Wintergrim
Tome of Beasts 2
(100 XP)
Robinloft Estimated
CR
1
Armor Class
13 (hide armor)
Hit Points
26 (4d6+12)
Speed
30 ft.
STR
19
(+4)
DEX
12
(+1)
CON
17
(+3)
INT
12
(+1)
WIS
16
(+3)
CHA
11
(+0)
Saving Throws
—
Skills
Insight +5, Nature +3, Persuasion +2, Survival +5
Damage Resistances
cold
Condition Immunities
charmed
Senses
darkvision 60 ft., passive Perception 13
Languages
Common, Sylvan
Environments
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.
Innate Spellcasting.
The wintergrim's innate spellcasting ability
is Wisdom
(spell save DC 13,
+5 to hit with spell attacks).
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
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.
Wintergrim
Not yet described
Duplication and Templates
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