are illustrative; stated distances and encounter text take precedence. On outdoor maps, the dashed outer edge marks the illustrated area, not a wall. Heights and depths appear in the key.
Choose an Encounter
Suggested levels assume four adventurers with some resources remaining; they are starting points, not guaranteed difficulty ratings. Times estimate minutes of table play. Peaceful scenes can fit other levels; check the listed creature if a fight starts.
| Encounter | Levels | Type | Time | Immediate problem |
|---|---|---|---|---|
| 1. Winter Wolf Checkpoint | 4–6 | Social / combat | 15–25 | A white predator demands food before letting a sled pass. |
| 2. Snow Ogre Territory | 4–6 | Social / combat | 20–25 | A shaggy giant blocks a trail over a misplaced boundary stone. |
| 3. Ice Elemental Convergence | 5–7 | Hazard / combat | 20–30 | A living water mass circles a frozen sluice. |
| 4. Snowstorm Peril | 1–4 | Navigation / shelter | 10–20 | A visible whiteout threatens a trail with an accessible refuge. |
| 5. Polar Bear Hunt | 3–5 | Combat / bypass | 15–25 | A hungry bear guards a dropped fish crate. |
| 6. Avalanche Danger | 3–6 | Timed hazard | 15–20 | Cracking snow gives three rounds to reach a rock overhang. |
| 7. Frost Giant Patrol | 8–11 | Social / dangerous combat | 20–30 | A patrol demands the return of a lost hunting horn. |
| 8. Frozen Lake Crossing | 2–5 | Exploration / hazard | 15–20 | Dark patches warn where the crossing ice is weak. |
| 9. Northern Lights Phenomenon | Any | Puzzle / observation | 10–20 | An aurora repeats a survey signal toward a hidden cache. |
| 10. Frozen Ruins Discovery | 3–5 | Combat / puzzle | 15–25 | Frozen sentries guard an intact expedition register. |
| 11. Arctic Tundra Migration | 3–6 | Exploration / rescue | 15–25 | A herd blocks the trail while one animal is trapped in a fence. |
| 12. Frosted Spider Nest | 3–5 | Combat / retrieval | 15–25 | Webs across snowy trees hold a missing supply bag. |
| 13. Ice Guardian | 5–7 | Puzzle / combat | 20–25 | An ice-covered sentinel waits for a boundary cairn’s repair. |
| 14. Frozen Lake Monster | 6–9 | Combat / rescue | 20–30 | A trapped beast guards a fishing sled beside a broken ice hole. |
| 15. Ice Druid’s Challenge | 2–5 | Social / shelter task | 15–25 | A keeper asks travelers to build shelter for those following them. |
| 16. Winter Sprite Tricksters | 1–4 | Social / investigation | 10–20 | Tiny fey have moved the route flags into a decorative pattern. |
| 17. Frost Giant’s Domain | 8–11 | Social / negotiation | 20–30 | A giant charges tolls for maintaining the only clear road. |
| 18. Frozen Waterfall Climb | 3–6 | Exploration / rescue | 15–25 | A 30-foot ascent offers anchors but loose ice. |
| 19. Frozen Spirit Lake | Any | Social / puzzle | 15–20 | A harmless vision asks for names to be read at a memorial. |
Running This Collection
Use SRD 5.1 creature statistics; expand a reference inside each scene for the actual attacks, defenses, senses, and actions. HP is per creature. A damage entry such as 4 (1d4 + 2) means use the average or roll, not both. A weapon range of 30/120 means normal/long range; attacks beyond normal range have disadvantage. Use listed ability modifiers for unlisted checks or saves. All references are freely available under CC BY 4.0.
Original procedures: scene-specific checks, timers, magical scenery, bargains, and hazard damage below are original design, not universal official rules or extra creature abilities. Use a stated check only when its approach is uncertain; a sound plan that removes the danger can succeed without rolling. Roll initiative before hostile actions, apply hiding and surprise normally, and do not treat dim light as physical cover. Melee reach and multiattack limits are in the references. Unless specified, scenes occur by daylight outdoors; dark interiors need a light source.
Cold travel: check the party’s clothing and shelter before play. These short scenes do not replace an expedition’s established weather, exposure, or exhaustion rules. Added ice and snow hazards are labeled as original procedures; do not apply an extra exhaustion penalty on top unless the campaign’s actual rules require it.
