5E RPG - Primal Adventures
5E RPG - Primal Adventures
5E RPG - Primal Adventures
PRIMAL ADVENTURES
Michael J. Tresca
5E RPG
PRIMAL ADVENTURES
Michael J. Tresca
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Chapter 5: Equipment.................................................................................................................................................................. 51
Trade ....................................................................................................................................................................................... 51
Miscellaneous .......................................................................................................................................................................... 51
Shelter ..................................................................................................................................................................................... 52
Transportation ......................................................................................................................................................................... 52
Special Material....................................................................................................................................................................... 53
Armor ...................................................................................................................................................................................... 53
Weapons .................................................................................................................................................................................. 54
Magic Items ............................................................................................................................................................................. 56
Chapter 6: Primal Skills .............................................................................................................................................................. 57
Skills........................................................................................................................................................................................ 57
Chapter 7: Primal Spells .............................................................................................................................................................. 59
Pantheon .................................................................................................................................................................................. 59
Modified Spells ....................................................................................................................................................................... 60
Spells by Level ........................................................................................................................................................................ 61
New Spells .............................................................................................................................................................................. 62
Chapter 8: Primal Monsters ......................................................................................................................................................... 74
Modern Creatures .................................................................................................................................................................... 74
Prehistoric Creatures ............................................................................................................................................................... 88
Supernatural Creatures .......................................................................................................................................................... 109
Open Game License Version 1.0a ............................................................................................................................................. 121
Open Game Content .............................................................................................................................................................. 123
Please Note: This setting draws inspiration from real life history and Theosophical elements, mixed with science fiction and
fantasy. It is not meant to be an accurate representation of any religion or scientific belief. No offense is intended.
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Primal Adventures is inspired by the works of Edgar Rice Burroughs, R.E. Howard, Clark Ashton Smith, and cartoons like
Thundarr the Barbarian and Primal, Theosophy, and the real challenges of life in the Ice Age.
A Primal World
halflings are available as are the druid and ranger classes.
Like the Brutal campaign, use the encounters listed for each
terrain on the left side of the table.
During the Pleistocene era, the sea water level fell by
about 350 feet. The ice sheets expanded and crept across
the lands, ushering in an era of cold the likes of which the
world had never seen. Mammals grew to massive All species, classes, and monsters are available. This
proportions to conserve heat and mankind was locked in a campaign expands to include the struggles of Hyperborea,
struggle for survival. Evolutionary offshoots competed with Atlantis, and Lemuria.
Timeline
each other for food and warmth. A Primal campaign is a
savage, unforgiving world.
But the world is not all harsh and primitive. On the
continent of Atlantis, the Atlanteans have a technology 800–300,000,000 BC: The Hyperborean Age.
level similar to most fantasy campaigns. While barbarians 300–65,000,000 BC: The Lemurian Age.
struggle for food and shelter, the Atlanteans fret about the 2,000,000 BC (Ludhamian Ice Age): Stage, temperate
ice sheets that will soon encompass their magnificent cities. climate, Pleistocene onset of climatic deterioration.
Worse, the Atlantean peoples have long since stopped 1,900,000 BC (Thurnian Ice Age): The climate
propagating. The trogs (Neanderthals), halflings, humans, becomes colder, tundra vegetation begins to spring up.
and dwarves multiply far quicker and their raids threaten to 740,000 BC (Pastonian): The climate returns to
topple the Atlantean Empire. temperate.
In a Primal campaign, nature cannot be ignored. Even the 700,000 BC (Beestonian): Climate gets colder and
Atlanteans with their politics and intrigue fret over the permafrost appears.
encroaching glaciers that threaten to overrun their 660,000 BC (Cromerian): Climate becomes temperate.
magnificent cities. The bitter cold is extremely unforgiving, Birch, pine and spruce vegetation appears. Bison, horses,
making for a life of difficult choices. The other Primal rhinoceri, hippopotami, and mammoths appear.
peoples do what they must to survive. 430,000 BC: Rise of the trogs (Neanderthals).
Monsters are real and everywhere, but not the typical 350,000 BC (Anglian): Glaciers appear along with grass
fantasy staple. To stave off the cold, mammals have and sedge vegetation.
evolved to enormous sizes. Beasts roam the land without 250,000 BC (Hoxnian): An interglacial period. Birch,
fear of man. The time of dinosaurs is coming to an end, no pine, oak and alder vegetation appear. Cave bears and cave
matter how hard the Lemurians try to preserve them--the lions appear.
age of mammals is nigh. 200,000 BC (Wolstonian): Another glacial age. Woolly
rhinoceri, wolves, reindeer, and cave lions roam.
Campaign Hooks
The Primal campaign can also double as a template for the
The characters must survive as a tribe of hunter-gatherers. elemental plane of ice. You can remove the Atlantean
The party members are all part of the same tribe (and thus elements or retain them as outsiders from another plane. In
probably all related). They must survive in an openly this plane, primal beasts stalk the land and the world never
hostile world, facing weather, predators, and rival tribes. evolves beyond the primitive level of technology. The
snow and cold are relentless, with no warm seasons.
There are a wide range of terrains that can be classified as a "cold land." This chapter details each terrain type, its flora and
fauna, resources, and random encounter tables. Some encounters have two options, one for Brutal and Gritty campaigns on the
left, the other for Fantasy campaigns on the right. Monsters with a * are included in Chapter 8: Monsters. Note that some of these
encounters are with hazards; weather hazards can come upon characters unexpectedly but terrain hazards are only discovered if
the characters are on the move. Reroll as needed if a terrain hazard or creature seems out of place.
Cold Aquatic
Cold oceans have a polar climate characterized by
persistent cold and narrow annual temperature ranges. Their
winters suffer from continuous darkness, cold and stable Day Night
Encounter
weather conditions, and clear skies. Conversely, summers (D100) (D100)
characterized are flooded with continuous daylight, damp and Arctic Whale* or Ice Elemental* 01-08 01-08
foggy weather, and weak cyclones with rain or snow. Iceberg* 09-16 09-16
Drifting polar icepacks that averages about 12 feet in Giant Shark or Shatter Kraken* 17-18 17-18
thickness perpetually covers cold oceans. This icepack nearly
Killer Whale or Ice Sprite* 19-24 19-24
doubles in size during the winter and can reach other
landmasses. In the cold aquatic lands, icebergs are common. Hunter Shark or Ice Drake* 25-30 26-30
Calved from glaciers, icebergs are temporarily inhabited by Reef Shark 31-38 31-36
birds and sea mammals. Penguin* or Polar Bear 39-46 37-40
Porpoise* 47-54 41-48
Sea Lion* 55-60 49-50
Sea mammals are common in cold oceans, including seals, Seal* 61-68 51-54
whales, and porpoises. Birds are also frequent, although the Walrus* 69-76 55-58
most common inhabitant is the penguin. Several Eskimo
Giant Octopus 77-78 59-60
cultures revolve around life on the cold ocean and are
extremely proficient whalers and seal-hunters. Giant Crab or Ice Giant* 79-80 61-63
Ice Sheet* 81-88 64-79
Human, Tribal Warrior 89-92 79-86
Marine mammals and by proxy, their furs, are the most Swarm of Quippers 93-00 87-00
valuable resources. Whale blubber and ivory is also a
commodity in demand.
8|Page
Cold Desert
A cold desert? Deserts don't have to be hot; they just have
to lack moisture. Cold deserts occur so far from the sea that
moisture-laden winds never reach them. Contrary to popular There are a wealth of precious and semi-precious stones to be
belief, cold deserts don't have to be covered by sand. If the found in cold deserts, including turquoise, jasper, agate and
water is locked up in ice, it produces the same effect as no crystal. Digging them up is another matter.
water at all. Cold deserts feature small mountain ranges
broken by wide valleys, rolling plains, and outwashes and
hummocks. Precipitation is usually no more than 10 inches or
less per year. Cold desert temperatures in winter ranges from Day Night
Encounter
(D100) (D100)
28 to 39° F and in the summer 70 to 79° F a year.
Arctic Fox* 01-04 01
The winters receive quite a bit of snow. The mean annual
precipitation ranges from 6-10 inches. Annual precipitation Arctic Wolf* 05-10 02-07
has reached a maximum of 18 inches and a minimum of 3 Badger 11-12 08
inches. The heaviest rainfall of the spring is usually in April Giant Scorpion 13-14 09-11
or May. In some areas, rainfall can be heavy in autumn. The
Boar 15-18 12
soil is heavy, silty, and salty. It contains alluvial fans where
soil is relatively porous and drainage is good so that most of Giant Hyena 19-23 13-18
the salt has been leached out. Hawk 24-28 19
Lion 29-34 20
Owl 35-37 21-29
The plants are widely scattered. In areas of shad-scale, about Dire Vulture* 38-46 30-32
10 percent of the ground is covered, but in some areas of Giant Rat 47-48 33-35
sagebush it approaches 85 percent. Plant heights vary between
Worg 49-51 36-38
6 inches and 4 feet. Spiky-leaved deciduous plants dominate
the terrain. Sled Dog* 52-54 39-41
Widely distributed animals include jackrabbits, pocket Giant Owl or Cold Stranger* 55-57 42-47
mice, grasshopper mice, kangaroo rats, kangaroo mice, Glacier* 58-69 48-50
antelope, badger, kit fox, and coyote. Deer are found only in
Ice Sheet* 70-72 51-60
the winter. Other creatures include the bactrian camel,
gazelle, short-toed larks, snow leopard, jerboa, lizards, Insect Cloud* 73-75
onager, cat, gecko, gerbil, beetles, blue hill pigeon, desert Snow Swamp* 76-87 60-77
wheatear, jerboa, bear, sandgrouse, wild mountain sheep, and Dire Camel* or Remorhaz 88-90 78-81
wolf. Giant Centipede or Winter Wolf 91-00 82-00
Cold deserts don't have much to offer other species. Only
orcs, and by proxy, their half-orc kin, are found in this most
inhospitable of lands.
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Vegetation on the tundra is small by necessity. The biting The tundra is largely devoid of materials. Wood is rare due to
winds mow down anything larger. Small, perennial plants the lack of trees, but a variety of fur-bearing mammals lure
thrive in the tundra, including campions, saxifrages, most hunters and trappers to the region.
crowberries, bilberries, blueberries, dwarf birches, and
willows.
All the creatures of the tundra have developed important
physical traits for survival in the cold. Their stubby, combat Day Night
Encounter
bodies conserve heat along with thick subcutaneous deposits (D100) (D100)
of fat, blubber, or feathers that help trap air next to the skin, Bear-Dog* 01-03 01-04
retaining warmth. With the exception of the polar bear, their Dire Bear* 04-08 05-06
pelts change with the seasons, from shades of gray or brown Dire Elk* 09-12 07-08
to pure white in winter.
Dire Lizard* 13-17 09-10
Whenever possible, animals burrow into the snow to avoid
prolonged exposure to the unforgiving winds. Burrowing Dire Sloth* 18-21 11-15
makes best use of the insulating properties of the snow, ice, Gravel-Beast* 22-26 16-17
and earth. When burrowing isn't possible, cooperative Land Whale* 27-31 18-19
behavior is common. Animals will huddle together in groups
Wolf 32-36 20-25
of several thousand to keep warm, circulating their positions
to warm those on the fringes. Dire Armadillo* or Ice Elemental* 37-41 26-31
The tundra comes alive in the summer in a thick, lush Caribou* 42-43 32-33
growth, drawing birds from all over. The presence of large Dire Elk* or Snow Angel* 44-48 34-35
numbers of invertebrates in the water and the huge amount of
Dire Rhinoceros* 49-53 36-42
insects attracts a wide variety of wading birds, geese, and
ducks. Other predatory birds follow, including eagles, Ice Sheet* 54-60 43-51
merlins, and falcons. Most leave when winter arrives, with the Human, Tribal Warrior 61-63 52-53
exception of the rock ptarmigan and the snowy owl. Insect Cloud* 64-69 54-63
Caribou are common in large herds which migrate twice
Muskox* 70-74 64-65
yearly from the taiga to the tundra, feeding and fattening
themselves on the rich summer vegetation. They return after Glacier* 75-84 66-81
mating in September to give birth in the shelter of the forest. Arctic Wolf* 85-86 82-86
Unlike other deer species, female caribou have antlers to help Woolly Mammoth* or Glacier Wight* 87-91 87-88
them compete for food. Woolly Rhinoceros* or Wastling* 92-00 89-00
The most fearsome of the northern pole predators is the
polar bear. It lies in ambush for seals near air holes in the ice
or alternately, sneaks upon n them, taking advantage of its
white coat on the tundra. The polar bear haunts the coastline,
traveling up to 12 miles a day in pursuit of seals or even
walrus.
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This chapter details all the natural hazards that exist in the cold lands in alphabetical order. Most noteworthy are the sections on
Ice, Snow, Temperature and Weather. Creatures that are native to cold lands learn how to compensate for these unforgiving
conditions. It's visitors who have to worry—the cold quickly claims the young, the weak, and the foolish.
Terrain Hazards
Avalanches are a significant mountain hazard. Once in Bonus Distance Passive Perception DC
motion, snow slides are irresistible forces of nature, tearing Rounds
down trees and pulverizing buildings. When an avalanche 5 900 ft. 20
finally grinds to a halt, the snow congeals like concrete, 4 720 ft. 18
making rescue efforts extremely difficult. Ideally conditions 3 540 ft. 16
for an avalanche involve sunny days when the temperature is 2 360 ft. 12
abnormally warm. This in turns heats the rock to which the 1 180 ft. 10
snow clings. Stresses that might trigger a slab avalanche 0 0 ft. Automatic
include new or wind-blown snow, a skier, or a loud sound.
Avalanche conditions must exist for an avalanche to occur. The avalanche consists of two distinct areas: the bury zone
If the Dungeon Master determines those conditions exist, (in the direct path of the falling debris) and the slide zone (the
there is a base 10% (1 or 2 on a d20) of an avalanche area the debris spreads out to encompass). The avalanche is
happening once an hour, modified by the below conditions. 1,440 feet wide, with the bury zone in the center 1,080 feet
Alternately, avalanches may be part of a random encounter. (leaving 180 feet on either side to escape the bury zone).
Characters begin at the center of the map, with approximately
Condition Modifier 720 feet to get clear if they run straight across.
+character's failed Dexterity
Loud Noise
save (DC 15)
Bard Singing +Perform check (DC 15)
Moving Silently -Stealth rank
Survival -Survival rank
Moderate Wind +1
Strong Wind +2
Severe Wind +3
Windstorm +4
Hurricane +8
Daytime +1
Nighttime -1
Recent Snow +3
Explosion
+1 per d6 of damage
(e.g., fireball spell)
+35F +1/10 degrees
-35F -1/10 degrees
The characters have up to 6 rounds to react before the d20 Result DC Save Failure Effect
avalanche arrives at the top of the map. Once it appears, the Fall 1d4 x 5 ft., taking
avalanche moves downward two squares each round (360 1 Crevice 15 Dex save
1d6 bludgeoning
feet). damage per 10 ft. fallen,
Characters who move at a speed of 30 feet per round can and land prone.
use the Dash action to move 60 feet on each turn, escaping to Fall 1d4 x 5 ft., taking
the edge in 3 rounds. However, each time they cross an Steep 1d6 bludgeoning
2 10 Dex save
elevation line (if the map has one), they must make a DC 10 incline damage per 10 ft. fallen,
and land prone.
Strength (Athletics) or Dexterity (Acrobatics) check. Failure
Path 15 Dex Counts as 40 feet of
means the character stops moving, falls prone, and takes 1d6 3
narrows (Acrobatics) difficult terrain.
bludgeoning damage.
Blinded until the end of
There are challenges however, as the avalanche chases
your turn. While blinded
them down the slope. During the chase, characters can freely 4 Dust 10 Con save
in this way, speed is
use the Dash action a number of times equal to 3 + their halved.
Constitution modifier. Each additional Dash action they take 15 Dex
during the chase requires the character to succeed on a DC 10 5 Cliff Prone.
(Acrobatics)
Constitution check at the end of their turn or gain one level of 10 Str
exhaustion. A character drops out of the chase if its (Athletics) Counts as 20 feet of
exhaustion reaches level 5, since its speed becomes 0. 6 Scree
or Dex difficult terrain.
(Acrobatics)
Level Effect Restrained. A creature
1 Disadvantage on ability checks can use its action to
2 Speed halved make a DC 10 Strength
3 Disadvantage on attack rolls and saving throws check, freeing itself or
4 Hit point maximum halved another creature within
Stuck in a
5 Speed reduced to 0 7 15 Dex save its reach on a success.
hole
6 Death Dealing 10 bludgeoning
damage to the rock (AC
Characters can attempt to blast the avalanche by damaging 15) also frees the
creature without
it, thereby clearing a path so that it rolls past the characters. A
harming it.
