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AGE 12+

EncountErs and MonstEr statistics:
d&d® nExt

LEgacy of thE crystaL shard™

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IntroductIon
This document provides the encounters and the mon-
ster statistics that support the Legacy of the Crystal Shard™
adventure. The adventure is intended to support a range
of low-level characters. As a result, not every encounter is
designed to target characters of a specific level. Icewind
Dale is a perilous place, and if the adventurers charge into
danger, they might end up facing something too tough for
them to handle. Here are a few tips for helping your play-
ers succeed in the adventure despite these threats.

F Talk to your players up front. Some players assume
that a Dungeon Master isn’t going to throw a chal-
lenge at the characters that they can’t handle. If your
players operate under this assumption, let them know
before getting into the adventure that they’ll come
across encounters where the best approach might be
to run away.

F Adjust the timeline. A sense of urgency is an inten-
tional part of this adventure’s design. Players shouldn’t
feel as if they have time to deal with every problem.
The adventure has few restrictions regarding when
characters can rest and recuperate. If they’re resting
more often than is desirable, then use events to spur
them along. On the other hand, if they’re getting badly
beaten up, you can modify the timeline presented
in the adventure to give them more opportunity to
regain resources.

F Allow encounters to change. A wandering monster
encountered on the tundra doesn’t necessarily fight to
the death. Even a savage bear that’s likely to defeat the
party might retreat if it’s badly hurt. A pack of wolves
might tire of chasing after f leeing characters and give
up. Even the verbeeg near the front of the verbeeg lair
can be circumvented if the adventurers think to look
for a back entrance. If the players need it, feel free to
nudge them to look for alternatives to all-out combat.

F Modify the number of monsters. If the above sug-
gestions don’t work, and characters are consistently
dying or falling unconscious, consider modifying the
number of monsters. Many encounters will work fine
with fewer creatures. Alternatively, if the characters
are higher level and the players are getting bored
because the encounters are too easy, you can add
more monsters.

credIts
Design
Greg Bilsland, Jeffrey Ludwig, Matt Sernett, James Wyatt

Development and Editing
Scott Fitzgerald-Gray, Chris Sims

D&D Group Manager
Mike Mearls

D&D Producer
Greg Bilsland

Senior Creative Director
Jon Schindehette

Art Director
Mari Kolkowsky

Graphic Designers
Bree Heiss, Leon Cortez

D&D Brand Team
Nathan Stewart, Liz Schuh, Laura Tommervik,
Shelly Mazzanoble, Chris Lindsay, Hilary Ross, John Feil

Prepress Manager
Jefferson Dunlap

Imaging Technician
Carmen Cheung

Production Manager
Donna Woodcock

Organized Play
Chris Tulach
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are property of Wizards of the Coast LLC. This material is protected under
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640A4538000003 EN

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d&d next statIstIcs
Air Elemental
Large Elemental (Air)
Armor Class 13
Hit Points 45 (7d10 + 7); see Traits below
Speed 0 ft.; fly 100 ft. (hover)
Senses darkvision 50 ft.
Str 14 (+2) Dex 17 (+3) Con 13 (+1)
Int 6 (–2) Wis 10 (+0) Cha 10 (+0)
Alignment neutral
Languages Auran

Traits
Body of Air: Unless it has a creature restrained, the elemental
can move through any gap wide enough to permit airflow.
Other creatures can enter the elemental’s space. A creature
that does so provokes an opportunity attack from the
elemental, which has advantage on the attack roll.

Damage Resistance: The elemental is resistant to lightning,
thunder, and nonmagical weapons.

Immunities: The elemental is immune to disease and poison.
It cannot be knocked prone, paralyzed, petrified, polymorphed
against its will, or put to sleep. It does not need to sleep, eat,
or breathe.