1. Winter Wolf Checkpoint
At a glance: levels 4–6 | Social / combat | 15–25 minutes | Creatures: 1 × Winter Wolf.
A great white wolf steps onto the packed trail. “Meat, travelers. Not your hands.”
Setup. A 70-foot snowy clearing has south retreat and east trail. One winter wolf stands 30 feet north; a low snow wall gives half cover if it blocks half a creature. Use the actual SRD cold-breath creature, not invented frostbite wolves.
DM hex map: Winter Wolf Checkpoint
Trigger. It demands two daily rations or an animal carcass, showing frost on its breath before combat.
Run it. Payment earns passage without a roll. A DC 13 Persuasion check reduces the demand to one ration. If attacked, it uses actual Bite and Cold Breath; it retreats north at 20 HP. It speaks Common and Giant and is not an ordinary beast automatically controlled by Animal Handling.
Resolution and reward. It identifies a shelter 1 hour east; its den contains a lost 30 gp clasp recoverable only after it leaves.
Adjust. Easier: it accepts one ration. Harder: shelter directions require a second explicit bargain.
SRD reference: Winter Wolf
Large monstrosity, neutral evil
AC 13 (natural armor) | HP 75 (10d10 + 20) | Speed 50 ft. | CR 3 (700 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 13 (+1) | 14 (+2) | 7 (−2) | 12 (+1) | 8 (−1) |
- Skills: Perception +5, Stealth +3
- Damage Immunities: cold
- Senses: passive Perception 15
- Languages: Common, Giant, Winter Wolf
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 15–foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. The arctic—dwelling winter wolf is as large as a dire wolf but has snow—white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.
2. Snow Ogre Territory
At a glance: levels 4–6 | Social / combat | 20–25 minutes | Creatures: 1 × Ogre.
A fur-clad giant points at a boulder in the road. “My door. You moved it.”
Setup. An 80-foot snowfield has a south trail and north hut. One ogre waits 40 feet north beside a 10-foot boulder; a 15-foot east detour stays outside its reach. It replaces the non-SRD yeti without chilling gaze or extra cold defenses.
DM hex map: Snow Ogre Territory
Trigger. It asks for its boundary stone to be returned beside the hut.
Run it. A lever and two helpers move the stone in 10 minutes without a check; a rushed attempt needs DC 14 Athletics with Help. The ogre also accepts 5 gp for hiring other help. If attacked, it uses its actual Greatclub or Javelin and stops at the clearing edge.
Resolution and reward. Helping earns a safe hut rest and a copper pot worth 10 gp. Bypassing leaves the complaint unresolved without a chase.
Adjust. Easier: the stone only needs turning. Longer: a neighbor disputes the claimed boundary.
SRD reference: Ogre
Large giant, chaotic evil
AC 11 (hide armor) | HP 59 (7d10 + 21) | Speed 40 ft. | CR 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 8 (−1) | 16 (+3) | 5 (−3) | 7 (−2) | 7 (−2) |
- Senses: darkvision 60 ft., passive Perception 8
- Languages: Common, Giant
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6
-
- piercing damage.
3. Ice Elemental Convergence
At a glance: levels 5–7 | Hazard / combat | 20–30 minutes | Creatures: 1 × Water Elemental.
Water climbs the bank in a single moving column. Beneath it, a frozen wheel groans against its frame.
Setup. A 60-foot riverbank has solid south retreat and a stone east bypass. One water elemental waits 30 feet north beside a jammed sluice. It is not an invented ice elemental; use Freeze only under its printed cold-damage trigger.
DM hex map: Ice Elemental Convergence
Trigger. Entering the channel draws its attention.
Run it. Two adjacent actions chipping the exposed wheel, or DC 13 Strength with an action, free the original site mechanism. Water then flows north, and the elemental follows, ending the confrontation. In combat use Whelm’s actual size, grapple, damage, and escape rules. No automatic freezing or cold aura is added.
Resolution and reward. The cleared maintenance box holds 40 gp and directions to a solid bridge. Retreat south remains open.
Adjust. Easier: wheel is almost free. Harder: the toolbox lies 10 feet across the channel.