10-foot section of the avalanche has an AC of 15 and 180 hit
Bouncing Take 2d4 bludgeoning
points. It is immune to cold, necrotic, poison, and psychic 8 10 Dex save
rocks damage.
damage.
10 Dex
The characters roll initiative, with the avalanche having an
Field of (Acrobatics) The maze counts as 40
initiative of 1. Each character rolls a d20 at the end of its turn. 9
boulders or feet of difficult terrain.
Consult the below table to determine whether a complication Int save
occurs. If it does, it affects the next chase participant in the Can cross an elevation
initiative order, not the participant who rolled the die. The change without a skill
participant who rolled the die or the participant affected by Log
check, but fall 1d4 x 5
the complication (see the table below) can spend inspiration bridge
10 10 Dex save feet on a failed save,
across
to negate the complication. taking 1d6 bludgeoning
chasm
damage per 10 feet, and
land prone.
11-20 No complication
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Characters in the bury zone always take damage from the doesn't suffocate, the victim also suffers a –50 reduction in
avalanche; characters in the slide zone may be able to get out personal temperature.
of the way, depending on the results of their Dexterity saves. A conscious character can dig through the snow at the rate
of 1 foot per round. A character must make a Wisdom
Feet (Perception or Survival) check DC 15 to determine which
Dex
Zone
Save
Damage of Fail Effects way is up each round, otherwise the character digs sideways
Snow and makes no progress towards the surface.
Half of 8d6 unconscious, The Wisdom (Perception) DC to find a buried character is
Bury 15 4d3
bludgeoning prone, restrained 15, -5 if the buried character is trying to dig himself out. A
None or 3d6 character digging down to a trapped character can do so by
Slide 12 2d3 prone, restrained
bludgeoning making a Strength (Athletics) check DC 15 (with bare hands)
or 10 (with an implement like a shovel). The character
While buried, a character takes 1d4 cold damage each excavates 1 foot plus one additional foot per point rolled
round. The character has enough air to breathe for 1d6 + 4 above the DC. An additional character can help dig, providing
rounds, thereafter they must begin holding their breath. If he advantage to the roll each round.
Crevasses are inverted wedge-shaped depressions in ice and A crevasse poses a dangerous threat to a character walking
rock, formed from the expansion and contraction of water in over it. The character must make an Investigation check (DC
cracks and crevices. Crevasses typically plunge nearly 100 15) to detect it and, failing that, a Dexterity save (DC 15) to
feet into the snow and terminate in a pool of meltwater, are avoid falling 1d10*10 feet into the crevasse and suffering the
ten feet wide, and 500 feet long. Crevasses gradually become appropriate falling damage. However, anyone falling is likely
more filled with snow and ice until they are indistinguishable (50% chance) to have his or her fall broken by a collapsed
from flat terrain. snow bridge, halving the damage.
Glaciers cover no less than 10 percent of the earth's land Glaciers are not a credible threat to any character who can
surface. They can be found on every continent, even on move away from them. However, glaciers are rife with their
tropical islands. The snow line where glaciers form varies, but own dangers, including icefalls, seracs, moulins, crevasses,
it can be anywhere from sea level at the poles to 5,500 feet by and snow swamps. They are also formidable obstacles. A
the equator to 18,000 feet in the southern climes. Glaciers glacier has an AC 13, damage threshold of 5, 30 hit points per
only a half a mile thick exert pressure of 62 tons per square 10 feet. Glaciers have a Strength of 30 for purposes of
foot, and can move up two-and-a-half miles per hour. Glaciers determining if it can move or break immobile structures or
begin moving once they reach critical thickness, which objects. Structures that are not smashed aside are caked over
requires a thickness of about 60 feet. Glaciers have even been with ice. Glaciers are difficult terrain.
clocked at moving forward at 220 feet a day.
A permanent layer of ice covers much of the tundra. This Ice Type Winter Spring Summer Fall
ice layer, called permafrost, averages anywhere from 200 to Thin 0 +4 +6 +1
500 feet in thickness. At its edges, it can be as thin as 5 to 10 Thick 0 +1 +4 +1
feet. Barrier ice, towering up to 500 feet in some areas,
borders much of the coast. Another form of ice known as A character that plunges through ice into water can survive
platform ice covers small lakes and the edges of the sea. It for a number of minutes equal to its Constitution score before
ranges in thickness from 5 to 20 feet. Because it is so rich suffering any ill effects. Each additional minute spent in icy
with salt, it cracks easily. water requires a DC 10 Constitution save or gain one level of
Characters walking on any ice must make Acrobatics exhaustion. Creatures native to icy water or with resistance or
checks (DC 10) to avoid falling prone. Over long distances, a immunity to cold damage automatically succeed on the save.
character must make a check each minute. Thin ice has a
weight tolerance of 3d10 x 10 pounds per 10-foot-square area.
Whenever a character fails a check by five or more, the
character must make a DC 10 Dexterity save modified by the
below table or fall through the ice.
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An iceberg is a massive floating body of ice broken away melting must make a Perception check (DC 15) to notice that
from a glacier. Icebergs range in height from 20 feet high and it's slowly breaking apart. Once they notice, they have 1d4
50 feet long to 250 feet high and over a mile or two in length. rounds before its center of gravity shifts and the entire iceberg
Only about 10 percent of its mass is above the surface of the flips over. Characters who don't evacuate the iceberg in that
water. Some can reach 500 feet high and be several miles time must make a Dexterity save (DC 15) or be dumped into
long. Icebergs are dangerous for a variety of reasons, the water. Success means they climb the iceberg as it tips.
including that some entirely flip over depending on their characters in the water must make a DC 15 Dexterity save or
balance as they melt from the sun and warmer waters. They be smacked, hard by the iceberg as it tips, slamming them into
move at speeds of seven or eight miles a day. It is believed the water for 21 (6d6) points of bludgeoning damage.
that talking, laughing, smoking or speaking a glacier's name Characters who make the save are only brushed aside
when paddling past causes it to take offense and smother underwater and suffer half damage from being battered
nearby boats with punishing ice. beneath the iceberg. If a DM wishes to make glaciers
There are a variety of reasons why characters may find supernatural threats, a failed Survival or Nature check can
themselves on icebergs, but staying on one may be a cause the iceberg to flip or precipitate an icefall (see below)
challenge. Characters who are on an iceberg that is slowly as the iceberg becomes "offended."
Ice avalanches are deadlier, if that's possible, than snow A conscious character can dig through the ice at the rate of
avalanches. They slide on snow but have incredible mass. 1 foot per two rounds. A character must make a Wisdom
Icefalls occur where a glacier plunges over a steep slope, the (Perception or Survival) check DC 15 to determine which
velocity of the ice can suddenly triple to as much as six inches way is up each round, otherwise the character digs sideways
an hour for a distance of a few dozen yards. The brittle and makes no progress towards the surface.
surface of the ice cannot keep pace with the plastic flow The Wisdom (Perception) DC to find a buried character is
underneath and repeatedly splits open under stress into a 15, -5 if the buried character is trying to dig himself out. A
honeycomb of intersecting crevasses. As the fissures deepen, character digging down to a trapped character can do so by
they cleave out individual pillars of ice called seracs. making a Strength (Athletics) check DC 20 (with bare hands)
Icefalls use the same rules as an avalanche with the below or 15 (with an implement like a shovel). The character
differences. excavates 1 foot plus one additional foot per point rolled
above the DC. An additional character can help dig, providing
Dex Feet advantage to the roll each round.
Zone Damage Fail Effects
Save of Ice
Half of 8d6
unconscious,
Bury 15 bludgeoning 4d3
prone, restrained
plus 4d6 cold
None or 3d6
Slide 12 bludgeoning 2d3 prone, restrained
plus 1d6 cold
Mosquito, black fly, deerfly and midges can all be a Heavy smoke drives off insects within its bounds. Fire also
nuisance in the subarctic summer. Their larvae live in water. drives insects away. For example, a wall of fire in a ring
The insects limit vision to 10 feet, and spellcasting requires a shape keeps a subsequently cast insect cloud outside its
DC 10 Constitution saving throw each round to maintain confines, but a fireball spell simply clears insects from its
concentration. Creatures inside the insect cloud, regardless of blast area for 1 round. A single torch is ineffective against this
Armor Class, sustain 1 point of piercing damage at the end of vast horde of insects. Lightning, cold, and ice are likewise
each round they remain within, due to the bites and stings of ineffective, while a strong wind (21+ mph) that covers the
the insects. Invisibility is no protection. All creatures with an entire cloud area disperses the insects. When it turns colder,
Intelligence of 3 or lower must make a DC 15 Wisdom save these nuisances are less active and they disappear at night.
or are driven from the cloud at their fastest possible speed in a
random direction and flee until they are at least 100 feet away
from the insects. Creatures immune or resistant to piercing
damage are immune to this effect.
20 | P a g e
Jökulhlaups happen when a glacier dams up water that has Zone Str Save Damage Fail Effects
already melted. Once the water finds its way through the ice Half of 4d6
blocking its flow, the resulting explosion sends icy water Bury 15 bludgeoning prone, poisoned
flowing down the slopes at high speeds. Jokulhlaups burst and 4d6 cold
from meltwater heated by magma, spewing up to 30 miles out None or 2d6
and covering up to 386 square miles of plain into a vast lake. Slide 12 bludgeoning prone
The stench of sulfur can kill flocks of birds and wilt acres of and 2d6 cold
foliage.
Treat the jökulhlaup as an avalanche, with the following The jökulhlaup rushes through the air for 1d20 rounds,
changes. during which time characters can make a DC 15 Strength
Characters in the bury zone always take damage from the (Athletics) each round or suffer 1d6 bludgeoning and 1d6
jökulhlaup; characters in the slide zone may be able to get out cold damage.
of the way, depending on the results of their Strength saves.
Meltwater can pour into a moulin, a vertical pipeline in the ice that channels surface water into the body of the glacier. Getting
caught into one of these traps is deadly. A Dexterity save (DC 15) is necessary to avoid falling 1d10*10 feet into the moulin and
suffering the appropriate falling damage. Additionally, the character faces drowning and hypothermia in the rushing water. On a
successful Athletics or Strength check (DC 15), the character suffers 1d3 points of bludgeoning damage a round. On a failed
check, he must make another check that round or begin drowning.
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Seracs are ice pillars that stand from 50 to 100 feet tall (50 Meltstreams and slush can cover up snow swamps, also
+1d10 * 5 feet). They are exceedingly unstable and sun, wind, known as faerie ice. Snow swamps look like dry snow but are
rain can cause the ice tower to topple, even setting off an unstable. Because of its granular density, snow swamps act
avalanche. A serac is subject to the same conditions that like quicksand. Spotting a snow swamp requires a Perception
trigger an avalanche. If it collapses, the serac requires all check (DC 15). Characters sink at a rate of 2 feet a round. To
creatures within range equal to the serac's height to make a avoid sinking, it must make a successful Dexterity check (DC
Dexterity save (DC 10) to avoid it or suffer 1d10 bludgeoning 15) to grab onto something and a subsequent Strength check
per 20 feet of the serac's height, or half that on a successful (DC 15) to haul himself out. One person can pull another out
save. with a similar Strength check. Failure means the trapped
character continues to sink another two feet that round,
eventually drowning. Two characters working together can
save a companion automatically.
Travel Hazards
A character requires four times the average amount of water Although the arctic terrain is often covered in ice, it is not
daily in an arctic environment. Medium-sized characters need always drinkable. Below are the Survival check DCs
at least four gallons of fluid and Small-size characters need at necessary in the climate and terrain to find water.
least two gallons of fluid. In cold weather, bundled up in
layers of clothing, characters may not be aware that they are Winter Spring Summer Fall
Climate Terrain
losing body moisture because the clothing absorbs most of it. DC DC DC DC
A character can go without water for 1 day plus a number Arctic Desert 20 20 20 20
of hours equal to his Constitution score. After this time, the Arctic Hills 19 19 19 19
character must make a Constitution save each hour (DC 10, Arctic Mountain 20 20 20 20
+1 for each previous check) or suffer one level of exhaustion. Arctic Plains 19 19 19 19
Subarctic Desert 20 19 19 20
DC Modifier Condition Subarctic Forest 19 16 16 19
+2 Food eaten with high water content Subarctic Hills 20 19 18 19
Character weighs more than the average Subarctic Marsh 12 8 10 10
+1
for his species Subarctic Mountain 20 16 17 18
Character does not engage in strenuous Subarctic Plains 19 16 16 17
+1 activity (any Constitution, Dexterity or
Strength based-skills or checks)
-1 Character does not eat a meal that day
22 | P a g e
Frostbite is basically a strangulation of the skin caused by Moderate Frostbite (exhaustion levels 2-3): The character
lack of circulation due to low temperatures. As long as the is in severe pain most of the time. This effect happens with
skin doesn't actually get blue, it can be recovered with gradual the next two levels of exhaustion.
warming. However, past a certain point, frostbite becomes Severe Frostbite (exhaustion levels 4-5): The character's
extremely painful until the victim can't feel anything at all. At skin appears waxy-looking with a white, grayish-yellow or
that point, their skin is dying and may become gangrenous. grayish-blue color. The affected parts have no feeling and
A character exposed to the cold will quickly suffer the blisters may be present. The tissue feels frozen. if the
effects of frostbite. Unprotected characters that fail a DC 10 character fails by 5 or more on the Constitution save, the
Constitution save at the end of an hour of exposure gain one character loses one of the following, with the effects of
level of exhaustion. The effects vary depending on how many damage to specific areas applied:
levels of exhaustion the character suffers. Creatures immune
to resistant to cold damage are immune to these effects. D100 Extremity Effect
Mild Frostbite (exhaustion level 1): Also known as 01-50 foot
½ move, prone after Dash action,
frostnip, mild frostbite causes the skin to look very white and disadvantage on Dexterity checks
waxy. The top layers of skin feel hard, but the tissue 51-75 hand
Can no longer wield 2-handed items
underneath still feel soft. There may be some numbness and only hold one object at a time.
associated with frostnip. This effect happens with the first two Disadvantage on Wisdom
levels of exhaustion. 76-100 ear (Perception) checks that rely on
hearing.
If a character is exposed to cold for seven consecutive character fails the Constitution save by 5 or more, she exhibits
rounds, he will begin to suffer the effects of hypothermia in confused, violent, or irrational behavior (as per the confusion
addition to frostbite. Creatures immune or resistant to cold spell).
damage are immune to these effects. A character who fails a death save while immersed in cold
Mild Hypothermia (exhaustion level 1): The character water on a natural 1 falls into suspended animation (instead of
suffers from muscle cramps, dizzy spells, stumbling, lethargy, suffering two failures) for a number of minutes equal to the
and random bouts of shivering. character's Constitution score. After that, the character
Moderate Hypothermia (exhaustion levels 2-3): The resumes making death saves.
character suffers from muscle cramps, dizzy spells, stumbling, If rescued, the character isn't out of danger yet—hours after
and lethargy. characters at this point become disoriented and surviving hypothermia, men have died of heart attacks after
confused. The shivering stops, but kidneys work overtime— sipping hot drinks. Warming the character back up requires a
suddenly the urge to urinate becomes overpowering. successful Medicine check (DC 10) or magical healing.
Severe Hypothermia (exhaustion levels 4-5): The Failure means the character is warmed up too quickly and
character suffers from muscle cramps, dizzy spells, stumbling, must make a death saving throw. No save is necessary for
and lethargy. The lack of oxygen to the character's brain magical healing.
begins to trigger visual and auditory hallucinations. If the
A character can suffer snow blindness because of the In the cold climes, characters require more high-fat foods to
intensity of ultraviolet rays when traveling in the arctic. The keep the body warm. The character requires a pound of meat
character's retinas literally become burned. Character exposed every day to avoid starvation. If the food is not primarily
to bright sunlight must make a Constitution save (DC 15) meat, he begins to suffer the effects of starvation.
once a day. Failure means the character has disadvantage on A character can go without food for a number of days equal
all checks involving sight for 24 hours. Failure by 5 or more to 3 + his or her Constitution modifier (minimum 1). At the
means the character is blinded instead, which can only be end of each day beyond that limit, a character automatically
cured with magic (like a lesser restoration spell). This effect suffers one level of exhaustion.
can be avoided with the appropriate goggles.