Actions
Melee Attack—Slam: +5 to hit (reach 5 ft.; one creature). Hit:
9 (2d6 + 2) bludgeoning damage, and if the elemental has
no creature restrained and the target is Large or smaller, the
target must make a DC 11 Strength saving throw. Failed Save:
The target is pulled into the elemental’s space and restrained.
When the elemental moves, it pulls the target with it, and
the target remains restrained in the elemental’s space. Each
time it ends its turn restrained in this way, the target takes
9 (2d6 + 2) bludgeoning damage. The target can make one
DC 11 Strength or Dexterity check on its turn as part of its
movement. On a success, the target is longer restrained and
can complete its movement.
A creature within 5 feet of the elemental can take an action
to attempt to free a creature restrained by the elemental.
Doing so requires a successful DC 11 Strength check, and the
creature making the attempt provokes an opportunity attack
from the elemental.

Encounter Building
Level 5 XP 350

Akar Kessell
Medium Undead
Armor Class 13
Hit Points 45 (6d8 + 18)
Speed 30 ft.
Senses darkvision 50 ft.
Str 15 (+2) Dex 14 (+2) Con 16 (+3)
Int 17 (+3) Wis 9 (–1) Cha 15 (+2)
Alignment neutral evil
Languages Common

Traits
Immunities: Akar is immune to disease, necrotic, and poison.
He cannot be put to sleep or paralyzed, and does not need to
sleep, eat, or breathe.

Spellcasting: Akar is a 4th-level spellcaster mage who uses
Intelligence as his magic ability (spell save DC 13). He has the
following spells prepared:
Cantrips—minor illusion, ray of frost
1st Level (4/day)—cause fear, inflict wounds, magic missile, sleep
2nd Level (3/day)—hold person, invisibility, mirror image

Actions
Melee Attack—Shocking Life Drain: +6 to hit (reach 5 ft.;
one creature). Hit: 6 (1d8 + 2) necrotic damage plus 4 (1d8)
lightning damage, and the target cannot take reactions until
its next turn. A living target must make a DC 11 Constitution
saving throw. Failed Save: The target’s hit point maximum is
reduced by the amount of necrotic damage dealt. A creature
dies if its hit point maximum is reduced to 0. This reduction
lasts until the target completes a short rest or a long rest.

Encounter Building
Level 5 XP 400

Animated Black Ice Statue
Medium Construct
Armor Class 18
Hit Points 18 (4d8)
Speed 25 ft.
Senses blindsight 25 ft.
Str 14 (+2) Dex 11 (+0) Con 10 (+0)
Int 1 (–5) Wis 3 (–4) Cha 1 (–5)
Alignment unaligned
Languages —

Traits
Immunities: The statue is immune to cold, disease, poison,
gaze effects, and other attack forms that rely on sight. It cannot
be blinded, charmed, frightened, paralyzed, petrified, stunned,
or put to sleep. It does not need to sleep, eat, or breathe.

Actions
Multiattack: The statue makes two slam attacks.

Melee Attack—Slam: +5 to hit (reach 5 ft.; one creature). Hit: 4
(1d4 + 2) bludgeoning damage.

Encounter Building
Level 3 XP 80

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Baerick Hammerstone
Medium Humanoid (Dwarf )
Armor Class 17 (splint armor)
Hit Points 22 (3d10 + 6)
Speed 25 ft.
Senses darkvision 60 ft.
Str 17 (+3) Dex 10 (+1) Con 15 (+2)
Int 10 (+0) Wis 9 (–1) Cha 13 (+1)
Alignment neutral evil
Languages Common, Dwarvish

Traits
Action Surge: Baerick can take an additional action on his
turn. He cannot use this trait again until completes a short rest
or a long rest.

Dwarven Resilience: Baerick has advantage on saving throws
against poison and resistance to poison damage.

Improved Critical: Baerick scores a critical if he rolls a natural
attack roll of 19–20.

Actions
Melee Attack—Black Ice Maul: +6 to hit (reach 5 ft.; one
creature). Hit: 9 (1d12 + 3) bludgeoning damage and 1 cold
damage.