SRD reference: Water Elemental
Large elemental, neutral
AC 14 (natural armor) | HP 114 (12d10 + 48) | Speed 30 ft., swim 90 ft. | CR 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 18 (+4) | 5 (−3) | 10 (+0) | 8 (−1) |
- Damage Resistances: acid; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: poison
- Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Aquan
Water Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4–6). Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
4. Snowstorm Peril
At a glance: levels 1–4 | Navigation / shelter | 10–20 minutes | Creatures: No combat creatures.
The hills disappear behind falling snow. A dark cabin roof remains visible beside a line of red stakes.
Setup. A 100-foot exposed trail has a cabin 40 feet west and a south return path. Red stakes connect trail and cabin. The approaching whiteout heavily obscures beyond 10 feet after one round, an original short-scene effect.
DM hex map: Snowstorm Peril
Trigger. The wind rises, giving everyone time to choose shelter or tie a guide line.
Run it. Following the stakes or an anchored rope reaches the cabin without a roll. Ignoring both requires DC 12 Survival once; failure returns travelers to the southern trail after 20 minutes. The cabin has dry wood and room for four; no extra exhaustion is imposed by this scene beyond the campaign’s established cold rules.
Resolution and reward. A cabinet contains 4 rations and a note identifying the next occupied lodge. Restocking the used firewood helps later travelers.
Adjust. Easier: cabin is already lit. Harder: one drift blocks its door and takes two actions to clear.
5. Polar Bear Hunt
At a glance: levels 3–5 | Combat / bypass | 15–25 minutes | Creatures: 1 × Polar Bear.
A white bear noses a broken crate. The packed trail runs between it and the scattered fish.
Setup. An 80-foot snowy shore has south retreat and a clear east detour. One polar bear feeds 35 feet north; fish lie across a 10-foot section of path. The shore is solid ground, without hidden thin ice.
DM hex map: Polar Bear Hunt
Trigger. It growls if anyone comes within 20 feet of its food.
Run it. Leaving food and taking the detour adds 10 minutes with no check. Tossing another fish crate away from the path distracts it for 1 minute. If attacked, use its actual Multiattack and Keen Smell; it retreats at 12 HP rather than fighting to death. It does not automatically grapple or swallow characters.
Resolution and reward. The crate owner pays 15 gp for the tagged lid; remaining fish provide 2 daily rations if recovered.
Adjust. Easier: fish are outside its immediate territory. Harder: a stranded sled must be led around the bear as well.
SRD reference: Polar Bear
Large beast, unaligned
AC 12 (natural armor) | HP 42 (5d10 + 15) | Speed 40 ft., swim 30 ft. | CR 2 (450 XP)
| 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: —
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.
6. Avalanche Danger
At a glance: levels 3–6 | Timed hazard | 15–20 minutes | Creatures: No combat creatures.
A deep crack runs across the slope above you. Ahead, a black rock lip juts over the trail.
Setup. A 90-foot snow path leads east to a 20-foot-deep stone overhang. Party starts 50 feet west of safety; no cliff edge borders the path. This is an original localized slide, not a universal avalanche system.
DM hex map: Avalanche Danger
Trigger. The visible crack starts initiative and a three-round countdown.
Run it. On count 0 rounds 1–2, snow makes the final 20 feet difficult terrain. On count 0 round 3, exposed creatures make DC 13 Dexterity saves, taking 2d6 bludgeoning on failure, half on success, and being pushed 10 feet west. No automatic burial applies; survivors can still reach shelter. Shelter blocks the slide completely.
Resolution and reward. After 20 minutes the path can be crossed again. A stranded pack at the overhang contains a 15 gp compass and its owner’s name.
Adjust. Easier: shelter is 30 feet away. Harder: the pack belongs to a traveler needing an adjacent helping action.
7. Frost Giant Patrol
At a glance: levels 8–11 | Social / dangerous combat | 20–30 minutes | Creatures: 2 × Frost Giant.
Two towering hunters inspect a broken sled. One raises an empty leather horn strap.
Setup. A 120-foot snowfield has open south retreat and an east ridge route. Two frost giants stand 60 feet north. Their lost horn is visibly wedged beneath a tree 30 feet west, reachable without approaching them.