P a g e | 23
The sun's rays reflect off of just about everything in the character with the Survival skill has advantage on the save
arctic. As a result, exposed characters during spring and and on a successful DC 10 check, can apply advantage to
summer days can become severely burned. Unprotected other characters. characters who are covered up only need to
characters exposed to the sun must make a Constitution save check once every day for sunburn damage. Creatures resistant
once every hour (DC 10, +1 per previous check), or suffer 1 or immune to fire damage are immune to this effect.
point of fire damage from sunburn for each failed save. A
Drinking ice and snow carries the same risks as drinking Characters who drink tainted water must make a
water—it contains particles that might make a person sick. Constitution save (DC 10 + above modifier). Failure means
Worse, these contaminants remain dormant until warmed up the character is poisoned for 1d12 hours.
again. During the summer months, the best sources of water During the subarctic summer months, if the character
are rivers, ponds, lakes, streams, and springs. Although water ingests snow or ice that is tainted it is infected with giardia.
might from ponds or lakes might be stagnant, it is still Giardia is an intestinal parasite that lives in the feces of
drinkable. Running water is usually flesh and suitable for humans and animals. Symptoms start several weeks after
drinking. Occasionally, brownish surface water might be exposure and can disappear only to return a few days later.
found in the tundra during the summer. This water must be Giardia is transmitted by ingestion. The creature must make a
filtered but is drinkable. DC 16 Constitution save or become infected. Signs include
Below is the DC for avoiding tainted water with a Wisdom swelling of the stomach, pale-colored feces, gas, headache,
(Survival) check. nausea, and depression.
The infected creature suffers one level of exhaustion, and it
Climate Terrain Winter Spring Summer Fall regains only half the normal number of hit points from
Arctic Desert 10 10 10 10 spending hit dice and no hit points from finishing a long rest.
Arctic Hills 10 10 10 10 At the end of each long rest, an infected creature must make a
Arctic Mountain 6 6 6 6 DC 11 Constitution saving throw. On a failed save, the
Arctic Plains 10 10 10 10 character gains one level of exhaustion. On a successful save,
Subarctic Desert 12 12 12 12 the character’s exhaustion level decreases by one level. If a
Subarctic Forest 8 8 10 8 successful saving throw reduces the infected creature’s level
Subarctic Hills 8 8 10 8 of exhaustion below 1, the creature recovers from the disease.
Subarctic Marsh 12 12 12 12 Creatures immune or resistant to poison or the poisoned
Subarctic Mountain 6 6 6 6 condition are immune to these effects.
Subarctic Plains 10 10 10 10
24 | P a g e
Weather Hazards
Temperature fluctuates with the seasons and is impacted by the terrain. It gets colder during the winter months, obviously.
When combined with the wind chill, the temperature becomes very cold indeed.
Terrain Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec
Arctic Desert -23 -23 -13 5 18 30 40 40 23 18 -5 -23
Arctic Hills -23 -23 -13 -5 5 14 18 18 14 5 5 -13
Arctic Mountains -23 -23 -13 -5 5 14 18 18 14 5 5 -13
Arctic Plains -23 -23 -13 5 18 30 40 40 23 18 -5 -23
Subarctic Desert -5 -5 5 18 40 L M M 40 23 5 -13
Subarctic Forest 5 5 18 30 40 L M M 40 30 23 14
Subarctic Hills -5 -5 14 18 40 L M M 40 30 18 -5
Subarctic Mountains -13 -5 14 23 30 40 L M 40 30 14 -5
Subarctic Plains -5 -5 5 18 40 L M M 40 23 5 -13
Whenever a creature's personal temperature (see Chapter 3 At below 32 degrees, ice can accumulate on items, making
for each species' personal temperature) is at or below 90 them very slippery. Creatures attempting to grasp an iced item
degrees Fahrenheit, it must succeed on a DC 10 Constitution must make a DC 10 Dexterity save. If the saving throw fails,
saving throw at the end of each hour or gain one level of the creature immediately drops the item. A saving throw must
exhaustion. Creatures with resistance or immunity to cold be made each round the creature attempts to pick up or use the
damage automatically succeed on the saving throw. iced item.
A character's temperature includes the average degrees A character's first reaction to the cold may be to make a
Fahrenheit, whether or not the character is in water, the fire. It's not as easy as it may first seem. Making a fire
personal temperature of the character (depending on the requires the characters to actually find something that will
character's armor or clothing) and the amount of strenuous burn. Tinder, the dry material used to create a spark, includes
activity exercised. birch bark, shredded inner barkfine wood shavings, dead
grass, dead evergreen needles, punk, evergreen tree knots,
Factor Temperature Change bird down, vegetable fibers, and dead palm leaves. Kindling,
Armor or clothing See Equipment Table which sustains the fire, includes small twigs, strips of wood,
Character submersed in and split wood. The character must make a Survival check
-25 degrees
water with the below DC to find it.
Character using Acrobatics, +Constitution score degrees
Athletics, or Survival skill. until activity ends, then – Climate Terrain Winter Spring Summer Fall
Constitution score degrees Arctic Desert 20 20 20 20
Unconscious or Paralyzed -25 degrees Arctic Hills 18 12 12 14
Per Exhaustion Level -5 degrees Arctic Mountain 24 22 20 20
Arctic Plains 22 18 16 18
Armor and clothing modifies personal temperature. Subarctic Desert 20 20 20 20
Personal temperature determines when a character must make Subarctic Forest 12 7 7 7
a Constitution save against exposure to cold weather. Simply Subarctic Hills 18 10 10 12
wearing armor can be helpful in cold conditions. Subarctic Marsh 16 18 18 16
Subarctic Mountain 22 20 18 18
Constitution Subarctic Plains 18 14 12 14
Clothing Temperature
Save
Cold Weather Outfit +50 +5 Another Survival check is required to make the fire against
Heavy Armor +30 +3 the same DC. Assuming the roll is successful, the Survival
Medium Armor +20 +2 roll *4 is the amount in Fahrenheit that the fire warms the
Light Armor +10 +1 surrounding area. It decreases by 10 degrees for every 5 feet
Explorer's Outfit +5 0 away from the fire. The fire lasts for 10 minutes * the
Other Outfits 0 0 Survival roll to create the fire. For every 5 feet of illumination
a heated light source provides, it increases the temperature by
10 degrees.
P a g e | 25
The arsarnerit appears in a variety of forms, including The arsarnerit can be dispelled or summoned with control
pillars, streaks, wisps, haloes, or curtains of light, wafting on weather, but it requires the caster to bark like a dog.
a gentle breeze. The aurora is usually light yellow, rose, or Arsarnerit can be used for call lightning spells as well.
green in color, but it can flare at times to bright crimson or Spellcasting within 100 miles of an arsarnerit causes a wild
yellow. A whirring or crackling sound sometimes magic surge, as per the sorcerer origin. Direct contact with the
accompanies its presence. arsarnerit automatically causes a wild magic surge effect to
the character entering it.
The combination of high winds, heavy snow (typically 1d3 knocked prone, and Large or Huge creatures must spend 2
feet), and bitter cold make blizzards deadly for all who are feet of movement for every 1 foot it moves. Blizzards
unprepared for them. Blizzards make ranged attacks automatically extinguish unprotected flames and have a 75%
impossible and inflict disadvantage to attack rolls with siege chance of blowing out protected flames. Perception checks
weapons. Creatures must make a Strength save (DC 15). are at disadvantage due to the blowing snow and howling of
Failure means small creatures are pushed 15 feet in a random the wind.
direction and knocked prone, Medium-size creatures are
Daylight varies with the latitude of the particular cold land Polar Night (PN): Winters are dark and dreary, with only a
and by season. The table below indicates the hours of daylight few hours of twilight. Twilight glow might not be seen for
in any particular month and latitude. over a month. In the best conditions, characters can see by
Midnight Sun (MS): The sun never dips far below the starlight, which inflicts disadvantage to Wisdom (Perception)
horizon. Between late May and mid-August, the region never checks that rely on sight. Otherwise, viewing conditions are
experiences true darkness. Stars aren't visible until mid- considered total darkness. characters unaccustomed to such
August. There is never a good time to hide during this period. conditions can suffer from winter depression as a result of the
All creatures who are vulnerable to light effects suffer them at never-ending night. characters must make a Wisdom save
all hours during this time. characters who are unaccustomed (DC 15) for each week they spend in a land with no sunlight.
to these conditions may have difficulty sleeping. characters Failure means the character becomes lethargic and depressed,
must make a Wisdom save (DC 15) each week they spend in suffering disadvantage to Wisdom saves and one level of
complete daylight. Failure means the character regains only exhaustion. A lesser restoration spell will remove all effects
one quarter of spent Hit Dice (minimum of one die). If the or one week spent in a normal day cycle.
character has any levels of exhaustion, the rest doesn’t reduce
their exhaustion level. A sleep spell will allow the character to
get a decent night's rest.
Latitude Jan Mar Apr May Jun Jul Aug Sep Oct Nov Dec
90 PN PN MS MS MS MS MS PN PN PN
80 PN MS MS MS MS MS 16 5 PN PN
70 PN 12 16 22 MS MS 19 14 9 3 PN
65 3 12 15 20 13 20 17 14 10 5 3
60 7 12 15 17 19 18 16 13 10 8 6
55 8 12 14 16 18 17 15 13 11 9 7
26 | P a g e
Because the arctic air is so clear and pure, distant features Moisture clouds form as a result of the difference in
appear in focus. This effect, called fata morgana, alters depth temperature between water and air. Fog banks create heavily
perception, making distances indeterminable. Under these obscured areas.
conditions, all spotting distance is multiplied by 10. All
Wisdom (Perception) checks that rely on sight and ranged
attacks suffer disadvantage.
When cloud temperature is at freezing or below and the difficult terrain. A creature moving through deep snow (6
clouds become filled with moisture, ice crystals form. These inches or more) must spend 4 feet of movement for every 1
ice crystals form on dust particles as the water vapor foot it moves.
condenses and partially melted crystals merge together to The level of snow should be compared to a character's
form snowflakes. All ice crystals have six sides because of the height to determine the amount of concealment it provides.
shape and bonding of water molecules. There are 6 different Certain polar species and classes (e.g., elves) walk on top of
types of snow crystals: needles, columns, plates, columns the snow instead of wading through it and are thus not
capped with plates, dendrites and stars. The type of crystals subjected to the combat penalties. Small characters have
depends on the amount of humidity and temperature present disadvantage on Strength (Athletics) and Dexterity
when they are forming. Snowflakes are smaller when it's very (Acrobatics) checks in deep snow.
cold and snowing and larger when the temperature is closer to Consuming unpurified snow or ice is a bad idea (see
32 F. Tainted Water, under Travel Hazards). It also reduces the
While falling, snow reduces visibility by half (disadvantage personal temperature of the person consuming the snow or ice
on ranged attacks and Perception checks that rely on sight). It by 10 degrees per swallow.
has a 50% chance of extinguishing small, unprotected flames.
Once on the ground, snow causes everything it coats to be
The combined effects of precipitation and wind that weapons, which have disadvantage on the attack roll.
accompany all storms reduce visibility ranges by three Snowstorms automatically extinguish candles, torches, and
quarters, imposing disadvantage on all Perception checks similar unprotected flames. They cause protected flames, such
involving sight for 2d4 hours. Every turn, the character must as those of lanterns, to dance wildly and have a 50% chance
make a Constitution save (DC 15) or be blinded. Snowstorms to extinguish these lights. Snowstorms leave 1d6 inches of
make ranged weapon attacks impossible, except for with siege snow on the ground afterward.
P a g e | 27
Very large snowstorms can also contain thunder and D10 Lightning Damage
lightning, called "thunder snow." The conditions that typically 1 4 (1d8)
precipitate thunder and lightning are not usually compatible 2 9 (2d8)
with the conditions required for snowfall. However, in very 3 13 (3d8)
powerful winter storms a pool of very cold air is created 4 18 (4d8)
above warmer, moister air at ground level. 5 22 (5d8)
Thunder snow has all the effects of a snowstorm. Due to the 6 27 (6d8)
thunder, Perception checks involving sound are also at 7 31 (7d8)
disadvantage. Additionally, one bolt per minute strikes for a 8 36 (8d8)
1-hour period at the center of the storm. Characters must 9 40 (9d8)
make a DC 10 Dexterity saving throw to avoid being struck 10 45 (10d8)
each round, with disadvantage if they are wearing or wielding
a significant amount of metal armor or are on higher ground
than other objects. On a failed save, the character is struck by
a bolt of lightning, affecting everything in a 10 foot radius
including other characters, structures, and unattended objects.
The character is also deafened for 1 round. Roll on the table
below to determine damage.
The weather changes in arctic and subarctic lands depending on a variety of conditions. Roll on the below table to determine
the change in wind and temperature conditions and then consult temperature table.
Whenever the temperature is at or below 0 degrees access to drinkable water must succeed on a Constitution
Fahrenheit, a creature exposed to the cold must succeed on a saving throw at the end of each hour or gain one level of
DC 10 Constitution saving throw at the end of each hour or exhaustion. The DC is 5 for the first hour and increases by 1
gain one level of exhaustion. Creatures with resistance or for each additional hour. Creatures with resistance or
immunity to cold damage automatically succeed on the saving immunity to fire damage automatically succeed on the saving
throw, as do creatures naturally adapted to cold climates. throw, as do creatures naturally adapted to hot climates. As
There are a variety of factors that influence the temperature, for cold temperatures, see the Temperature section for more
see the Temperature second below. information about how clothing and moisture affects these
Conversely, when the temperature is at or above 100 saves.
degrees Fahrenheit, a creature exposed to the heat and without
28 | P a g e
In the arctic autumn, winter winds reach hurricane force and can whip snow 100 ft. into the air, giving the impression of a
blizzard—even when it's not snowing. Accompanied by low temperatures, winds have a marked chilling effect. For instance, a 32
mph wind will bring a temperature of 5F down to -30F. Characters caught in a windstorm must make Constitution checks for
cold damage.
The following table indicates what wind effects look like to characters observing them.
Polar storms can reach up to 110 mph. The storm makes normal ranged attacks impossible and inflicts disadvantage to siege
weapon attacks. Creatures must make a Strength save (DC 20). Medium-size or smaller creatures that fail are pushed 15 feet in a
random direction and knocked prone, Large creatures are knocked prone, and Huge creatures must spend 2 feet of movement for
every 1 foot it moves. Gargantuan creatures are unaffected.
P a g e | 29
A Primal campaign can consist of just an endless expanse of never ending winters in a quest for survival, or the campaign can
encompass the technological advances of Atlanteans, the primordial majesty of the Hyperboreans, and the dinosaurs of the
Lemurians, all which brings a Lost World feel to the setting.
The World
The center of Hyperborea is a bustling world of trade where
the sun rarely sets and the cult of Apollo, led by
hyberboreans, ensures that exchanges remains peaceful.
The world is getting colder. Glaciers advance rapidly, Apollo is believed to return every nineteen years, during
encroaching on warmer lands, and driving predators and which time there is much feasting. The hyperborean priests
herbivore closer to the warmer climes. There are summers, are known as Boreadae and reside in gigantic ziggurat
but the snow melts slower each year, the winter are harsher, temples.
and the winds blow fiercer. Nature is unrelenting in its Hyperborea is populated by gnolls who make up the bulk of
advance, and the glaciers absorb so much water that lakes and hyperborean servitors. There are also serpentfolk, who serve
oceans are drained, creating land bridges that didn't exist as acolytes and scientists, and arimaspi, who fill the military
before. ranks and act as bodyguards. For details about serpentfolk see
The tlavatli and trogs are outnumbered, living in small, 5E Foes: Lovecraftian Horrors. For the arimaspi species, see
insular tribes that take care of their own first and foremost. 5E RPG: Ancient Adventures.
The tlavatli roam, following the herbivores they hunt, with There is a price paid for this pleasant land. Beyond the
some bold tribes chasing mammoths. They have learned to fertile valleys where succulent trees and vines feed the
use the hides of creatures to keep warm and fashion crude populace are primal swamps. Some credit the hyperboreans
weapons to improve their bounty from the hunt. themselves with the ancient beings who still live there,
In the wilds live the primal halflings, who coexist with enlarged and unnatural. These marshes serve as a form of
wolves. To some tlavatli they are indistinguishable from the defense for the only way in to Hyperborea itself, and defend it
wolves themselves. The primal halflings' fortunes wax and against glacial predators who climb down off the ice.
wane with that of their wolf brethren; a starving wolf Hyperboreans have created Sun Gates that link their land to
population brings halfling raids on tlavatli tribes. other places they wish to visit, allowing less advanced species
Trogs, on the other hand, retreat to caves during the harsh to roam at their whims. The hyperboreans open and close
winters, ferociously battling any predators who would seek these gates as they see fit.
solace there. Trogs dominate these mountains, with primal Its wonders notwithstanding, Hyperborea's time in the
dwarves carving out their own niche in the hills; they stick to Primal world is coming to an end, but most hyperboreans
their territory and their conflicts with tlavatli are rare. Rare, cling to the belief that Apollo will save them.
that is, until the winters become harsher and the tlavatli have
nowhere else to go.
As the glaciers advance, even caves no longer provide Lemuria
solace, so trogs and tlavatli journey south in the northern Only slightly younger than Hyperborea, Lemuria is a land
hemisphere, where they have encountered Atlanteans who are of jungles, mud flats, wide-ranging fields, stinking swamps,
only too happy to subjugate any species that cannot resist and jagged hills, all surrounded by unforgiving seas. While
their technological might. Hyperborea has been shaped to suit the will of its creators and
Hyperborea
returned to a primeval state before most creatures walked on
land, Lemuria is a testament to the age of dinosaurs.
