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Wintergrim 2014

CR 1/2 fey

Small fey, chaotic good


Armor Class
13 (hide armor)
Hit Points
26 (4d6+12)
Speed
30 ft.

STR19 (+4)
DEX12 (+1)
CON17 (+3)
INT12 (+1)
WIS16 (+3)
CHA11 (+0)

Saving Throws
Skills
Insight +5, Nature +3, Persuasion +2, Survival +5
Resistances
cold
Condition Immunities
charmed
Senses
darkvision 60 ft., passive Perception 13
Languages
Common, Sylvan
Challenge
1/2 (100 XP) · Proficiency Bonus +2

Innate Spellcasting.

The wintergrim’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components. 3/day each: goodberry, speak with animals 1/day each: lesser restoration, protection from poison

Unique Rules.

If a creature breaks one of the wintergrim’s rules of conduct, it becomes enraged. The wintergrim has advantage on Charisma (Intimidation) checks and attack rolls against the offending creature. An offending creature that succeeds on a DC 14 Charisma (Persuasion) check can calm the enraged wintergrim. If the offending creature has damaged the wintergrim in the last hour, it has disadvantage on this check. A creature that succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Insight) check can determine the wintergrim’s rules before enraging it.

Actions

Fist.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Handaxe.

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage, or 8 (1d8 + 4) slashing damage if used with two hands to make a melee attack.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details