Frostwurm
Gargantuan • Dragon • Neutral
Armor Class 21
Hit Points 280 (16d20 + 112)
Speed 60 ft., swim 60 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 27 (+8) | 14 (+2) | 24 (+7) | 10 (+0) | 19 (+4) | 17 (+3) |
Saving Throws Str +14, Con +13
Skills Perception +10
Damage Resistances fire, poison
Damage Immunities cold
Senses blindsight 30 ft., darkvision 120 ft., tremorsense 120 ft., passive Perception 20
Languages Draconic, Primordial (Aquan)
CR 20 (XP 25,000; PB +6)

Frostwurm
Gargantuan • Dragon • Neutral
Armor Class 20
Hit Points 201 (13d20 + 65)
Speed 60 ft., swim 60 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 14 (+2) | 21 (+5) | 10 (+0) | 17 (+3) | 16 (+3) |
Saving Throws Str +12, Con +10
Skills Perception +8
Damage Resistances fire, poison
Damage Immunities cold
Senses blindsight 30 ft., darkvision 120 ft., tremorsense 120 ft., passive Perception 18
Languages Draconic, Primordial (Aquan)
CR 16 (XP 20,000; PB +5)

Frostwurm
Gargantuan • Dragon • Neutral
Armor Class 22
Hit Points 351 (19d20 + 152)
Speed 60 ft., swim 60 ft.
Initiative +10 (20)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 29 (+9) | 16 (+3) | 26 (+8) | 10 (+0) | 20 (+5) | 18 (+4) |
Saving Throws Str +16, Con +15
Skills Perception +12
Damage Resistances fire, poison
Damage Immunities cold
Senses blindsight 30 ft., darkvision 120 ft., tremorsense 120 ft., passive Perception 22
Languages Draconic, Primordial (Aquan)
CR 24 (XP 62,000; PB +7)

QUICK REFERENCE
Habitat
- Frozen wastelands, glacial caves and ice caverns
- The elemental plane of water or ice
- Beneath frozen seas and the deep oceans
Behavior
- Ancient, territorial, and cunning predator
- Hunts everything that it finds, from travelers to whole ship crews, often using blizzards or storms at sea for cover
- Rarely engages in bargaining or negotiations unless it views the counterpart as powerful
Information (Intelligence Check)
- DC 15 History: Known as a wingless dragon-like predator of frozen lands and seas
- DC 20 Nature: Hardened scales make its weak attacks completely irrelevant
- DC 25 Nature: Digests food very slowly; swallowed prey isn’t quickly dissolved by acid, but usually dies because it is drained of its body heat, exhausting it
Combat
- Opens with Frost Shard Breath to devastate groups and alter the battlefield, or hinder prey from fleeing
- Tries to bite and swallow one or two targets while keeping others away with Tail attacks and its high movement speed, or simply shrugging off the damage thanks to its Impervious Scales
- Covers itself with its Ice Mist Breath to “digest” eaten creatures, obscure vision against range attacks, or gain advantage on its attacks thanks to its Blindsight
Loot Ideas
- Ancient weapons, armor, and other treasure preserved in permafrost and swallowed by it
- Scales, teeth, and bones are prized by crafters for resilient or cold immune magical items and objects
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