Lemurians have kept the entire continent warmer than the rest
The land of Hyperborean is a continent under siege from of the world, as it was ages ago. They have also cultivated
nature itself. Hyperboreans live in their ancient temples, dinosaurs of all stripes, using their magic to resurrect
worshipping the sun, and spending much of their time creatures long since extinct and then releasing them into the
sacrificing to their deity Apollo in the hopes that he can ward wild. For lemurians, these dinosaurs pose little threat, but for
off the coming glacier that surrounds the continent. By all outsiders new to Lemuria they make for a natural defense
accounts Apollo's blessing has allowed Hyperborean to mechanism.
continue, but scholars who measure the glacial advance know
that each year, it advances five miles into the mainland.
30 | P a g e
Dwarf, Primal
Hairy, darker-skinned cousins of the dwarves from other Female Names: Brira, Cingia, Comnealni, Gunwa, Niada,
worlds, primal dwarves live in the wild uncultivated parts of Ophath, Preugha, Preuzma,
the country. They are entirely pastoral and unacquainted with Family Names: Alna, Carimi, Duggay, Duras, Durdin,
agriculture. Feradens, Hirow, Lartaggs, Merana, Sealnicket, Tulra
Primal dwarves have a matriarchy. The king has a secondary Ability Score Increase. Your Dexterity score increases by 2
place except in times of war. Property is communal. Though and your Constitution increases by 1.
they are sometimes found in forests, primal dwarves prefer Age. Dwarves mature at the same rate as humans, but
open moors and heaths that provides pasturage for their cattle. they're considered young until they reach the age of 50. On
Their dwelling-places are built of stone, wattle or turf, and are average, they live about 350 years.
in beehive form. Entire families live together in this fashion. Alignment. Primal dwarves are neutral. They keep to
Their houses are used in the winter only. Primal dwarves live themselves and are distrustful of strangers.
entirely out of doors in the summer. Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
Primal dwarves breed cattle and dogs. They live chiefly on darkness, only shades of gray.
the milk of their herds, with an occasional feast of meat. Languages. You can speak, read, and write Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and
those characteristics spill over into whatever other language a
dwarf might speak.
Primal dwarves learned quickly that the best defense is a Marsh Born. You have resistance to cold and poison
strong offense. They are masters of bronze, of which they damage and are immune to the poisoned condition. Your
pride themselves in an era when stone implements are the personal temperature is 110 degrees Fahrenheit.
norm. They generally flee from strangers, are fleet of foot, Primal Skills. You have proficiency with Wisdom (Animal
and are so highly skilled in the art of taking cover that they Handling) and Dexterity (Stealth) skills.
are seldom seen. Primal Weapon Training. You have proficiency with the
javelin and dart.
Size. Dwarves stand between 4 and 5 feet tall and average
about 150 pounds. Your size is Medium.
Male Names: Anbor, Bhelinar, Daseck, Denemerin,
Speed. Your base walking speed is 30 feet.
Garvaris, Gaseck, Orthy, Rhadel Sanral, Telek
32 | P a g e
Halfling, Primal
In a world where warmth is reserved for those who are
bigger and hairier, the primal halfling must be even more
crafty and cautious. Their quick senses and fast-twitch Primal halflings have but one name for each other and don't
reflexes are all that keep them alive in a harsh, unforgiving distinguish by gender. They use qualifiers when they share the
land. same name, so there will be Gaumri the Lean and Nine-Finger
Argan: Acrek, Argan, Dongrok, Gaumri, Irdan, Lauklol,
Mekdel, Ousmis, Zandrik, Zosben.
Hyperborean
The first physical species on primal earth, hyperboreans are
an ancient species that has spawned all the others, even
humans. They look benevolently on their distant cousins but Hyperboreans are gender-fluid and choose their gender as it
have little interest in war. suits them. Every so many years, they may switch. They
reproduce through budding, by simply leaving a mote of their
essence behind in sunlight to form into another hyperborean.
The catch is that hyperboreans can only be born in 24 hours of
Hyperborea was a continent-bound land bordered by a greater continual sunlight, so they must journey far to reproduce.
river to the north and a mountain range to the south. It was
known for its amber-weeping poplar trees and native white
swans. It was always Spring in Hyperborea, which meant
hyperboreans never developed the necessary survival skills to Hyperboreans are indifferent to gender distinctions but
live beyond it. The land produced just two crops a year of understand that lesser species find them helpful, so they adopt
grain, with most of it covered with beautiful forests. Now, names accordingly. They will not hesitate to change their
hyperborean is under assault from nature and besieged on all names when they change their gender.
sides by advancing glaciers. Male Names: Amaltu, Ctethamon, Eacht, Koyaga, Mudru,
Surachus, Teth, Victero, Yilun
Female Names: Chiopset, Daizha, Enesken, Munle, Naole,
Narantuyaa, Nolota, Peidai, Timinome, Virota, Yenga, Zhibi
Hyperboreans live in a theocracy of three giant priests, where
they sacrifice hundreds of beasts in a festival of song and
dance to the sun. The sun is holy to them, and the
hyperboreans are sure to perform rituals each morning as it
rises to greet it.
34 | P a g e
Ability Score Increase. Your Charisma score increases by 2 Healing Hands. As an action, you can touch a creature and
and your Constitution score increases by 1. cause it to regain a number of hit points equal to your level.
Age. After incubating in the sun for 24 hours, hyperboreans Once you use this trait, you can't use it again until you finish a
has enough energy to escape the Primal atmosphere, floating long rest.
to bask as a sun mote for a full year. It then lands again, fully- Light Bearer. You know the light cantrip. Charisma is your
formed, giving legends of angels descending to earth. spellcasting ability for it.
Hyperboreans do not age after achieving maturity. Languages. You can speak, read, and write Hyperborean.
Alignment. Most hyperboreans are benevolent and good. A Personal Temperature. Your body gives off a natural
few are so selfish that they disregard all life and become evil. warmth. Your average personal temperature is 120 degrees
Size. Hyperborean have the same range of height and Fahrenheit.
weight as humans. Your size is Medium. Radiant Countenance. Starting at 3rd level, you can use
Speed. Your base walking speed is 30 feet. your action to unleash the divine energy within yourself,
Darkvision. Blessed with a radiant soul, your vision can causing a searing light to radiate from you, pour out of your
easily cut through darkness. You can see in dim light within eyes and mouth. Your transformation lasts for 1 minute or
60 feet of you as if it were bright light, and in darkness as if it until you end it as a bonus action. During it, you shed bright
were dim light. You can't discern color in darkness, only light in a 10-foot radius and dim light for an additional 10
shades of gray. feet, and at the end of each of your turns, each creature within
Hyperborean Resistance. You have resistance to necrotic 10 feet of you takes radiant damage equal to half your level
damage and radiant damage. You are immune to natural (rounded up). In addition, once on each of your turns, you can
diseases. deal extra radiant damage to one target when you deal damage
to it with an attack or a spell. The extra radiant damage equals
your level. Once you use this trait, you can't use it again until
you finish a long rest.
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Lemurian
Lemurians are a reptilian species that has a long lower jaw,
a strangely flattened face, eyes small but piercing and set
curiously far apart, so that they can see sideways as well as in To build their huts, lemurians tear down trees, and pile them
front. up in a tent-like fashion. Their huts, formed of rude trunks of
trees, are shored up with boulders of stone. Lemurians wear
robes of loose skin, usually dinosaurs. They wear tassels of
bright red, blue and other colors to identify rank. Lemurians
Lemuria, sheltered by lemurian druids, is much like the lost wield long spears of sharpened wood, ranging from twelve to
era before, filled with dinosaurs of all types. Lemurians have fifteen feet long.
managed to keep dinosaurs alive through selective breeding,
carefully controlled enclosures, and other magical means.
They breed special dog-like creatures similar to plesiosaurs
but much smaller, which they use for hunting. Lemurians are gender fluid, so their names are a reflection of
their memories and achievements. Cehpu-no, Ectilxecl, Gop-
xachtlon, Hizdol-hu, Krixchic-zoa, Tluhtur-hu'a, Qrich-
tlo'entlic, Xoxtahpuch, Yo'acnatzte, Zuxcuxcan
Of all the species populating the primal lands, lemurians are
the oldest. Lemurians have no set gender and can self-
impregnate at will, laying an egg during their breeding
season. Thus lemurians can replenish their species rapidly if
need be.
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Ability Score Increase. Your Strength score increase by 2, Languages. You can speak, read, and write Lemurian.
and your Wisdom score increases by 1. Long-Limbed. When you make a melee attack on your turn,
Age. Lemurians reach maturity around age 14 and rarely your reach for it is 5 feet greater than normal.
live longer than 60 years. Natural Armor. You have tough, scaly skin. When you
Alignment. Most lemurians are neutral. As an elder species aren't wearing armor, your AC is 13 + your Dexterity
that has seen the fall of the dinosaurs, lemurians are less modifier. You can use your natural armor to determine your
concerned about current events and more about surviving. AC if the armor you wear would leave you with a lower AC.
All Around Vision. Due to your third eye, you can't be A shield's benefits apply as normal while you use your natural
surprised. You can see in dim light within 60 feet of you as if armor.
it were bright light, and in darkness as if it were dim light. Personal Temperature. As cold-blooded beings, lemurians
You can't discern color in darkness, only shades of gray. have an average personal temperature of 90 degrees
Cunning Artisan. As part of a short rest, you can harvest Fahrenheit.
bone and hide from a slain dinosaur of size Small or larger to Powerful Build. You count as one size larger when
create one of the following items: a shield, a club, a javelin, or determining your carrying capacity and the weight you can
1d4 darts or blowgun needles. To use this trait, you need a push, drag, or lift.
blade, such as a dagger, or appropriate artisan's tools, such as Size. Lemurians are bulkier and taller than humans,
leatherworker's tools. growing as much as eight-feet tall. Your size is Medium.
Dinosaur Speech. You have the ability to communicate in a Speed. Your base walking speed is 30 feet.
limited manner with dinosaurs. They can understand the
meaning of your words, though you have no special ability to
understand them in return. You have advantage on all
Charisma checks you make to influence them.
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Rmoahali
The rmoahali are a dark-skinned species of humanoids
distantly related to tolteks. They are taller than humans,
reaching up to eight feet in height. Rmoahali have telekinetic powers that they tap from
vegetation. These powers manifest as the ability to manipulate
objects and even read thoughts. Rmoahali speak their own
language but prefer to use telepathy to communicate with
The rmoahali are the descendants of the lemurians and related others.
to the toltek, tlavatli, and trogs. They, along with the toltek,
are the rules of Atlantis and use their vril ships to subjugate
all who cross them. The weather is a more powerful deterrent
they cannot easily overcome, so most rmoahali vril-ships do Rmoahali have but one name; their ancestral memory ensures
not stray far beyond their continent. they know who belongs to which family.
Male Names: Alteril, Braktun, Ektanu, Kinjil, Murenul,
Rimnuk, Rol, Ukan, Umil, Upik
Female Names: Apiek, Beki, Lekit, Lipek, Mopuni,
Rmoahali have difficulty with logical reasoning but have Navun, Rapan, Tertre
exceptional memories, which they pass on through a form of
ancestral memory. With such long memories, rmoahali know
full well the price of their freedom, as many have been
enslaved by Lemurians. Free rmoahali generally avoid contact
with what they consider to be lesser species as a result.
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Ability Score Increase. Your Wisdom score increases by 2 Long-Limbed. When you make a melee attack on your turn,
and your Strength score by 1. your reach for it is 5 feet greater than normal.
Age. Although rmoahali reach physical maturity at about Personal Temperature. Your average personal temperature
the same age as humans, the rmoahali understanding of is 95 degrees Fahrenheit.
adulthood goes beyond physical growth to encompass worldly Rmoahali Psionics. You know the mage hand cantrip, and
experience. A rmoahali typically claims adulthood and an the hand is invisible when you cast the cantrip with this trait.
adult name around the age of 100 and can live to be 750 years When you reach 3rd level, you can cast the identify spell once
old. with this trait, and you regain the ability to do so when you
Alignment. Rmoahali are aloof and distracted at times, but finish a long rest. When you reach 5th level, you can cast the
approach things in a very logical way. This rigidity makes detect thoughts spell once with this trait, and you regain the
many of them lawful neutral. ability to do so when you finish a long rest. Wisdom is your
Darkvision. You have superior vision in dark and dim spellcasting ability for these spells. When you cast them with
conditions. You can see in dim light within 60 feet of you as this trait, they don't require components.
if it were bright light, and in darkness as if it were dim light. Size. Rmoahali are quite tall, some as tall as 8 feet in
You can't discern color in darkness, only shades of gray. height, and have slender builds. Your size is Medium.
Knowledge from a Past Life. You temporarily remember Speed. Your base walking speed is 35 feet.
sporadic glimpses of your ancestral line. When you make an Trance. Rmoahali do not sleep. Instead they meditate
ability check that uses a skill, you can roll a d6 and add the deeply, remaining semi-conscious, for 4 hours a day. The
number rolled to the check. You can use this feature a number Common word for this meditation is "trance." While
of times equal to your proficiency bonus, and you regain all meditating, you dream after a fashion; such dreams are
expended uses when you finish a long rest. actually mental exercises that have become reflexive after
Languages. You can speak, read, and write Atlantean. years of practice. After resting in this way, you gain the same
Limited Telepathy. You can telepathically speak to any benefit a human would from 8 hours of sleep.
creature within 30 feet. You do not have to share a language
to speak, however, they must be able to speak a language.
You can only communicate simple ideas.
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Toltek
The toltek are descendants of the rmoahali (a fact that
neither likes to admit) but have since shrunken to their current
state. They are a reddish-brown but significantly shorter than The one challenge toltek cannot overcome is the weather. The
their counterparts. creeping polar icecaps threatens the relative tranquility of
Atlantis, and the whipping winds ground their vril ships.
On the other hand, while the rmoahali were only able to build
certain inventions with their own rigid thinking, tolteks are Male Names: Cichuacoh, Huitziltia, Ihuicatzin,
much more innovative. As a result, they are capable of Miahuacoh, Necuametl, Pazoh, Teyaxochitl, Tlazohzoh,
inventing fantastic new technologies that can conquer the Xihuitl, Yolotzin
Primal world. They live comfortably on the Atlantean Female Names: Huitzicamina, Ichtaca, Itztli, Mahuitla,
continent where their inventions serve them well. Tezohui, Tezotia, Totoyotli, Xochicamina, Zuma, Zupopoca
Ability Score Increase. Your Intelligence score increases Tinker. You have proficiency with artisan tools (tinker's
by 2 and your Dexterity by 1. tools). Using those tools, you can spend 1 hour and 10 gp
Age. Tolteks mature at the same rate as humans, and most worth of materials to construct a Tiny vril device (AC 5, 1
are expected to settle into adult life around the age of 40. hp). The device ceases to function after 24 hours (unless you
They can live to 350 years on average, but it's not too spend 1 hour repairing it to keep the device functioning), or
uncommon for them to reach 500 years of age. when you use your action to dismantle it; at that time, you can
Alignment. Tolteks tend toward law and are sages, reclaim the materials used to create it. You can have up to
engineers, researchers, scholars, investigators, or inventors. three such devices active at a time. When you create a device,
Artificer's Lore. Whenever you make an Intelligence choose one of the following options:
(History) check related to magical, alchemical, or
• Clockwork Toy. This toy is a clockwork animal,
technological items, you can add twice your proficiency
monster, or person, such as a frog, mouse, bird,
bonus instead of any other proficiency bonus that may apply.
dinosaur, or warrior. When placed on the ground, the
Darkvision. Accustomed to life underground, you have toy moves 5 feet across the ground on each of your
superior vision in dark and dim conditions. You can see in turns in a random direction. It makes noises as
dim light within 60 feet of you as if it were bright light, and in appropriate to the creature it represents.
darkness as if it were dim light. You can't discern color in • Fire Starter. The device produces a miniature flame,
darkness, only shades of gray. which you can use to light a candle, torch, or campfire.
Languages. You can read, speak, and write Atlantean. Using the device requires your action.
Natural Armor. You have tough skin. When you aren't • Music Box. When opened, this music box plays a
wearing armor, your AC is 13 + your Dexterity modifier. You single song at a moderate volume. The box stops
can use your natural armor to determine your AC if the armor playing when it reaches the song's end or when it is
you wear would leave you with a lower AC. A shield's closed.
benefits apply as normal while you use your natural armor.
At your DM's discretion, you may make other objects with
Personal Temperature. Your average personal temperature
effects similar in power to these. The prestidigitation cantrip
is 98 degrees Fahrenheit.
is a good baseline for such effects.
