Snow Queen

Family: Fey Lords

Medium fey, neutral evil

Armor Class 17 (natural armor)
Hit Points 182 (28d8 + 56)
Speed 40 ft.

16 (+3) 18 (+4) 14 (+2) 18 (+4) 20 (+5) 18 (+4)

Saving Throws Dex +9, Con +7, Cha +9
Skills Perception +10, Stealth +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons
Damage Immunities cold
Condition Immunities charmed, exhaustion, frightened
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 20
Languages Common, Elvish, Giant, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5


  • Ice Climb. When climbing on ice, the Snow Queen has a climbing speed of 20 feet, and she can climb difficult surfaces made of ice and snow, including upside down on ceilings, without needing to make an ability check.
  • Icy Weapons. The Snow Queen’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 2d6 cold damage (included in the attack).
  • Legendary Resistance (3/Day). If the Snow Queen fails a saving throw, she can choose to succeed instead.
  • Snowsight. The Snow Queen can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty.
  • Snow Walk. The Snow Queen can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra movement.


  • Multiattack. The Snow Queen makes two Claw or Ice Bolt attacks.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage.
  • Ice Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target’s speed is reduced by 10 feet until the end of its next turn.
  • Cold Snap (Recharge 5-6). The Snow Queen causes the temperature around her to drop dramatically. Each creature without 30 feet of the Snow Queen must make a DC 18 Constitution saving throw. On a failure, a creature takes 42 (12d6) cold damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn’t suffer exhaustion. A creature that is immune to cold damage doesn’t suffer exhaustion, even if it fails the saving throw. A creature that fails the saving throw by 5 or more is petrified in ice for 1 minute. A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A petrified creature that takes fire damage has advantage on the saving throw to end the effect.


The Snow Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Snow Queen regains spent legendary actions at the start of her turn.

  • Attack. The Snow Queen makes a Claw or Ice Bolt attack.
  • Move. The Snow Queen moves up to her speed without provoking opportunity attacks.
  • Snowblind. One creature the Snow Queen can see within 120 feet of her must succeed on a DC 18 Dexterity saving throw or be blinded by swirling snow until the end of its next turn.
  • Wintry Swirl (Costs 2 Actions). Each creature within 15 feet of the Snow Queen must succeed on a DC 18 Constitution saving throw or have vulnerability to cold damage until the end of its next turn. A creature with immunity to cold damage that fails this saving throw instead loses its immunity to cold damage but isn’t vulnerable to it.


The Snow Queen’s lair is a castle made of ice. Sunlight and moonlight flash through the delicate spires and translucent walls, setting the palace agleam even in the deepest night. The castle reflects its mistress: beautiful, cold, and unforgivingly deadly.

On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can’t use the same effect two rounds in a row:

  • Induce Snow Blindness. The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen’s foes. Each hostile creature within 30 feet of the Snow Queen has disadvantage on attack rolls against her until initiative count 20 on the next round.
  • Isolated Blizzard. A blast of wintry weather and heavy snow falls in a 30-foot radius centered on a point on the ground that the Snow Queen can see within 120 feet of her. The area becomes difficult terrain, and each creature that enters the area for the first time on a turn must succeed on a DC 18 Strength saving throw or be restrained by the snow. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 18 Strength check. The snow melts away when the Queen uses this lair action again or when the Queen dies.
  • Snow Wall. A wall of dense snow erupts on a solid surface within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) cold damage and be pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, though the wall is filled with freezing snow. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. A creature that starts its turn in the wall or enters the wall’s space for the first time on a turn must make a DC 18 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Each 10-foot section of the wall has AC 5, 15 hp, vulnerability to fire damage, resistance to bludgeoning damage, and immunity to cold, poison, and psychic damage. The wall melts when the Queen uses this lair action again or when she dies.


The region containing the Snow Queen’s lair is warped by her magic, which creates one or more of the following effects:

  • Concealing Flurries. Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair.
  • Permafrost. Within 10 miles of the lair, snow and ice resist melting, doing so only after prolonged contact with fire or other major source of heat.
  • Snow-Covered Land. Deep snow and frequent snowfall make the area within 3 miles of the lair difficult terrain for Medium and smaller creatures. If the Snow Queen dies, these effects fade over the course of 1d10 days.


This severe elf has pale, almost white skin and tightly braided blond hair. Her gown is exquisite, fashioned of luminous blue fabric that catches light and shines from within. Lacy ice crystals accent the gown, and a snow-white mantle cascades from her shoulders. Icicles radiate in a crownlike halo behind her head, drifting gracefully through the air.

Queen of Giants. The Snow Queen is proud and cruel to any who cross her. Her daughters, the ice maidens, roam her kingdom with ease. Travelers who can’t give a good reason to be moving through the Queen’s territory meet a quick end in the maidens’ chilly embrace. The Snow Queen commands the loyalty of winter-born tribes of fraughashar, ogres, frost giants, thursir giants, and trollkin. She is said to have mocked both Thor and Loki and often leads their priests astray into winter storms.

Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

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