DM hex map: Frost Giant Patrol
Trigger. They call in Giant and point from strap to tree.
Run it. Returning the horn gains passage and a friendly exchange without a check. Keeping it allows the party to use the distant eastern detour, adding 1 hour. If attacked, giants use actual attacks and Rock ranges, not blizzard powers. They do not pursue beyond their sled in this original behavior.
Resolution and reward. They give 100 gp in payment and identify a safe pass east. The horn itself is ordinary carved bone worth 25 gp.
Adjust. Easier: one giant addresses the party while the other stays by the sled. Longer: a hunter asks help repairing the sled runner.
SRD reference: Frost Giant
Huge giant, neutral evil
AC 15 (patchwork armor) | HP 138 (12d12 + 60) | Speed 40 ft. | CR 8 (3,900 XP)
| 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
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.
8. Frozen Lake Crossing
At a glance: levels 2–5 | Exploration / hazard | 15–20 minutes | Creatures: No combat creatures.
White frost ends abruptly at a strip of black ice. Red poles mark a longer route beside the shore.
Setup. A 100-foot frozen inlet separates south and north landings. A 20-foot central black strip is visibly weak; the marked shore route takes 20 minutes. Water below is 5 feet deep near a reachable edge.
DM hex map: Frozen Lake Crossing
Trigger. Stepping onto the weak strip invokes the original ice-break procedure.
Run it. DC 12 Dexterity save avoids breaking through by returning to the last solid square. Failure drops the traveler into cold water for 1d6 cold damage; an adjacent ally with rope can pull them onto solid ice with an action, without a second roll. Swimming or climbing out alone needs DC 12 Athletics once, with failure leaving them at the same edge. Do not add instant drowning.
Resolution and reward. The northern landing holds a 10 gp brass route plate and directions to a lodge. Taking the marked route avoids all checks.
Adjust. Easier: rope rails already cross the weak strip. Harder: the safe detour takes 1 hour.
9. Northern Lights Phenomenon
At a glance: levels Any | Puzzle / observation | 10–20 minutes | Creatures: No combat creatures.
Green bands cross the sky in groups of three. On the snow, an old brass disk flashes in matching rhythm.
Setup. An open 60-foot hilltop has a safe southern trail. A disk on a waist-high stone stands 25 feet north. The aurora’s signal is original scenery with no forced teleportation or creature summoning.
DM hex map: Northern Lights Phenomenon
Trigger. Watching a complete 1-minute cycle reveals three flashes followed by a long pause.
Run it. Turning the disk three times then waiting opens its spring-loaded base. An incorrect attempt resets quietly. A DC 12 Investigation check spots matching wear marks immediately; failure leaves patient observation available. Walking away remains safe.
Resolution and reward. The base holds a 20 gp moonstone and a survey map naming the next two passes. The sky does not damage or age observers.
Adjust. Easier: the three-turn instruction is etched on the disk. Longer: snow must be cleared from the mechanism first.
10. Frozen Ruins Discovery
At a glance: levels 3–5 | Combat / puzzle | 15–25 minutes | Creatures: 3 × Skeleton.
Three ice-coated figures stand inside a roofless arch. A brass book-case rests behind them.
Setup. A 50-foot ruin yard has south entrance and east exit. Three skeletons wait 25 feet north; low walls provide half cover where they block half a target. Ice coating changes no statistics or damage type.
DM hex map: Frozen Ruins Discovery
Trigger. Crossing the arch’s threshold activates the sentries unless the public survey badge is shown.
Run it. The badge hangs openly from a broken sign at the south entrance; displaying it in one hand allows passage. Otherwise skeletons use their printed weapons and pursue only inside the yard. Returning outside the threshold stops their pursuit. They gain no cold attacks or resistance from their appearance.
Resolution and reward. The case contains a readable register identifying a missing expedition’s route and 35 gp in unused pay. Showing the badge is a complete solution.
Adjust. Easier: 2 skeletons. Harder: the badge chain is tangled under a loose beam.