Size. Tolteks are between 3 and 4 feet tall and weigh around
Toltek Cunning. You have advantage on all Intelligence,
40 pounds. Your size is Small.
Wisdom, and Charisma saves against magic.
Speed. Your base walking speed is 25 feet.
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Tlavatli
The tlavatli are humans. Tlvatali tend to live in clans and
tribes, usually bound by family affiliation. These close bonds
promote cultural identity and enforce group identity in clan or Tlavatli use family names by incorporating them into their
tribal defense. full names, usually an additional vowel or letter.
Male Names: Bragzill, Esgoo, Nulcarc, Ozgool, Tizkarv
Female Names: Akmi, Dherbi, Chelyaih, Flari, Ghiga,
Jhaka, Mina, Necnan, Roge, Uvru, Zunzae
Tactics arise from mutual trust and dependency. Men of
varying ability can hunt together and bring down more
animals than a single man alone. This allows the clan or tribe
to eat better and thus made life easier for everybody. Ability Score Increase. Your Wisdom score increases by 2,
Coordination in combat becomes essential as growing clans and one other Ability Score of your choice increases by 1.
and tribes require more food. Age. Tlavatlis reach adulthood in their late teens but few
live past 50 due to their brutal environment.
Alignment. Tlavatlis tend toward no particular alignment.
The best and the worst are found among them.
Tlavatli tend to target individuals or small groups. They take Glacial Born. You have resistance to cold damage.
advantage of terrain to control the field of battle. They flank Human Ancestry. Tlavatli have the human subtype.
opponents, to take advantage of openings. They react to Languages. You can speak, read, and write Common.
protect their injured while still maintaining a pattern. They Personal Temperature. Your average personal temperature
understand the value of the individual, so they do not throw is 98 degrees Fahrenheit.
themselves away wantonly. Size. Tlavatlis vary widely in height and build, from barely
5 feet to well over 6 feet tall. Regardless of your position in
that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Nevertheless, mortality rate is high amongst tlavatli: men live Survivor. You have proficiency in the Survival skill.
to 40 at most and women rarely live beyond the age of 20. Wild Intuition. Whenever you make a Wisdom (Animal
Handling) or an Intelligence (Nature) check, you can roll a d4
and add the number rolled to the total ability check.
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Trog
Trogs, also called neanderthals by the rmoahali, are strong,
brutish species of cave-dwellers who are highly superstitious
and prone to violence when faced with an external threat. Ability Score Increase. Your Strength score increases by 2,
They are feared by many of the other species. and your Constitution score increases by 1.
Age. Trogs mature a little faster than humans, reaching
adulthood around age 14. They age noticeably faster and
rarely live longer than 75 years.
Physically, trogs have thick bones, with a beetling brow and Alignment. Trogs have a tendency toward chaos thanks to
powerful jaws. They are stronger than normal humans and the chaotic world they live in. They frequently lose their
somewhat primitive in comparison. Despite this, they're not temper, making them chaotic neutral.
very tall, at five and a half feet at most. Cold Resistant. Trogs are resistant to cold damage.
Human Ancestry. Trogs have the human subtype.
Languages. You can speak Neanderthal. Neanderthal is a
harsh, grating language with hard consonants. It has no script
As cave dwellers, trogs are quite good at determining an of its own.
underground structure's stability. This has served them well in Personal Temperature. Your average personal temperature
quickly finding a cave to retreat to in the winter months. is 110 degrees Fahrenheit.
Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead. You can't use this feature again until you finish a long
With their ability to endure their cold and their stubborn rest.
resilience, trogs are known as fearsome warriors that few Savage Attacks. When you score a critical hit with a melee
willingly cross. Rather, other species come into conflict with weapon attack, you can roll one of the weapon's damage dice
them in battles over resources, usually food. Trogs are built to one additional time and add it to the extra damage of the
hunt large game and most often smaller predators and weaker critical hit.
humanoids will try to steal their kills. Size. Trogs only grow to five-and-a-half feet tall but are
bulkier than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Stonecunning. Whenever you make an Intelligence
Trogs do not use family names, but rather identify them by
(History) check related to the origin of stonework, you are
their attributes. Being insular, this is rarely an issue, but can
considered proficient in the History skill and add double your
be confusing for non-trogs.
proficiency bonus to the check, instead of your normal
Male Names: Crilk, Dell, Frerc, Girc, Jud, Khag, Nulcarc,
proficiency bonus.
Virk
Trog Weapon Training. You have proficiency with the
Female Names: Ank, Bhul, Dhab, Danz, Flakk, Igg, Nin,
spear and handaxe.
Ose, Tez
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In a Brutal Primal campaign, primal dwarves and halflings, tlavatli and trogs have access to four primary classes: barbarian,
fighter, rogue with the additional class of hunter (see below) replacing the ranger. In a Gritty Primal campaign, druids and the
ranger class can be included. In a Fantasy Primal campaigns, the list of classes available is expanded by culture: hyperboreans
have access to the cleric and paladin class; rmoahali can be cultists; tolteks can be artificers; all other classes are available under
unique circumstances as determined by the Dungeon Master.
Hunter
Level Proficiency Bonus Features
1st +2 Favored Prey, Natural Explorer
2nd +2 Fighting Style, Combat Superiority
3rd +2 Create Medicine Bag, Hunter Archetype
4th +2 Ability Score Improvement
5th +3 Ranger Conclave Feature
6th +3 Greater Favored prey
7th +3 Hunter Archetype Feature
8th +3 Ability Score Improvement, Fleet of Foot
9th +4 Natural Antivenom
10th +4 Camouflage
11th +4 Hunter Archetype Feature
12th +4 Ability Score Improvement
13th +5 Ambush Master
14th +5 Vanish
15th +5 Hunter Archetype Feature
16th +5 Ability Score Improvement
17th +6 Relentless
18th +6 Feral Senses
19th +6 Ability Score Improvement
20th +6 Prey slayer
44 | P a g e
You are a master of navigating the natural world, and you You gain a +2 bonus to attack rolls you make with
react with swift and decisive action when attacked. This ranged weapons.
grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls. When making a ranged attack while you are within 5 feet
• On your first turn during combat, you have advantage of a hostile creature, you do not have disadvantage on the
on attack rolls against creatures that have not yet attack roll. Your ranged attacks ignore half cover and three-
acted. quarters cover against targets within 30 feet of you. You
• In addition, you are skilled at navigating the have a +1 bonus to attack rolls on ranged attacks.
wilderness. You gain the following benefits when
traveling for an hour or more.
o Difficult terrain doesn’t slow your group’s travel.
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As long as you are not wearing heavy armor or using a When you hit a creature with a weapon attack, you can
shield, you have a swimming speed and a climbing speed expend one superiority die to maneuver one of your
equal to your normal speed, and you gain a +1 bonus to comrades into a more advantageous position. You add the
armor class. superiority die to the attack's damage roll, and you choose a
friendly creature who can see or hear you. That creature
can use its reaction to move up to half its speed without
You can draw a weapon that has the thrown property as provoking opportunity attacks from the target of your
part of the attack you make with the weapon. In addition, attack.
when you hit with a ranged attack using a thrown weapon,
you gain a +1 bonus to the damage roll.
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to knock the target
When you engage in two-weapon fighting, you can add down. You add the superiority die to the attack's damage
your ability modifier to the damage of the second attack. roll, and if the target is Large or smaller, it must make a
Strength saving throw. On a failed save, you knock the
target prone.
At 3rd level, you can create special medicine bags. You can Starting at 10th level, you can remain perfectly still for
spend 1 hour gathering materials to create a number of such long periods of time to set up ambushes. When you attempt
medicine bags equal to your Wisdom modifier (minimum to hide on your turn, you can opt to not move on that turn.
1). You can carry a number of medicine bags at one time If you avoid moving, creatures that attempt to detect you
equal to your Wisdom modifier (minimum 1). The take a −10 penalty to their Wisdom (Perception) checks
medicine bags you create cannot be applied by anyone but until the start of your next turn. You lose this benefit if you
you. After 24 hours, any medicine bag that you have not move or fall prone, either voluntarily or because of some
used lose their potency. If you spend 1 minute applying one external effect. You are still automatically detected if any
of your medicine bags to a wounded humanoid creature, effect or action causes you to no longer be hidden. If you
thereby expending its use, that creature regains 1d6 hit are still hidden on your next turn, you can continue to
points for every two hunter levels you have (rounded up). remain motionless and gain this benefit until you are
detected.
Starting at 9th level, you have advantage on saving throws At 20th level, you become an unparalleled hunter of your
against poison and have resistance to poison damage. prey. Once on each of your turns, you can add your
Additionally, you can use one of your medicine bags to Wisdom modifier to the attack roll or the damage roll of an
cure one poison effect on the creature you are applying it attack you make against one of your favored prey. You can
to, in addition to restoring hit points. choose to use this feature before or after the roll, but before
any effects of the roll are applied.
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Hunter Specializations
Beastmasters bond with creatures of a certain type. For always, “The hunter who travels with me is a beloved
halflings, this may be canines. For dwarves, it is usually companion for whom I would gladly give my life.”
burrowing creatures. For rmoahali it can be any prehistoric
mammal, while lemurians train dinosaurs.
Beginning at 7th level, your mastery of creature lore allows
you to establish a powerful link to creatures and to the land
At 3rd level, you psychically bond with a creature. Choose around you. You have an innate ability to communicate with
a beast that is no larger than Medium and that has a challenge creatures with an Intelligence below 6, and they recognize
rating of 1/4 or lower (at 7th level, you can choose a Large you as a kindred spirit. Through sounds and gestures, you can
beast of CR 1 or lower, at 11th level you can choose a Huge communicate simple ideas to a creature as an action, and can
beast of CR 3 or lower). With 8 hours of work and the read its basic mood and intent. You learn its emotional state,
expenditure of 50 gp worth of rare herbs and fine food, you whether it is affected by magic of any sort, its short-term
call forth a creature to serve as your faithful companion. At needs (such as food or safety), and actions you can take (if
the end of the 8 hours, your creature companion appears and any) to persuade it to not attack. You cannot use this ability
gains all the benefits of your Companion’s Bond ability. You against a creature that you have attacked within the past 10
can have only one creature companion at a time. If your minutes. Additionally, you can attune your senses to
creature companion is ever slain, the magical bond you share determine if any of your favored prey lurk nearby. By
allows you to return it to life. With 8 hours of work and the spending 1 uninterrupted minute in concentration (as if you
expenditure of 25 gp worth of rare herbs and fine food, you were concentrating on a spell), you can sense whether any of
call forth your companion’s spirit and use your magic to your favored prey is present within 5 miles of you. This
create a new body for it. You can return a creature companion feature reveals which of your favored prey is present, their
to life in this manner even if you do not possess any part of its numbers, and the creatures’ general direction and distance (in
body. If you use this ability to return a former creature miles) from you. If there are multiple groups of your favored
companion to life while you have a current creature prey within range, you learn this information for each group.
companion, your current companion leaves you and is
replaced by the restored companion.
At 11th level, your companion can use its action to make a
melee attack against each creature of its choice within 5 feet
Your creature companion gains a variety of benefits while it of it, with a separate attack roll for each target.
is linked to you. The creature companion loses its Multiattack
action, if it has one. The companion obeys your commands as
best it can. It rolls for initiative like any other creature, but Starting at 15th level, when you are in an area of your
you determine its actions, decisions, attitudes, and so on. If favored terrain, you can call creatures from that terrain to
you are incapacitated or absent, your companion acts on its fight on your behalf, using your attunement to the natural
own. When using your Natural Explorer feature, you and your world to convince them to aid you. The DM chooses creatures
creature companion can both move stealthily at a normal appropriate to the terrain to come to your aid from among
pace. Your creature companion has abilities and game those that could hear you and that are within 1 mile of you, in
statistics determined in part by your level. Your companion one of the following groups:
uses your proficiency bonus rather than its own. In addition to
• One creatures of challenge rating 2 or lower
the areas where it normally uses its proficiency bonus, a
• Two creatures of challenge rating 1 or lower
creature companion also adds its proficiency bonus to its AC • Four creatures of challenge rating 1/2 or lower
and to its damage rolls. Your creature companion gains • Eight creatures of challenge rating 1/4 or lower
proficiency in two skills of your choice. It also becomes
proficient with all saving throws. For each level you gain after These creatures approach you from their current location,
3rd, your creature companion gains an additional hit die and and will fight alongside you, attacking any creatures that are
increases its hit points accordingly. Whenever you gain the hostile to you. They are friendly to you and your comrades,
Ability Score Improvement class feature, your companion’s and you roll initiative for the called creatures as a group,
abilities also improve. Your companion can increase one which takes its own turns. The DM has the creatures’
ability score of your choice by 2, or it can increase two ability statistics. After 1 hour, these creatures return to their previous
scores of your choice by 1. As normal, your companion can’t location. Once you use this feature, you cannot use it again in
increase an ability score above 20 using this feature unless its the same general area for 24 hours, since the same creatures
description specifies otherwise. Your companion shares your will not repeatedly heed your call.
alignment. Your companion shares your ideal, and its bond is
48 | P a g e
In the Primal Age, a few souls are brave (or foolish) enough
to avoid civilization completely, living off of their strength,
their constitution and their skills in the frozen wilderness. At 7th level, you gain resistance to cold damage, and you
From ice caves high in the mountains to huts perched on don’t suffer the effects of extreme cold.
dangerous ice shelves, the nomad knows the places where a
traveler may find warmth days or even weeks out from the
nearest town. Tracks in snow are as familiar to the nomad as Upon reaching 11th level, you become hardened to the
the well-trodden trail is to the merchant on his cart. arctic environment. Your speed increases by 5 feet, and
whenever you make a Strength, Dexterity, or Constitution
saving throw, you gain a bonus to the saving throw equal to
At 3rd level, you can move across and climb icy surfaces your Wisdom modifier (minimum of one).
without needing to make an ability check. Additionally,
difficult terrain composed of ice or snow doesn't cost you
extra movement. At 15 level, you gain immunity to cold damage and all
environmental effects of snow, sleet, or wind.
At 3rd level, whenever you are in contact with ice, you gain
tremorsense out to 30 feet with any other creature that touches
the same ice. This ability does not work if you or the creature
you are attempting to detect is no longer in touch with the ice.
P a g e | 49
Sorcerous Origins
In a world dominated by ice, it is undeniable that the force
of cold is a powerful one indeed. There is no one more
respected (or feared) than the cryomancer. Rmoahali are the At 6th level, you gain resistance to cold damage. In
most likely to become cryomancers, as the search for power addition, spells you cast ignore resistance to cold damage.
will inevitably lead one to the ice.
Rogue Archetypes
Whether it is deep beneath the heavy mountains or within
huge blocks of ice, the tunnel runner is skilled at traversing
close passages. Often serving as scout or courier, the tunnel At 13th level, you are highly sensitive to vibrations in
runner is indispensable to anyone needing access to such tunnels. You have tremorsense in a 30-foot radius while you
places. Scouts often become tunnel runners, as both make use are in contact with a tunnel and can detect anything touching
of intimate knowledge of their chosen terrain. Rogues more the surface of that same tunnel (you cannot detect bats flying
often specialize in constructed tunnels, such as those carved in the tunnel, for example).
out by primal dwarves.
At 17th level, you are so in tune with tunnels that you can
When you take this archetype at 3rd level, you can enter a shore them up or collapse them at will. If a tunnel collapses
defensive stance that lasts until the start of your next turn as a on you and triggers a Dexterity save to avoid damage, you can
bonus action. While in your defensive stance, you can make expend a reaction to gain advantage on the saving throw.
opportunity attacks without using your reaction, and you can Alternately, you can expend a reaction to share your Evasion
use your reaction to make a melee attack against a creature ability with allies within five feet of you so that everyone who
that moves more than 5 feet while within your reach. makes their Dexterity saving throw takes no damage on a
successful save and half damage on a failed save.
Additionally, you can collapse tunnels behind you to deter
Also at 3rd level, you are adept at dealing with combat in pursuers. You can use a bonus action to cause up four five-
close quarters. While squeezing, you can move at your normal foot cubes connected in any direction to collapse within reach
speed and do not suffer from disadvantage on attack rolls and of your weapon, inflicting 8d6 bludgeoning damage, with
Dexterity saving throws, nor do attacks against you have creatures caught in the collapse able to make a Dexterity
advantage. saving throw (DC equal to 8 + your Proficiency Bonus + your
Dexterity modifier) for half damage. If you have a ranged
weapon, you can trigger this effect at a distance. After the
At 9th level, you gain a burrowing speed equal to half your collapse, the four squares are blocked by rubble and a five
walking speed, or equal to your walking speed with a shovel. foot square adjacent to the rubble is difficult terrain. You can
You can use your burrowing speed to move through sand, use this ability once per long rest.
loose earth, mud, or ice, not solid rock. You move at full
speed across difficult terrain when underground.