Melee or Ranged Attack—Light Hammer: +6 to hit (reach
5 ft. or range 20 ft./60 ft.; one creature). Hit: 6 (1d6 + 3)
bludgeoning damage.

Second Wind: Baerick regains 11 hit points. He cannot use
this action again until he completes a long rest.

Encounter Building
Level 4 XP 150

Bear Tribe Fury
Medium Humanoid (Human)
Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 40 ft.
Str 11 (+0) Dex 14 (+2) Con 12 (+1)
Int 10 (+0) Wis 11 (+0) Cha 10 (+0)
Alignment chaotic neutral
Languages Common

Actions
Multiattack: The fury makes two short sword attacks.

Melee Attack—Short Sword: +3 to hit (reach 5 ft.; one
creature). Hit: 5 (1d6 + 2) slashing damage, or 3 (1d6) slashing
damage with the second attack.

Ranged Attack—Javelin: +3 to hit (range 30 ft./120 ft.; one
creature). Hit: 5 (1d6 + 2) piercing damage.

Encounter Building
Level 2 XP 40

Bear Tribe Shaman
Medium Humanoid (Human)
Armor Class 12 (hide armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
Str 12 (+1) Dex 11 (+0) Con 13 (+1)
Int 10 (+0) Wis 15 (+2) Cha 12 (+1)
Alignment chaotic neutral
Languages Common

Traits
Spellcasting: The shaman is a 4th-level spellcaster who uses
Wisdom as his magic ability (spell save DC 12). He has the
following spells prepared:
Cantrips—resistance, ray of frost
1st Level (3/day)—cure wounds, healing word, inflict wounds
2nd Level (2/day)—silence, spiritual weapon

Actions
Melee Attack—Longspear: +5 to hit (reach 10 ft.; one
creature). Hit: 5 (1d8 + 1) piercing damage.

Encounter Building
Level 3 XP 120

Bear Tribe Warrior
Medium Humanoid (Human)
Armor Class 13 (hide armor)
Hit Points 15 (2d10 + 4)
Speed 40 ft.
Str 14 (+2) Dex 13 (+1) Con 14 (+2)
Int 9 (–1) Wis 11 (+0) Cha 10 (+0)
Alignment chaotic neutral
Languages Common

Traits
Reckless Attack: Whenever the warrior takes an action to
make a melee attack, it can do so with advantage on the attack
roll. Doing so grants attackers advantage on their attack rolls
against the warrior until the start of its next turn.

Actions
Melee Attack—Greatsword: +2 to hit (reach 5 ft.; one
creature). Hit: 8 (1d12 + 2) slashing damage.

Melee or Ranged Attack—Spear: +2 to hit (reach 5 ft. or range
20 ft./60 ft.; one creature). Hit: 5 (1d6 + 2) piercing damage.

Ranged Attack—Longbow: +1 to hit (range 150 ft./600 ft.;
one creature). Hit: 5 (1d8 + 1) piercing damage.

Encounter Building
Level 2 XP 40

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More about the trIbes
The following material supplements the discussion of the
Reghed tribes in the Campaign Guide.

Tribe of the Bear
The other great tribe of the Reghed is the Tribe of the Bear.
Driven to desperation by Auril’s fierce winter, the Tribe of
the Bear has broken peace with the other tribes and with
the Ten-Towners, launching raids to steal supplies. Worse,
the tribe has turned to the worship of the Frostmaiden and
joined forces with Hedrun, the Ice Witch.