SRD reference: Skeleton
Medium undead, lawful evil
AC 13 (armor scraps) | HP 13 (2d8 + 4) | Speed 30 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 15 (+2) | 6 (−2) | 8 (−1) | 5 (−3) |
- Damage Vulnerabilities: bludgeoning
- Damage Immunities: poison
- Condition Immunities: exhaustion, poisoned
- Senses: darkvision 60 ft., passive Perception 9
- Languages: understands all languages it knew in life but can’t speak
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
11. Arctic Tundra Migration
At a glance: levels 3–6 | Exploration / rescue | 15–25 minutes | Creatures: 4 × Elk.
Antlers sway across the horizon. Beside the path, a younger elk pulls against a loop of old wire.
Setup. A 100-foot tundra corridor has south retreat and a 30-minute east detour. Four elk stand 40 feet north; one is caught 20 feet west. The herd’s movement is scenario behavior, not an added stampede attack.
DM hex map: Arctic Tundra Migration
Trigger. Approaching the trapped elk makes the others snort and watch, not charge automatically.
Run it. Cutting wire with tools takes an action; a calm DC 12 Animal Handling approach keeps the elk still, while failure costs a round as it pulls away. Spending 5 quiet minutes with food succeeds without rolling. The herd moves north once it is freed. If attacked, apply actual Charge conditions and retreat after one falls.
Resolution and reward. A fallen survey pack near the fence holds 15 gp and an intact snow shovel. Helping prevents future travelers meeting the same blocked trail.
Adjust. Easier: wire is already loose. Harder: a second loop needs cutting, without adding more elk.
SRD reference: Elk
Large beast, unaligned
AC 10 | HP 13 (2d10 + 2) | Speed 50 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 12 (+1) | 2 (−4) | 10 (+0) | 6 (−2) |
- Senses: passive Perception 10
- Languages: —
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
12. Frosted Spider Nest
At a glance: levels 3–5 | Combat / retrieval | 15–25 minutes | Creatures: 2 × Giant Spider.
Frosted strands glitter between two pines. Beneath them, a red supply bag hangs just above the snow.
Setup. A 50-foot clearing has north and south trails. Two giant spiders wait 10 feet up, 25 feet north; a western path bypasses their webs. White appearance adds no cold resistance or attack.
DM hex map: Frosted Spider Nest
Trigger. Touching a web alerts both; their movement reveals positions before initiative attacks.
Run it. Use their actual Web escape, damage, and Bite poison rules. A 10-foot pole can pull the bag from the edge without entering their reach if the party first cuts its support with an attached blade. They retreat when one falls. Fire affects webs by the printed trait, not an invented whole-forest explosion.
Resolution and reward. The bag holds 4 rations and 20 gp; returning its tag earns shelter at a northern lodge.
Adjust. Easier: 1 spider. Harder: the bag hangs 10 feet high.
SRD reference: Giant Spider
Large beast, unaligned
AC 14 (natural armor) | HP 26 (4d10 + 4) | Speed 30 ft., climb 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 12 (+1) | 2 (−4) | 11 (+0) | 4 (−3) |
- Skills: Stealth +7
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10
- Languages: —
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web—filled crevices. Such lairs are often festooned with web cocoons holding past victims.
13. Ice Guardian
At a glance: levels 5–7 | Puzzle / combat | 20–25 minutes | Creatures: 1 × Earth Elemental.
A stone face peers through a crust of ice. Its hand points at three scattered cairn stones.
Setup. A 70-foot open terrace has south retreat and east exit. One earth elemental stands 40 feet north; three stones lie 15 feet apart. It replaces the invented ice elemental, retaining its stone statistics and no added cold aura.
DM hex map: Ice Guardian
Trigger. Crossing the broken cairn’s line prompts it to block the east exit.
Run it. Returning each stone to its visible footprint takes an adjacent action and DC 12 Strength, or two actions with a lever. Completion ends its hostility. In combat it uses actual Slam attacks, stopping if the party withdraws south. Breaking the cairn makes the task harder but does not summon more creatures.
Resolution and reward. Repair reveals a 45 gp crystal under the final stone and opens a shorter pass saving 1 hour.
Adjust. Easier: one stone is already seated. Harder: the final stone needs two helpers to carry safely.