P a g e | 51
Miscellaneous
Commodity Cost Weight
Normally, digging snow is at the rate of 1 foot per round.
Bedroll 1 sp 5 lb.
With a shovel, this rate doubles to 2 feet per round.
Blanket 3 sp 1 lb.
Blanket, Winter 5 sp 3 lb.
Firewood 1 cp 20 lb.
Flint and Steel 1 gp 0.1 lb. Wearing this wooden visor allows a character to avoid the
Shovel 1 gp 5 lb. effects of snow blindness. Unfortunately, it also gives
Sun Visor 3 gp 1 lb.
disadvantage to Perception and Investigation checks due to
the limited field of vision.
Shelter Transportation
Shelters vary in size and appearance but they are all meant Item Cost Weight
to do one thing: keep the cold out and the heat in. Some Kayak 50 gp 100 lb.
shelters are better than others at retaining heat. Add the Skates 6 gp 2 lb.
temperature bonus to determine how much warmer the Skis 10 gp 10 lb.
dwelling is from the outside. This assumes that efforts are Vril Ship 36,000 gp -
actually made to keep warm within the shelter. War Canoe 2,400 gp -
A dome shape made of skillfully carved blocks of frozen Skates are made of a bone blade fastened to a leather shoe. A
snow. To build an igloo, the builder for an area of snow of the character with proficiency in skates can move at normal speed
same consistency, usually a layer that fell in a single storm without having to make an Acrobatics check on ice and treats
then hardened into ice. He then draws a circle from 9 to 15 ice as normal terrain.
feet wide (the average diameter is 12 feet) that serves as the
floor plan. Then he cuts large blocks of ice, 24 inches long, 20
inches wide, and 4 inches thick. These blocks are cut from the
center of the circle, then slowly spiral upward and lean Skis are broad and their bindings are loose with a single pose
slightly inward, so that each block is smaller than the one cut used for balance. To climb slopes, sealskins are tied to the
before it. When the top block is added, it creates a dome. bottom of the skis. Snow normally reduces movement by half.
Simultaneously, another builder covers the igloo's outer walls A character with proficiency in skis is not penalized for
with soft snow. Daylight is admitted by a translucent piece of movement in snow. However, the character has disadvantage
ice fitted above the entry tunnel. Igloos usually have a second, on Athletics checks.
smaller domed porch for storage and a covered passageway
that acts as an entrance. Sometimes, another dome is joined so
that another family can have a separate bedroom and living
room. A vril ship is boat-shaped, with a ramming nose, and decked
over to protect its passengers at any speed. It moves at 100
mph with a maximum ceiling of 1000 feet. It is made of
wood, but appears seamless and perfectly smooth. At night,
A seder is an isolated building created for shepherds who these ships shine in the dark with their own luminosity. It can
watch over herds during the summer. carry up to 100 passengers. Jets of vril-force propel this ship.
It drains 50 spell levels a day, divided amongst the casters on
the ship.
Special Material
Orichalcum is a yellow bronze color, an alloy of copper and Item Market Price Modifier
zinc, resembling gold when new. Mined in the Atlantean Medium armor +1,000 gp
mountains, it can be refined as easily as copper, and then Heavy armor +2,000 gp
worked much like bronze or iron. Orichalcum has a damage Shield +500 gp
threshold of 7 and 12 hit points per inch of thickness. Other items +250 gp/lb.
Orichalcum retains magic more readily. When a spell is cast
on an orichalcum item, it acts as if the object cast the spell
and maintained concentration, freeing the caster to use their
concentration on other spells. The object can only maintain
concentration on the enchantment cast on it and switches its
concentration to the most recent spell that affects it.
Armor
Armor
Armor Cost Weight
Class
Light Armor
Skin 5 gp 11 + Dex modifier 9 lbs
Fur and Skin 10 gp 12 + Dex modifier 11 lbs
Shields
Shield, Small Bark 1 gp +1 4 lbs
Shield, Medium Bark 2 gp +2 8 lbs
Shield, Large Bark 3 gp +3 12 lbs
Shield, Small Hide 2 gp +1 3 lbs
Shield, Medium Hide 3 gp +2 6 lbs
Shield, Large Hide 4 gp +3 9 lbs
Skin armor is made from cured (but not tanned) animal skins, Primitive shields are usually made of bark or hide stretched
and usually only covers the torso and upper leg region of the taught over a wooden frame. Strikes can be deflected with
body. Flimsy, prone to molding and getting stiff, it is still these, and charges can be diverted. Some peoples decorate
better nothing at all. their shields with fearsome images, to frighten predators or
other tribes. Shields are either held or strapped on with hide
thongs. No items can be carried in the shield hand because of
this.
This kind of armor is similar to skin armor, but it consists of
layers of skins, some of which still possess the animal hair.
Popular with the barbarian set, furs and hides are very useful
in cold climates. Unfortunately, their protection comes at the
expense of maneuverability.
54 | P a g e
Weapons
Weapons are simple in an Ice Age setting, typically those things closest at hand, things that could be found wherever a person
was. The best stones are those useable with a single hand and preferably round ones, which fly best. The straighter and more
flexible a stick, the more useful it is for throwing or striking. Sticks with too many bends are more likely to break or catch on
things.
Primitive axes are made by lashing wedge-like vertical blades This javelin is a wooden weapon with a carved point on either
or round, pointed stones to forked sticks, usually with strips of end. Usually thrown before a charge, javelins may be carried
wood bark or animal hide. Sticks have superior reach, while in a long quiver. It can be used in disadvantage in melee,
stones maximize impact and damage. Thus the stone axe is since it was not designed for such.
superior to either the wooden or bone club for the kind of
physical trauma it can inflict. The stone axe is a one handed
weapon. At construction or purchase it must be decided as to
whether the axe is a slashing weapon with a wide, vertical Wood, when held over a fire (but not in it) eventually begins
head, or a piercing weapon with a conical, round impaling to blacken. Ice Ages peoples discovered that this slightly
point. This is not an aerodynamic weapon, and is not made for scorched wood is harder than normal and holds a point longer.
throwing.
Making a snowball is easy. Characters can wad up snow in a Bone can be shaped to form a point. The thrusting damage
ball if it's available and hurl it at opponents. It takes one may not cause as extensive wounding as a club might, but it
bonus action to make a snowball. Snowballs inflicts 1 point of has a much better chance of striking something vital. A bone
cold damage. Iceballs can be made by melt the snowball so it spike shatters on a natural 1 with a melee attack.
hardens—either by smoothing it with one's hands or by
leaving it out in the cold. Sculpting an iceball so it becomes
solid takes one action. Iceballs inflict 1 point of bludgeoning
damage and 1 point of cold damage. The proto spear/staff, a long stick is simply that, long and
wooden. Although it can be thrown, it is not inherently
aerodynamic.
This spear is a weapon, from 4-5 feet in length, with a Sometimes bone need not be carved to form a point. Tusks
sharpened head. This spear has a stone head, which makes it make for a natural goring weapon, both for animals and for
more penetrating and durable, although more difficult to people. A tusk shatters on a natural 1 with a melee attack.
construct. Indeed, the main benefit of stone headed spears is
how long it holds a point. It tends to be slightly thicker than
the javelin, and does not fly as far. This is a stone headed
version of the spear, and is more durable as a result. Shorter tusks may be carried like the bone spike, but do not
require any modification. A tusk shatters on a natural 1 with a
melee attack.
Magic Items
This weapon is enchanted to draw upon the wielder's spell reserve. Only weapons with metal blades can be enchanted in such as
fashion. At will, the wielder can discharge a blue bolt of force from the blade. The bolt inflicts 1d6 points of force damage and
leaps 1 foot for each spell slot level spent by the wielder. Thus, a 5th level spell slot inflicts an additional 5d6 points of force
damage and with an additional reach of five feet.
P a g e | 57
This chapter details how various skills are changed by physical and cultural differences in the cold lands. A variety of new
feats are also listed for cold-weather natives.
Skills
Stinging Flame: This substance is used to coat a blade or
other melee weapon. Once applied, the substance will ignite if
Most primal peoples have no knowledge of disguise in the exposed to water (including ice or blood). The fire burns for
traditional sense. They do know how to camouflage their 1d4 rounds, adding 1d6 fire damage to all attacks. Wooden
scent however. A successful Deception check can work as an weapons may be consumed if Stinging Flame is applied to
opposed roll against a creature using the Keen Smell ability or them. Preparation DC: 20 (Cost 75 gp)
alternately, a creature using the Perception skill to track them.
Hiding in the arctic lands can be challenging if not properly Atlantean compasses are unreliable near the poles. The
attired. Characters who fail to wear white clothing when out constellations are better direction finders and nights light
on sheets of ice or against snowbanks have disadvantage on enough to travel by (DC 15). When traveling on sea ice,
checks during the day. traveling by landmarks alone is dangerous (bestowing
Fresh snow crunches softly underfoot, making it difficult to disadvantage); ice floes shift and move. Bird observations can
step on without making a sound. Frozen snow crunches quite also aid navigation (DC 20). Migrating wildfowl fly to land in
loudly, making it even more challenging. When the the thaw. Most sea birds fly out to sea during the day and
temperature is below 14 degrees Fahrenheit it tends to crunch, return at night. Sky reflections can also help to determine
bestowing disadvantage on Stealth checks. distant terrain (DC 15). Clouds over open water, snow free
ground or timber appear black from below. Clouds over sea
ice and snowfields appear white. New ice produces grayish
reflections, while mottled reflections are indicative of drifted
Arcana is necessary to create the most basic of components. snow or pack ice.
To even start a fire requires a successful Arcana check (DC
15), which is considered to be a nearly magical power in
Primal campaigns. This skill may be used to produce any
number of useful substances (costs given for substances may Beasts know better than their keepers to plunge headlong into
apply in other settings): the frozen wastes. If a beast will suffer cold damage by
Bloodfire: This bitter red liquid, when ingested gives the entering an arctic terrain it will balk. A successful Animal
character advantage on all saves against cold effects. Handling check (DC 15) is necessary to make the beast
Preparation DC: 15 (Cost: 50 gp) continue its advance. It must be checked once every hour.
Icy Repose: A character that has ingested this substance Failure means the beast immediately retreats to the warmest
ignores any damage from cold weather, but only after they location or stops moving completely, depending on its nature.
have suffered more cold damage than their Constitution score.
The character appears to be in a deep sleep, but is cold to the
touch. If the character is removed from the effects of cold, he
makes a Constitution save (DC 15) every day to awaken.
Preparation DC: 20 (Cost: 100 gp)
58 | P a g e
The ever-present cold is more than just an annoying mundane hindrance—it can also have a significant impact on spellcasting.
This chapter examines how the cold affects schools of magic. It also details how specific spells are modified in cold lands.
Finally, it ends with a list of new spells for primal casters.
Pantheon
The primal peoples do not have a unified religion as they
worship nature more as a force through their adepts. Greek
deities are worshipped among the Atlanteans, with Alignment: Neutral
Poseidon most prominent (See 5E RPG: Ancient Rank: Lesser Deity
Adventures). In Hyperborea, Lovecraftian cults are Domain: Light
everywhere (see 5E Foes: Lovecraftian Horrors). Weapon: Bow
Helio represents the male aspect of sun worship. His
sacred stone is the white diamond and a winged disk
represents him.
Alignment: Chaotic Neutral
Rank: Lesser Deity
Domain: Arcana
Weapon: Longsword Alignment: Neutral
Akhantuih is a strange being. He represents the vril Rank: Lesser Deity
energy fields between crystals that the Atlanteans depend Domain: Light
on for their culture and civilization. Their keeper is as Weapon: Bow
unpredictable as the energies over which he holds sway. Heliona represents the female aspect of sun worship. Her
sacred stone is the blue diamond and a serpent represents
him.
Modified Spells
personal temperature.
Spells by Level
Level Spell Level Spell
1st Create or Remove Snow Cantrip Magic Snowball
1st Frostbite 1st Create or Remove Snow
1st Hypothermia 1st Freezing Hands
1st Ice Spikes 1st Snow Blindness
1st Snow Blindness 2nd Ice
1st Throat-Song 2nd Ice Ray
2nd Cave Painting 2nd Repel Ice or Snow
2nd Consume Life 2nd Snowstorm
2nd Freezing Blade 3rd Control Snow
2nd Freeze Metal 4th Animate Ice
2nd Hibernate 4th Animate Snow
2nd Ice Walk 4th Faerie Ice
2nd Igloo 4th Freezing Sphere
2nd Meld into Ice 5th Flesh to Ice
2nd Snowstorm 5th Iceballs
2nd Unquenchable Flame 5th Move Snow
3rd Control Snow 6th Crevasse
3rd Ice Shape 7th Avalanche
4th Animate Ice 7th Wall of Permafrost
4th Animate Snow
4th Eye of The Ice
4th Faerie Ice
4th Freezing Sphere Level Spell
4th Ice Tunnel 2nd Consume Life
4th Restore Normothermia
4th Sundogs
5th Flesh to Ice
5th Move Snow Level Spell
6th Crevasse Cantrip Magic Snowball
7th Avalanche 1st Create or Remove Snow
7th Wall of Permafrost 1st Freezing Hands
1st Snow Blindness
2nd Ice
2nd Ice Ray
Level Spell 2nd Repel Ice or Snow
1st Ice Spikes 2nd Snowstorm
1st Throat-Song 3rd Control Snow
2nd Cave Painting 4th Animate Ice
2nd Consume Life 4th Animate Snow
2nd Freezing Blade 4th Faerie Ice
2nd Ice Walk 4th Freezing Sphere
2nd Igloo 5th Flesh to Ice
2nd Unquenchable Flame 5th Iceballs
4th Sundogs 5th Move Snow
4th Eyes of the Ice 6th Crevasse
7th Avalanche
7th Wall of Permafrost
62 | P a g e
New Spells
attack with an attack bonus and piercing damage determined
by its size.
You imbue inanimate ice with mobility and a semblance of
life.
When the character casts avalanche, an intense but highly Casting Time: 1 action
localized tremor rips the ground. It shivers snow, ice, and Range: Self
rock off any protruding natural terrain. Components: V, S, M (cave painting of beast)
Duration: 8 hours
Classes: Druid, Ranger
You manipulate the levels of snow before you. This spell generates clean, unpolluted snow or can be used to
remove it quickly.
This spell enables you to change freeze metal objects within A thin sheet of freezing ice shoots from your outspread
its area. fingertips.
Choose a manufactured metal object, such as a metal As you hold your hands with thumbs touching and fingers
weapon or a suit of heavy or medium metal armor, that you spread, a thin sheet of ice shoots forth from your
can see within range. You cause the object to freeze. Any outstretched fingertips. Each creature in a 15-foot cone must
creature in physical contact with the object takes 2d8 cold make a Dexterity saving throw. A creature takes 3d6 cold
damage when you cast the spell. Until the spell ends, you can damage on a failed save, or half as much damage on a
use a bonus action on each of your subsequent turns to cause successful one. The cold freezes nonmagical liquids in the
this damage again. If a creature is holding or wearing the area that aren't being worn or carried.
object and takes the damage from it, the creature must
succeed on a Dexterity saving throw or drop the object if it At Higher Levels. When you cast this spell using a spell slot of
can. If it doesn’t drop the object, it has disadvantage on 2nd level or higher, the damage increases by 1d6 for each slot
attack rolls and ability checks until the start of your next turn. level above 1st.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d8 for each slot
above 2nd.
At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, the damage increases by 1d6 for every
two slot levels above 2nd.
P a g e | 67
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, you inflict an additional 1d6 cold damage
A globe of snow rolls in whichever direction you point and for each spell slot above 1st.
freezes those it strikes.
2nd level conjuration You causes a comatose slumber to come upon one or more
beasts or humanoids.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (snowball)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard 2nd level enchantment
Casting Time: 1 action Up to three snowballs can be turned into special grenadelike
Range: 60 ft. weapons that can be hurled at your targets.
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid
This spell causes a drastic drop of body temperature in a 5th level conjuration
single creature. The target takes 2d6 cold damage, its core
temperature is reduced by 10 degrees, and its actions Casting Time: 1 bonus action
become slow and sluggish, imposing disadvantage on ability Range: Touch
checks and saves unless it succeeds at a Constitution save. At Components: V, S, M (snowballs)
the end of each of its turns, the target can make another Duration: 1 minute
Constitution saving throw. On a success, the spell ends on the Classes: Sorcerer, Wizard
target. Creatures who have resistance to cold damage gain
advantage on this save, and creatures who are immune to You touch one to three snowballs and imbue them with
cold are unaffected by this spell. magic, hardening them into iceballs. You or someone else can
make a ranged spell attack with one of the iceballs by
At Higher Levels. When you cast this spell using a spell slot of throwing it or hurling it with a sling. If thrown, it has a range
2nd level or higher, you inflict an additional 1d6 cold damage of 60 feet. If someone else attacks with the iceball, that
for each spell slot above 1st. attacker adds your spellcasting ability modifier, not the
attacker’s, to the attack roll. On a hit, the target takes 1d10
bludgeoning damage. Hit or miss, the iceball then explodes.