Günvald Barrundson
King of the Bear Tribe

King Günvald Barrundson, true to the name of his tribe,
is a bear of a man. Approaching seven feet tall, he has
a mane of white hair and a bushy, yellow-white beard,
though he is only 35 years old. His eyes are pale blue, and
his skin is pale and chapped.
King Günvald is said to have wrestled a polar bear and
come out the victor, though he himself never makes that
claim. Some say the bear he defeated is now his compan-
ion, Hündel. In any event, the legend reveals much about
his nature and his rule. Günvald is a strong man who loves
strength. He covets power, he is willing to wrest it from the
grip of those he feels are unworthy of holding it, and he
keeps a tight grip on his own authority in order to dissuade
anyone who might try to seize power from him. His rule of
the Tribe of the Bear has been marked by violence—he has
killed several would-be claimants to his title, has broken
longstanding alliances and gone to war with the Elk and
Tiger tribes, has set Hündel against warriors who failed
in important tasks, and now, in Auril’s deadly winter, has
offered human sacrifices to the Frostmaiden.
The Bear Tribe suffered badly when the harsh winter
began. It lost many members to beast attacks and was in
danger of running out of food as the beasts and the storms
claimed more and more reindeer. From the start, the tribe’s
shaman proclaimed Auril’s wrath and urged his fellows and
his king to appease her, and Grünvald was soon forced to
acquiesce. When a yeti took the life of his wife, Affya, his
patience broke and he personally led the tribe in a terrible
ritual slaughter of the warriors whose injuries prevented
them from fighting. Since then, the fortunes of the tribe
have improved, and now Grünvald has sworn allegiance
to the Ice Witch—a bitter pill for the power-hungry man to
swallow, but a necessary concession in his mind.
For all his aggressive nature and the bloody history
of his reign, Grünvald is an honorable warrior—or was,
until the black ice of Hedrun’s tower worked its influ-
ence on him. He never ordered his warriors into a fight he
wouldn’t join in himself, and he knew enough to pull his
warriors back when he led them into a battle they couldn’t

win. Though he was fond of raiding Ten-Towns and the
other tribes, ambushes were not his style. He enjoyed
the thrill of the fight, even when his opponents’ efforts to
defend themselves were futile.
The black ice has exacerbated his worst qualities and all
but obliterated his redeeming features. He longs for battle,
looks for any pretense to start a fight, and now refuses to
back down from any conflict, no matter the losses that he
or his warriors might suffer. He has also grown desper-
ately afraid of losing what power he has left after allowing
his tribe to come under the Ice Witch’s thrall. He suspects
his underlings—his own younger brother, Wolvig, and the
tribal shaman Bjami Tengervaald—of plotting against him.

Bjami Tengervaald
Shaman of the Bear Tribe

For all of Günvald’s lust for power, and his fear of being
usurped, it has been a long time since he actually steered
the activity of the Bear tribe. For years, Bjami Tenger-
vaald, the tribe’s shaman, has manipulated the king, the
war chief, and every influential tribe warrior to see that
his own will was carried out—all while making Günvald
believe that all the best ideas were his own.
Bjami is a small, withered man who has endured
over sixty winters in Icewind Dale—an accomplishment
few can claim. His size and gaunt frame hide a hardy
strength that can be attributed to long years spent in
communion with wintry spirits, bear totems, and the
Frostmaiden herself. Winter seems to have taken root in
his very bones and blood, making him something slightly
more than human. He believes that his actions are the
will of Auril—and he’s right.
When Auril made the Ice Witch her Chosen, Bjami
realized it immediately, and he was filled with an apoca-
lyptic religious fervor. He believes that Auril’s choice of a
woman from the Elk tribe is a sign that all the tribes will
come under her dominion, united again as they were in
Wulfgar’s day. He imagines himself and the Ice Witch,
side by side, ruling together over a conquered Icewind
Dale that is locked in eternal winter.