SRD reference: Earth Elemental
Large elemental, neutral
AC 17 (natural armor) | HP 126 (12d10 + 60) | Speed 30 ft., burrow 30 ft. | CR 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 8 (−1) | 20 (+5) | 5 (−3) | 10 (+0) | 5 (−3) |
- Damage Vulnerabilities: thunder
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: poison
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 10
- Languages: Terran
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
14. Frozen Lake Monster
At a glance: levels 6–9 | Combat / rescue | 20–30 minutes | Creatures: 1 × Giant Crocodile.
A huge scaled back rises in the dark opening. A tow line from the ice leads directly toward its jaws.
Setup. A 70-foot solid-ice landing has south retreat and a north water hole 30 feet ahead. One giant crocodile occupies the opening, an original warm spring keeping it unfrozen. A fishing sled is snagged beside it.
DM hex map: Frozen Lake Monster
Trigger. Pulling the line brings the sled within bite reach; cutting it from the safe shore avoids the threat.
Run it. Use the crocodile’s actual Bite grapple/restraint, Tail, and multiattack targets. A net of dead fish tossed into the far water draws it away for 1 minute, allowing the sled to be pulled free with two actions. It does not break all surrounding ice or gain a freezing breath.
Resolution and reward. The sled’s owners pay 40 gp, and its sound rope becomes available for rescue during the scene. Retreat leaves the animal in its pool.
Adjust. Easier: the sled is already half free. Harder: the tow line must first be disentangled with an action.
SRD reference: Giant Crocodile
Huge beast, unaligned
AC 14 (natural armor) | HP 85 (9d12 + 27) | Speed 30 ft., swim 50 ft. | CR 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 9 (−1) | 17 (+3) | 2 (−4) | 10 (+0) | 7 (−2) |
- Skills: Stealth +5
- Senses: passive Perception 10
- Languages: —
Hold Breath. The crocodile can hold its breath for 30 minutes.
Actions
Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
15. Ice Druid’s Challenge
At a glance: levels 2–5 | Social / shelter task | 15–25 minutes | Creatures: 1 × Druid.
A fur-clad keeper stands beside stacked poles. “You may use the lodge. First, leave a roof for the next group.”
Setup. A 50-foot snow clearing has south trail and north lodge. One druid waits 20 feet ahead; poles, canvas, and cord sit west. The requested structure is ordinary, not an invented cold-resistance blessing.
DM hex map: Ice Druid's Challenge
Trigger. The keeper offers a safe lodge rest after a usable lean-to is raised.
Run it. Following the clearly drawn frame plan and working together takes 20 minutes without rolling. A rushed 5-minute attempt needs DC 12 Survival once; failure leaves a visibly loose knot that can be fixed with another 10 minutes. Threats make the keeper withdraw into the lodge, while the south trail remains open.
Resolution and reward. Completion earns 4 rations and a sheltered rest, with the druid standing watch. No forced duel proves resilience.
Adjust. Easier: frame is already standing. Longer: an arriving family needs the shelter immediately.
SRD reference: Druid
Medium humanoid (any race), any alignment
AC 11 (16 with barkskin) | HP 27 (5d8 + 5) | Speed 30 ft. | CR 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) |
- Skills: Medicine +4, Nature +3, Perception +4
- Senses: passive Perception 14
- Languages: Druidic plus any two languages
Spellcasting. The druid is a 4th–level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh. Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
16. Winter Sprite Tricksters
At a glance: levels 1–4 | Social / investigation | 10–20 minutes | Creatures: 2 × Sprite.
Two tiny figures applaud a spiral of red trail flags. The actual road runs straight past their work.
Setup. A 60-foot open clearing has south entrance and north trail. Two visible sprites stand by the flags 25 feet ahead. They replace invented frostbite sprites without cold powers or extra illusions.
DM hex map: Winter Sprite Tricksters
Trigger. They ask visitors to admire the spiral before touching it.
Run it. Explaining that travelers could get lost persuades them to restore the flags without a check. A song or small ribbon also works. Threats make them retreat east and leave the stakes behind. Replacing flags along visible footprints takes 10 minutes; a failed joke causes embarrassment, not poisoned attacks.
Resolution and reward. They provide the next trail’s correct direction and a lost 10 gp silver thimble. Keeping it is permitted; its owner is named on the base.
Adjust. Easier: only one flag moved. Longer: another traveler arrives insisting the spiral is a secret code.