The target and each creature within 5 feet of it must succeed
on a Dexterity saving throw or take 4d6 cold damage. If you
cast this spell again, the spell ends early on any snowballs still
You cover a solid surface with a layer of slippery ice. affected by it.
You have two options when casting this spell, creating ice on Casting Time: 1 action
the ground or on a target. Range: 120 feet
• Ground: Slick ice covers the ground in a 10-foot square Components: V, S
centered on a point within range and turns it into Duration: Instantaneous
difficult terrain for the duration. When the ice appears, Classes: Sorcerer, Wizard
each creature standing in its area must succeed on a
Dexterity saving throw or fall prone. A creature that You create three rays of cold and hurl them at targets within
enters the area or ends its turn there must also succeed range. You can hurl them at one target or several. Make a
on a Dexterity saving throw or fall prone. ranged spell attack for each ray. On a hit, the target takes 2d6
• Target: The spell can also be used to create an icy cold damage.
coating on an item—a rope, ladder rungs, or a weapon
handle, for instance. Material objects not in use are At Higher Levels. When you cast this spell using a spell slot of
always affected by this spell, while objects wielded or 3rd level or higher, you create one additional ray for each slot
employed by creatures receive a Dexterity saving throw level above 2nd.
to avoid the effect. If the initial saving throw fails, the
creature immediately drops the item. A saving throw
P a g e | 69
You can form an existing piece of ice into any shape that suits You create a passage in ice, permafrost, or snow.
your purpose.
You create an igloo around yourself using the available snow. This spell enables you to meld your body and possessions into
a single block of ice.
Transmutation cantrip
At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, you heal an additional 1d6 damage for
This spell creates waves of invisible and intangible energy each spell slot above 3rd.
that roll forth from your outstretched hand.
You force ice and snow back in a 30-foot cone. Each creature
made of ice or snow must make a Strength saving throw. A
snow or ice creature takes 4d6 bludgeoning damage on a
failed save, or half as much damage on a successful one. And
every ice or snow creature that fails the save is pushed 15
feet away from you, but not beyond the range of the spell. In
addition, unsecured snow or ice objects up to 1,000 pounds
that are completely within the cone are likewise pushed 15
feet. If the ice object is worn or carried by a creature, you
must make an ability check with your spellcasting ability
72 | P a g e
The reflecting snow and ice flashes brightly and all reflected This spells creates up to four lights that are miniature suns.
sunlight burns into the subject's eyes.
When a snowstorm spell is cast, the whole area is shot You use your throat to sing a deep, reverberating song that
through with roaring snow. can affect beasts and spirits alike.
Until the spell ends, roaring snow falls in a 20-foot-tall For the duration, you have advantage on all Wisdom (Animal
cylinder with a 40-foot radius centered on a point you choose Handling) and Charisma-based checks to influence beasts,
within range. The area is heavily obscured, and exposed celestials, elementals, fiends, and fey that can hear you.
flames in the area are doused. The ground in the area is
covered with snow, making it difficult terrain. Any creature
has disadvantage on Wisdom (Perception) checks involving
hearing while within the area of effect for the duration of the
spell. If a creature starts its turn in the spell's area and is
concentrating on a spell, the creature must make a successful
Constitution saving throw against your spell save DC or lose
concentration.
P a g e | 73
You protect flames so that they can't go out, a critical tool of This spell creates a wall of permafrost that merges into
survival in the unforgiving cold. adjoining ice and rock surfaces.
Choose an area of nonmagical flame that you can see and A nonmagical wall of solid permafrost springs into existence
that fits within a 5-foot cube within range. For 24 hours, the at a point you choose within range. The wall is 6 inches thick
fire cannot be extinguished by normal means (due to wind, and is composed of ten 10-foot-by-10-foot panels. Each panel
cold, or water) and continues to burn unabated. Conversely, must be contiguous with at least one other panel.
although the fire gives off heat and light it cannot ignite other Alternatively, you can create 10-foot-by-20-foot panels that
material and does no damage to any creature touching it. If are only 3 inches thick. If the wall cuts through a creature’s
you concentrate on the spell for 24 hours, it lasts until space when it appears, the creature is pushed to one side of
dispelled. the wall (your choice). If a creature would be surrounded on
all sides by the wall (or the wall and another solid surface),
that creature can make a Dexterity saving throw. On a failed
save, the creature takes 10d6 cold damage, or half as much
damage on a successful save. Also on a success, it can use its
reaction to move up to its speed so that it is no longer
enclosed by the wall. The wall can have any shape you desire,
though it can’t occupy the same space as a creature or object.
The wall doesn’t need to be vertical or rest on any firm
foundation. It must, however, merge with and be solidly
supported by existing stone. Thus, you can use this spell to
bridge a chasm or create a ramp. If you create a span greater
than 20 feet in length, you must halve the size of each panel
to create supports. You can crudely shape the wall to create
crenellations, battlements, and so on. The wall is an object
made of stone that can be damaged and thus breached. Each
panel has AC 15 and 40 hit points per inch of thickness.
Reducing a 10-foot section of wall to 0 hit points destroys it
and leaves behind a sheet of frigid air in the space the wall
occupied. A creature moving through the sheet of frigid air
for the first time on a turn must make a Constitution saving
throw. That creature takes 5d6 cold damage on a failed save,
or half as much damage on a successful one. If you maintain
your concentration on this spell for its whole duration, the
wall becomes permanent and can’t be dispelled. Otherwise,
the wall disappears when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of
8th level or higher, the damage the wall deals when it
appears increases by 2d6, and the damage from passing
through the sheet of frigid air increases by 1d6 for each slot
level above 7th.
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The cold lands are home to a surprising variety of indigenous lifeforms. Not all of them are friendly. This chapter expands
upon animals adventurers might already be familiar with as well as supernatural beings they'll wish they never met.
Modern Creatures
Depending on your campaign, modern creatures may appear in slightly different forms (some might have horns, more fur, or
otherwise minor changes to their appearance). These creatures are similar to their modern-day counterparts. The following
creatures can be found from the core rulebook: ape, baboon, badger, bat, black bear, blood hawk, boar, brown bear, camel, cat,
cave bear, constrictor snake, crab, crocodile, deer, eagle, elephant, elk, frog, goat, hawk, hunter shark, hyena, jackal, killer whale,
lion, lizard, mastiff, octopus, owl, panther, poisonous snake, polar bear, quipper, rat, raven, reef shark, rhinoceros, riding horse,
scorpion, spider, swarm of bats, swarm of insects, swarm of poisonous snakes, swarm of quippers, swarm of rats, swarm of
ravens, tiger, vulture, warhorse, weasel, wolf.
Armor Class 11
Hit Points 9 (2d8)
Speed 40 ft., swim 10 ft.
After calving, caribou collect in large groups to avoid Charge. If the caribou moves at least 20 feet straight toward
predators and escape mosquitoes and warble flies. These large a target and then hits it with a ram attack on the same turn,
groups of caribou stay together in the high mountains and the target takes an extra 7 (2d6) bludgeoning damage. If the
along seacoasts where wind and cool temperatures protect target is a creature, it must succeed on a DC 11 Strength
them from summer heat and insects. saving throw or be knocked prone.
Large herds often migrate long distances (up to 400 miles) Ice Walk. The penguin can move across and climb icy surfaces
between summer and winter ranges to find adequate food. In without needing to make an ability check. Additionally,
summer, caribou eat the leaves of willows, sedges, flowering difficult terrain composed of ice or snow doesn't cost it extra
tundra plants, and mushrooms. They switch to lichens, dried movement.
sedges, and small shrubs in September. Once they decide to Keen Smell. The caribou has advantage on Wisdom
migrate, caribou can travel up to 50 miles a day. Caribou have (Perception) checks that rely on smell.
a built in compass, like migratory birds, and can travel Sure-Footed. The caribou has advantage on Strength and
Dexterity saving throws made against effects that would
through areas that are unfamiliar to them to reach their
knock it prone.
calving grounds.
The shedding of velvet by large bulls marks the approach of
ACTIONS
the rutting season and the start of fall migration. Fighting
begins in early September and becomes more frequent as the Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
rut approaches at the end of the month. Most fights between Hit: 4 (1d6 + 1) bludgeoning damage.
bulls are brief bouts, but violent fights occur, and many bulls
are seriously injured or killed during the rut. Wolves and
P a g e | 75
Armor Class 13
Hit Points 5 (1d6 + 2)
Speed 40 ft.
Familiar. With the DM's permission, the find familiar spell can summon this creature.
Keen Hearing and Smell. The hunting dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hunting dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of
the creature and the ally.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
76 | P a g e
Beast of Burden. The sled dog is considered to be a Large animal for the purpose of determining its carrying capacity.
Familiar. With the DM's permission, the find familiar spell can summon this creature.
Keen Hearing and Smell. The sled dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The sled dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the
creature and the ally.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.
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Armor Class 13
Hit Points 5 (1d6 + 1)
Speed 30 ft., burrow 5 ft.
Familiar. With the DM's permission, the find familiar spell can summon this creature.
Ice Walk. The penguin 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 movement.
Keen Hearing and Smell. The arctic fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Snow Camouflage. The arctic fox has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
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Armor Class 11
Hit Points 42 (5d10 + 15)
Speed 40 ft.
Skills Perception +2
Senses passive Perception 12
Languages -
Challenge 2 (450 XP)
Charge. If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the
target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be
knocked prone.
Keen Hearing and Smell. The moose has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sure-Footed. The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
ACTIONS
Multiattack. The moose makes two attacks: one with its antlers and one with its hooves.
• Antlers. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
• Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
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Armor Class 11
Hit Points 34 (4d10 + 12)
Speed 30 ft.
Beast of Burden. The muskox is considered to be a Huge animal for the purposes of determining its carrying capacity.
Charge. If the muskox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target
takes an extra 7 (2d6) piercing damage.
Keen Smell. The muskox has advantage on Wisdom (Perception) checks that rely on smell.
ACTIONS
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
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Armor Class 11
Hit Points 4 (1d4 + 3)
Speed 10 ft., swim 50 ft.
Familiar. With the DM's permission, the find familiar spell can summon this creature.
Ice Walk. The penguin 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 movement.
ACTIONS
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
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Porpoises range in size from the four feet in length and 100
pounds in weight, to over seven feet and nearly 500 pounds.
Several species exhibit sexual dimorphism in that the females
are larger than males. They have streamlined bodies and two
limbs that are modified into flippers. Porpoises use
echolocation as their primary sensory system. Some species
are well adapted for diving to great depths. As all cetaceans,
they have a layer of fat, or blubber, under the skin to keep
them warm in cold water.
Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 0 ft., swim 80 ft.
Charge. If the porpoise moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the
target takes an extra 3 (1d6) bludgeoning damage.
Echolocation. The porpoise can't use its blindsight while deafened.
Hold Breath. The porpoise can hold its breath for 10 minutes.
ACTIONS
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
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Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 10 ft., swim 40 ft.
Keen Hearing and Smell. The seal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hold Breath. The seal can hold its breath for 2 hours.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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Armor Class 12
Hit Points 34 (4d10 + 12)
Speed 10 ft., swim 30 ft.
Keen Hearing and Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hold Breath. The sea lion can hold its breath for 20 minutes.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage.
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Armor Class 11
Hit Points 57 (6d12 + 24)
Speed 10 ft., swim 40 ft.
Keen Hearing and Smell. The walrus has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hold Breath. The walrus can hold its breath for 10 minutes.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
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Echolocation. The arctic whale can't use its blindsight while deafened.
Hold Breath. The arctic whale can hold its breath for 60 minutes.
Keen Hearing. The arctic whale has advantage on Wisdom (Perception) checks that rely on hearing.
ACTIONS
Multiattack. The arctic whale makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 8) piercing damage. If the target is a Large or smaller
creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the arctic whale. A swallowed creature has total
cover against attacks and other effects outside the arctic whale, and it takes 3 (1d6) acid damage at the start of each of the arctic
whale's turns. If the arctic whale takes 30 damage or more on a single turn from a creature inside it, the arctic whale must succeed
on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space
within 10 feet of the arctic whale. If the arctic whale dies, a swallowed creature can escape from the corpse by using 20 feet of
movement, exiting prone.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (3d6 + 8) bludgeoning damage, or 37 (6d6 + 16) bludgeoning
damage if the target is an object.
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Ice Walk. The arctic wolf 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 movement.
Keen Hearing and Smell. The arctic wolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The arctic wolf has advantage on an attack roll
against a creature if at least one of the arctic wolf's allies is
within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage. The arctic wolf has advantage on
Dexterity (Stealth) checks made to hide in snowy terrain.
The pelt color of this wolf ranges from black to nearly ACTIONS
white, including every shade of gray and tan.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Gray or black wolves are most common, and the relative Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it
abundance of each color phase varies over time and from must succeed on a DC 12 Strength saving throw or be
place to place. Most adult male wolves weigh from 85 to 115 knocked prone.
pounds, but they occasionally reach 145 pounds.
Wolves are highly social animals and usually live in packs
that include parents and pups of the year. Larger packs may
have two or three litters of pups from more than one female.
Some yearlings may stay with the pack. A dominance
hierarchy characterizes the social order in the pack with a
separate rank order among females and males.
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Aggressive. As a bonus action, the wolverine can move up to its speed toward a hostile creature that it can see.
Ice Walk. The wolverine 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 movement.
Keen Smell. The wolverine has advantage on Wisdom (Perception) checks that rely on hearing or smell.
ACTIONS
Multiattack. The wolverine makes two melee attacks: one with its claws and one with it bite.
• Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
• Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
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Prehistoric Creatures
Prehistoric creatures tend to be much larger than their modern descendants. In some cases, there is no modern equivalent as
these creatures are progenitors of species that later died out. In a primal campaign, an arms race of size and ferocity ensures
creatures get bigger and more aggressive.
For the purposes of distinguishing between the two, the term "dire" is used to denote a prehistoric version of a creature that
realistically portrays its size. "Giant" is used to identify creatures that are larger than their prehistoric counterparts, often sized up
to make them more of an interesting threat. Some creatures, like the giant eagle and owl, have basic sentience (2 Intelligence) as
befitting a primal campaign.
The following creatures can be found from the core rulebook: axe beak, dire wolf (canis dirus), giant bat (icaronycteris), giant
boar (daeodon), giant centipede (euphoberia), giant constrictor snake (titanoboa), giant crab (pseudocarcinus), giant crocodile
(deinosuchus), giant eagle (hieraaetus), giant frog (beelzebufo), giant goat (budorcs), giant hyena (hyaenodon), giant lizard
(megalania), giant octopus (taningia), giant owl (ornimegalonyx), giant poisonous snake (laophis), giant rat (josephoartigasia),
giant scorpion (pulmonoscorpius), giant shark (dunkleosteus), giant spider (megarachne), giant toad (beelzebufo), giant vulture
(argentavis), giant wasp (vespa), giant weasel (megalicitis), mammoth (mammuthus), saber-toothed tiger (smilodon).
Keen Hearing and Smell. The bear-dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
ACTIONS
Multiattack. The bear-dog 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: 12 (2d6 + 5) piercing damage. If the target is a creature, it
must succeed on a DC 15 Strength saving throw or be knocked prone.
• Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
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The bunyip is nearly ten feet long and weighs over six
thousand pounds. Although they are generally peaceful
herbivores, the males will not hesitate to attack intruders in
their domain, particularly during mating season. Bunyip bulls
have a terrifying bellow that warns all in the marsh to steer
clear, and most creatures have an instinctive fear of the sound.
Bunyips are not without their defenses. If engaged, their
huge maw sports wicked incisors that can tear flesh; bunyips
will shake their heads wildly when biting, inflicting grievous
wounds.
Hold Breath. The bunyip can hold its breath for 30 minutes.
Keen Hearing and Smell. The bunyip has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Trampling Charge. If the bunyip moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same
turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the bunyip can make
one stomp attack against it as a bonus action.
ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a creature, it suffers a
lingering wound that causes it to take 4 (1d8) necrotic damage at the start of each of its turns. Each time the bunyip hits the
wounded target with this attack, the damage dealt by the wound increases by 4 (1d8). The wound ends if the target regains hit
points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom (Medicine) check.
Baleful Baying. Every enemy within 300 feet of the bunyip that can hear it must succeed on a DC 13 Wisdom saving throw or be
frightened until the end of the bunyip's next turn or until the bunyip is incapacitated. A frightened target that starts its turn within
30 feet of the bunyip must use all its movement on that turn to get as far from the bunyip as possible, must finish the move before
taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the
baying of all bunyips for the next 24 hours.