Wolvig Barrundson
War Chief of the Bear Tribe

King Günvald’s younger brother is Wolvig Barrundson,
who holds the title of war chief while Günvald coordinates
the tribe’s efforts from the Ice Witch’s palace. Though
he believes the position is a great honor that recognizes
his skill in battle, in truth he holds the position because
Bjami desires it—and because Bjami knows Wolvig to be
extremely pliable to his will.
Wolvig is tall and fair like most of his people, with long,
blond hair and no beard. An angry red battle scar runs
across his neck, and he displays it proudly as a sign of his

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strength. “I survived this,” he is fond of saying, pointing at
the scar, “and I think I’ll survive you too.” Few people take
him as seriously as he takes himself.
Although the Tribe of the Bear, under Bjami’s com-
mand, is sworn to the service of Auril and the Ice Witch,
Wolvig still prays to Tempus—though silently—in battle.
Sacrificing people to Auril by leaving them exposed to the
cold is not how warriors should behave, he believes, and
he secretly resents the path that Bjami has led the tribe
down. But his fear of the shaman, and of his older broth-
er’s wrath, keeps him in line.
Wolvig is a simple man with simple tastes. He enjoys
battle, good food, and good company. He often finds
himself wishing that life were less complicated, and he
believes that acting as Bjami and Günvald desire is the
simplest course of action, even if it doesn’t match his own
sense of a warrior’s ethics.

The lesser Tribes
After the united Reghed tribes attacked Ten-Towns under
the leadership of King Heafstaag of the Elk Tribe, the
tribes were sorely depleted. It is said that only fifty war-
riors survived the ill-fated assault, and the harsh winter
that followed took the lives of many of the women and
children who had not participated in the attack. Though
they clung to their traditional names, the smaller tribes
were absorbed into the Tribe of the Elk and the Tribe of
the Bear, living and hunting alongside the “true” members
of the two strongest tribes.
After the war with Akar Kessell, the people of the tribes
abandoned their nomadic ways for a time and settled in
Ten-Towns, particularly Bremen and Caer-Konig. Over the
succeeding decades, though, they slowly returned to their
old traditions, and the tribes took on their old identities.
Aside from the Tribe of the Elk and the Tribe of the Bear,
the Tiger and Wolf tribes retain a significant presence on
the tundra. The Tribe of the Seal and the Tribe of the Cari-
bou emerged for a time and then were reabsorbed into the
Tribe of the Elk.
With the coming of Auril’s deadly winter, the smaller
Tiger and Wolf tribes are struggling to survive. The Tribe
of the Tiger tried to find shelter in Bremen, but the group
was rebuffed by the suspicious townsfolk and set up a
camp instead on the northwestern shores of Maer Dual-
don. Its numbers have been whittled away by persistent
beast attacks—the people of Bremen and Lonelywood have
no idea of the extent to which this tribe has served as a
buffer between them and the Ice Witch’s fury.
The chieftain of the Tribe of the Tiger is a woman—
which would have been unthinkable before Wulfgar’s
time. Queen Fritha Craegmar is a wise and fair leader
and a mighty warrior, though she has no love of violence.
While some in the tribe wanted to attack the “weak folk”
of Bremen and take the town by force, Fritha relied on a
diplomatic envoy, and she withdrew the tribe peacefully

when Bremen’s speaker rebuffed her. Perhaps fortunately
for both peoples, Speaker Dorbulgruf shares Fritha’s calm
head. Many members of the tribe grumble against their
leader now, however, saying she should have led them to
war for the sake of preserving the tribe. It is possible she
might not hold her position much longer.
The Tribe of the Wolf, meanwhile, has moved as far to
the south and west as possible without leaving Icewind
Dale, sheltering in the foothills of the Spine of the World
near Ironmaster. Its people have suffered greatly from
beast attacks, though they have erected makeshift fortifi-
cations that protect them from the worst of the assaults.
They grow hungry and desperate, though, as the Ice
Witch’s beasts drive reindeer and other game away, out of
their reach.
The Tribe of the Wolf is currently without a king. The
former chieftain, Halpstaag Kaerigson, died during the
tribe’s migration to the south, and no one has sought to
claim his place in this dire time. The tribe’s shaman, Jütti
Merliss, leads the tribe by default.

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