SRD reference: Sprite
Tiny fey, neutral good
AC 15 (leather armor) | HP 2 (1d4) | Speed 10 ft., fly 40 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
- Skills: Perception +3, Stealth +8
- Senses: passive Perception 13
- Languages: Common, Elvish, Sylvan
Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
17. Frost Giant’s Domain
At a glance: levels 8–11 | Social / negotiation | 20–30 minutes | Creatures: 1 × Frost Giant.
A massive snow shovel lies across the track. Its owner counts wagon wheels scratched into a stone tablet.
Setup. A 100-foot pass has south retreat and a north road. One frost giant stands 50 feet ahead. A steep but walkable east detour takes 2 hours; its existence is obvious.
DM hex map: Frost Giant's Domain
Trigger. It asks 10 gp per group or help clearing a fallen pine from the north road.
Run it. A rope, two helpers, and 20 minutes moves the pine without a roll; a rushed DC 15 Athletics attempt can do it in 5 minutes. Payment works immediately. The giant honors the agreement and does not demand a second toll afterward. Combat uses its actual stats and remains avoidable by retreat.
Resolution and reward. Help earns passage and directions to a warm lodge. The giant’s 100 gp toll chest is not a second reward for already paid work.
Adjust. Easier: the pine has been cut in half. Longer: rival travelers dispute whose wagon should pass first.
SRD reference: Frost Giant
Huge giant, neutral evil
AC 15 (patchwork armor) | HP 138 (12d12 + 60) | Speed 40 ft. | CR 8 (3,900 XP)
| 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
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.
18. Frozen Waterfall Climb
At a glance: levels 3–6 | Exploration / rescue | 15–25 minutes | Creatures: No combat creatures.
Iron spikes protrude through the frozen cascade. One rope hangs in two severed pieces beside them.
Setup. A 30-foot wall connects a safe south basin to a north ledge; a visible eastern zigzag trail takes 1 hour. Three sound anchors mark the climbing line at 10-foot intervals.
DM hex map: Frozen Waterfall Climb
Trigger. Climbing without repairing the rope invokes the original ice-climb check.
Run it. A climber makes one DC 13 Athletics check for the ascent. A secured safety rope catches failure at the last anchor without falling damage; without one, failure drops the climber 10 feet for 1d6 bludgeoning. Properly securing a new rope to each anchor takes one action while adjacent. Flight or the zigzag trail bypasses the check; cold scenery adds no automatic exhaustion.
Resolution and reward. A weatherproof box at the top holds a 20 gp survey lens and a map of the next plateau. No creature waits as a concealed punishment for climbing.
Adjust. Easier: an intact rope hangs from the top. Harder: one anchor needs replacing with a piton.
19. Frozen Spirit Lake
At a glance: levels Any | Social / puzzle | 15–20 minutes | Creatures: No combat creatures.
Pale figures stand beyond the frost. At the shoreline, a stone book opens to three nearly hidden names.
Setup. A 50-foot shore has a safe south trail and eastward continuation. The figures are original noncombat projections over thin-looking ice; no one needs to enter the lake.
DM hex map: Frozen Spirit Lake
Trigger. Reading the first visible name causes the nearest figure to bow.
Run it. Brushing snow from the book for 1 minute reveals all three names: Rell, Hama, and Dorn. Reading or signing them respectfully finishes the remembrance. A DC 12 Investigation check reveals the inscription in an action for hurried groups; failure leaves the patient method available. The projections cannot attack or possess characters.
Resolution and reward. The final bow points to a 25 gp memorial donation box that the inscription permits travelers to use for emergency supplies.
Adjust. Easier: names are already clear. Longer: help a living relative decide what message to add to the book.
Free Rules Sources and Attribution
Creature references reproduce the stat blocks in the Creative Commons edition of SRD 5.1, with formatting and PDF typography normalized; optional variants are omitted unless a scene calls for them. Source links point to the beginning of each block; some continue onto the next page. Scene dialogue, named NPCs, terrain, goals, suggested levels, checks, timers, rewards, and peaceful resolutions are original encounter design. Descriptive creature changes do not add abilities. Rules use the 2014-compatible SRD 5.1 throughout; official SRD downloads also list other versions.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.