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ACTIONS
Multiattack. The dire ape makes three attacks: one with its bite and two with its fists.
• Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.
• Fist. Melee Weapon Attack: +6 to hit. reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +6 to hit, range 25/50 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
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Hold Breath. The dire armadillo can hold its breath for six minutes.
Keen Smell. The dire armadillo has advantage on Wisdom (Perception) checks that rely on smell.
Shell. The dire armadillo can use a bonus action to dig down and only present its shell, or dig out again. While retracted, the dire
armadillo gains a +4 bonus to AC, can’t use its claws attack, and it has a speed of 0 and can't benefit from bonuses to speed.
Sure-Footed. The dire armadillo has advantage on Strength and Dexterity saving throws made against effects that would knock it
prone.
ACTIONS
Multiattack. The dire armadillo makes two attacks: one with its claws and one with its tail.
• Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
• Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage. If the target is a creature, it
must succeed on a DC 14 Strength saving throw or be knocked prone.
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This massive bear is 12-feet long and on all fours it's tall
enough to look a man in the eye.
Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 5 (1,800 XP)
Burst of Speed (Recharge 6). The dire bear can take the Dash action as a bonus action.
Charge. If the dire bear moves at least 20 feet straight toward a target and then hits it with a claws attack on the same turn, the
target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be
knocked prone.
Keen Smell. The dire bear has advantage on Wisdom (Perception) checks that rely on smell.
Relentless (Recharges after a Short or Long Rest). If the dire bear takes 10 damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead.
ACTIONS
Multiattack. The dire bear makes two attacks: one with its bite and one with its claws.
• Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
• Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
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This huge, wooly beast has a horn spread wider than that of
a man laying sideways, with an enormous hump and a great,
shaggy hide.
Trampling Charge. If the dire bison moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same
turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the dire bison can make
one stomp attack against it as a bonus action.
ACTIONS
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
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Charge. If the dire bull moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the
target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be
knocked prone.
ACTIONS
Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
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ACTIONS
Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 2 (450 XP)
Charge. If the dire 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 14 Strength saving throw or be knocked prone.
Keen Smell. The dire elk has advantage on Wisdom (Perception) checks that rely on smell.
Running Leap. The dire elk’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.
ACTIONS
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
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The dire lizard reaches lengths of over twenty feet long and
can weigh in excess of 4,000 lbs. It feeds mostly on medium
or large beasts, along with other reptiles, mammals, any
young it can catch and their eggs. They have heavily-built
limbs made for bursts of speed with a jaw full of serrated,
blade-like teeth. It can run up to six miles per hour.
As if they weren't dangerous enough, dire lizards possess
toxin-secreting oral glands in their jaws that act as an
anticoagulant, ensuring anything they bite suffers further from
This titanic lizard is several man-lengths long, including its a decrease in blood pressure and systemic shock.
tail, and slithers along at high speed towards you!
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 6 (2,300 XP)
Hold Breath. The lizard can hold its breath for 30 minutes.
ACTIONS
Multiattack. The lizard 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 plus 14 (4d6) poison damage,
and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the lizard can't bite another
target.
• Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the lizard. 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.
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Dire otters have a long, broad, and powerful snout, and eyes
near the top of the head. Dire otters have a narrow,
streamlined body, and heavy, pachyostotic ribs. It has webbed
feet and lacks a tail fluke.
Dire otters hunt like a crocodile, waiting near the water's
surface and ambushing large mammals, using the jaws to
clamp onto and drown or thrash prey. they swim much like a
river otter, alternating beats of the hind limbs while keeping
the forelimbs tucked in for most of its propulsive power, as
well as undulating the torso and tail. On land, dire otters
walks much like a sea lion.
Skills Perception +3
Senses blindsight 120 ft., passive Perception 13
Languages -
Challenge 1 (200 XP)
Echolocation. The dire otter can't use its blindsight while deafened.
Hold Breath. The dire otter can hold its breath for 15 minutes.
Keen Hearing. The dire otter has advantage on Wisdom (Perception) checks that rely on hearing.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage. The target is grappled (escape DC
13). Until this grapple ends, the target is restrained, and the dire otter can't bite another target.
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Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 5 (1,800 XP)
This powerfully-built quadruped walks on four stocky Charge. If the dire rhinoceros moves at least 20 feet straight
hoofed legs and has a huge horn on its forehead that is over toward a target and then hits it with a gore attack on the
six feet long. same turn, the target takes an extra 16 (3d10) bludgeoning
damage. If the target is a creature, it must succeed on a DC
Dire rhinoceroses are anywhere from 16 to 26 ft long and 17 Strength saving throw or be knocked prone.
weigh roughly 3.5 to 4.5 tons. Its teeth are tall-crowned and Keen Smell. The dire rhinoceros has advantage on Wisdom
covered with cement and wrinkled enamel. (Perception) checks that rely on smell.
Like the traditional rhinoceroses, the dire rhinoceros is an
ACTIONS
herbivorous grazer. It is easily agitated and will charge should
it feel threatened.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage.
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Keen Smell. The dire sloth has advantage on Wisdom (Perception) checks that rely on smell.
Plant Camouflage. The dire sloth has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant
life.
ACTIONS
Multiattack. The dire sloth makes two attacks: one with its bite and one with its claws.
• Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
• Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
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Dire vultures lay one or two eggs every two years. The
birds incubate over the winter, mates exchanging duties of
incubating and procuring food every few days, and the young
are independent after some 16 months, but not fully mature
until aged about a dozen years. Given their size, dire vultures
suffer hardly any predation, and mortality is mainly from old
age, accidents and disease.
Dire vultures fly mainly by soaring, using flapping flight
only during short periods. They roost in mountains and use
the slopes and headwinds to take off, and but can do so from
even gently sloping terrain with little effort. They scan large
areas of land from aloft for carrion, coasting on thermal
updrafts. Unlike vultures, dire vultures will track other
This enormous vulture has a wingspan of over 24 feet and predators from above, swooping down to intimidate and scare
stands at the height of a man. off hunters with their enormous wings. Dire vultures ambush
smaller prey by swooping down, snatching its food, and
swallowing it without landing.
Armor Class 12
Hit Points 63 (6d12 + 24)
Speed 10 ft., fly 80 ft.
Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 4 (1,100 XP)
Dive Attack. If the dire vulture is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an
extra 10 (3d6) damage to the target.
Flyby. The dire vulture doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Sight and Smell. The dire vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
ACTIONS
Multiattack. The dire vulture makes two attacks: one with its beak and one with its talons.
• Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage and the target is grappled
(escape DC 14). Until this grapple ends, the target is restrained, and the dire vulture can't use its talons on another target.
• Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Swallow. Melee Weapon Attack: +6 to hit, reach 5 ft., one Small or smaller creature the dire vulture is grappling. Hit: 17 (3d8 + 4)
piercing damage. The target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover
against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the dire vulture's turns.
The dire vulture can have only one target swallowed at a time. If the dire vulture dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 10 feet of movement, exiting prone.
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Ambusher. In the first round of a combat, the drop bear has advantage on attack rolls against any creature it surprised.
Plant Camouflage. The drop bear has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant
life.
Keen Senses. The drop bear has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
ACTIONS
Multiattack. The drop bear makes two attacks: one with its claws and one with its bite.
• Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
• Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. The target is also grappled
(escape DC 13). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the
drop bear has advantage on attack rolls against it and can't use this attack against other targets. When the drop bear moves,
any Medium or smaller target it is grappling moves with it.
Drop. Melee Weapon Attack: +4 to hit, one creature directly underneath the drop bear. Hit: 3 (1d6) slashing damage per 10 feet
fallen, up to 21 (6d6). Miss: The drop bear takes half the normal falling damage for the distance fallen.
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Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 2 (450 XP)
Keen Smell. The gravel-beast has advantage on Wisdom (Perception) checks that rely on smell.
ACTIONS
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
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Charge. If the indrik moves at least 20 feet straight toward a target and then hits it with a stomp attack on the same turn, the target
takes an extra 23 (5d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be
pushed up to 20 feet away from the indrik and knocked prone.
Siege Monster. The indrik deals double damage to objects and structures.
ACTIONS
Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 43 (5d12 + 10) bludgeoning damage, and the target must
succeed on a DC 19 Strength saving throw or be knocked prone.
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Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 4 (1,100 XP)
Keen Hearing. The land whale has advantage on Wisdom (Perception) checks that rely on hearing.
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 5) piercing damage and the target is grappled (escape
DC 15). Until this grapple ends, the target is restrained, and the land whale can't bite another target.
Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the land whale is grappling. Hit: 23 (5d6 + 5)
piercing damage. The target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover
against attacks and other effects outside the land whale, and it takes 10 (3d6) acid damage at the start of each of the land whale's
turns. The land whale can have only one target swallowed at a time. If the land whale dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
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Ice Walk. The woolly mammoth 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 movement.
Keen Hearing and Smell. The woolly mammoth has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same
turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the mammoth can
make one stomp attack against it as a bonus action.
ACTIONS
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 27 (4d10 + 5) bludgeoning damage.
108 | P a g e
Charge. If the woolly rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn,
the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw
or be knocked prone.
Keen Hearing and Smell. The woolly rhinoceros has advantage on Wisdom (Perception) checks that rely on hearing or smell.
ACTIONS
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
P a g e | 109
Supernatural Creatures
In primal campaigns that feature magic, these creatures are most often found as a result of the encroaching glaciers. They live
on or within the glacier, and some, like ice elementals, may be spawned from the ice itself. Creatures within 100 miles of a
glacier will begin encountering these supernatural denizens, who battle for dominance against prehistoric creatures.
The following creatures can be found from the core rulebook: frost giant, frost worm, remorhaz, and winter wolf. Monsters
from Greek myth are common in Hyperborea (see 5E RPG: Ancient Adventures) as are Lovecraftian horrors (see 5E RPG:
Lovecraftian Horrors). The prehistoric, giant creatures of Hyperborea's past and the dinosaurs of Lemuria will be detailed in an
upcoming monster book, 5E Foes: Primal Bestiary.
ACTIONS
This giant is the color of ice with snow frosting its head and
shoulders.
Skills Perception +2
Damage Vulnerabilities fire, thunder
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 10 (5,900 XP)
Cold Aura. While it's alive, the giant generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the giant's
turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the giant takes 10 (3d6)
cold damage.
Ice Walk. The ice giant 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 movement.
Keen Smell. The ice giant has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The ice giant regains 10 hit points at the start of its turn. If the giant takes fire or thunder damage, this trait doesn't
function at the start of the giant's next turn. The ice giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
Snow Camouflage. The ice giant has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
ACTIONS
Armor Class 9
Hit Points 58 (9d8 + 18)
Speed 15 ft. (30 ft. when sliding on snow or ice, 60 ft. sliding
downhill)
Snow golems are made of packed snow. They are Multiattack. The golem makes two melee attacks.
traditionally made of two large balls of snow, with a carrot for • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
a nose, buttons for eyes, and branches for arms. target. Hit: 5 (1d6 + 2) slashing damage.
Snow golems are usually created by druids to defend their Snowball. Ranged Weapon Attack: +0 to hit, range 60 ft., one
frozen territory. Snow golems attack mindlessly at the behest target. Hit: 9 (2d6 + 2) cold damage.
of their creator.
112 | P a g e
Ice Walk. The ice drake 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 movement.
Keen Hearing. The ice drake has advantage on Wisdom (Perception) checks that rely on hearing.
Transparent. Even when an ice drake is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ice drake that has
neither moved nor attacked. A creature that tries to enter the ice drake's space while unaware of the ice drake is surprised by the
ice drake.
ACTIONS
Multiattack. The ice drake attacks twice, once with its bite and once with its claws.
• Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
• Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Cold Breath (Recharge 5–6). The ice drake 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.
P a g e | 113
ACTIONS
Multiattack. The shatter kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can
be replaced with Fling.
• Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
• Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is
grappled (escape DC 13). Until this grapple ends, the target is restrained. The shatter kraken has ten tentacles, each of which
can grapple one target.
• Fling. One Medium or smaller object held or creature grappled by the shatter kraken 's tentacles is thrown up to 60 feet in a
random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage
for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone.
114 | P a g e
Armor Class 8
Hit Points 13 (3d8)
Speed 10 ft., climb 10 ft.
Skills Stealth +0
Damage Vulnerabilities fire
Damage Immunities cold
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 1 (450 XP)
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the ooze remains motionless, it is indistinguishable from ice.
Freezing Body. A creature that touches the freezescum or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold
damage.
Ice Walk. The freezescum 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 movement.
Transparent. Even when aa freezscum is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot a freezscum that has
neither moved nor attacked. A creature that tries to enter the freezscum's space while unaware of the freezscum is surprised by the
freezscum.
ACTIONS
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) cold damage
and the target's speed is reduced by 10 feet until the end of the freezscum's next turn.
Icy Defense. The freezescum turns to ice, gaining a +4 bonus to AC and has advantage on Strength and Constitution saving throws.
While in frozen, the freezescum's speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take
reactions, and the only action it can take is a bonus action to reanimate.
P a g e | 115
Freezing Body. A creature that touches the snow angel or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold
damage.
Incorporeal Movement. The snow angel can move through other creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The snow angel's innate spellcasting ability is Charisma (spell save DC 12). The snow angel can innately cast the
following spells, requiring no material components:
• At will: create or remove snow, ice walk, igloo, unquenchable flame
• 1/day: restore normothermia
ACTIONS
Freezing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) cold damage and the target's speed is reduced
by 10 feet until the start of the snow angel's next turn.
116 | P a g e
Ice Glide. The ice sprite can burrow through nonmagical, ice and snow. While doing so, the ice sprite doesn't disturb the material it
moves through.
Transparent. Even when an ice sprite is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ice sprite that has
neither moved nor attacked. A creature that tries to enter the ice sprite’s space while unaware of the ice sprite is surprised by the
ice sprite.
ACTIONS
Ice Shard Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage plus 2 (1d4) cold damage.
Ice Ball. Ranged Weapon Attack: +5 to hit, range 10/30 ft., one target. Hit: 1 bludgeoning damage plus 2 (1d4) cold damage , and
the target's speed is reduced by 10 feet until the start of the ice sprite’s next turn.
P a g e | 117
False Appearance. While the treant remains motionless, it is indistinguishable from a normal frost-covered tree.
Siege Monster. The treant deals double damage to objects and structures.
ACTIONS
Ice Walk. The cold stranger 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 movement.
Regeneration. The cold stranger regains 10 hit points at the
start of its turn. If the troll takes fire damage, this trait
doesn't function at the start of the cold stranger's next turn.
The cold stranger dies only if it starts its turn with 0 hit points
and doesn't regenerate.
ACTIONS
ACTIONS
becoming a wastling.
Condition Immunities. The wastling can't be charmed,
exhausted, frightened, paralyzed, or poisoned. It also doesn't
suffer from exhaustion.
Darkvision. The wastling gains darkvision to 60 ft.
Languages. The wastling understands all languages it knew
in life, but cannot speak.
Aggressive. As a bonus action, the wastling can move up to
its speed toward a hostile creature that it can see.
Ice Walk. The wastling 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 movement.
Undead Fortitude. If damage reduces the wastling to 0 hit
points, it must make a Constitution saving throw with a DC of
5+the damage taken, unless the damage is fire or from a
critical hit. On a success, the wastling drops to 1 hit point
instead.
Armor Class 12
Hit Points 30 (4d8 + 16)
Speed 30 ft.
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26246
• Monster, Arctic Wolf: Ijcor,
Content
https://pixabay.com/illustrations/wolf-photo-
manipulation-white-2104702/
• Monster, Bear-Dog (Amphicyon): By Robert Bruce
Horsfall -
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designated as Open Game Content may be reproduced in any • Monster, Bunyip (Diprotodon): By Mr Langlois10 - Own
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https://commons.wikimedia.org/w/index.php?curid=932
The following art is used under the Creative Commons license: 08945
• Cover, Neanderthal: By Charles R. Knight - • Monster, Caribou: DigitalDesigner,
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Public Domain, winter-1068378/
https://commons.wikimedia.org/w/index.php?curid=571 • Monster, Cold Stranger: DeeDee51,
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• Cover, Mammoth: tony241969, posing-figure-977193/
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https://www.fontget.com/font/ice-age/ 62736
• Background (Dog Sled): OpenClipart-Vectors, • Monster, Dire Armadillo: By Nobu Tamura
https://pixabay.com/vectors/dog-ice-sled-sleigh-snow- (http://spinops.blogspot.com) - Own work, CC BY 3.0,
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• Background (Mountain): gdizerega, 61402
https://pixabay.com/illustrations/mount-rainier- • Monster, Dire Bear (Arctodus): By Achat1999 - Arctodus
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Preserve - Bowhead-Whale1, CC BY-SA 2.0, 59021
124 | P a g e
So grab your spear and gather your tribe. Will you make
history ... or go extinct ?