Cold snap spirit

Official art of three cold snap spirits, by Ameera from *Tal'Dorei Campaign Setting Reborn*, p. 234.

## Sociocultural Information

### **Planes**

* Frostfell (originally)
* Material Plane (Exandria)

### **Locations**

* Frostweald
* Cliffkeep Mountains
* Neverfields
* Mooren River Run
* Eiselcross

### **Language**

None

**Cold snap spirits** are ice elemental creatures that loathe any form of heat.

## **Description**

Cold snap spirits look like small orbs of pulsing pale blue light surrounded by floating crystal-like ice shards, like jagged jewelry.

## **History**

Between 512 and 527 PD Errevon the Rimelord, a powerful ice titan from the Frostfell, tried to take over the entire continent of Tal'Dorei. During that period of time, known as the Icelost Years, many creatures of cold served in the Rimelord's army, including the cold snap spirits, who acted as loyal soldiers of other elementals. However, when Errevon and his forces were defeated, these spirits were left behind and retreated to frigid regions. Without a leader, they became instinctive and animalistic, acting against any form of heat that would alter their normally calm behavior. Despite their elemental hatred, if a more powerful elemental were to claim command over them, cold snap elementals would ignore their own temperature preference to obey orders.

At some point cold snap spirits (whether the remnants of Errevon's army traveling northeast, or independent elementals) began to dwell in the icy caves of Eiselcross, and in 836 PD the Mighty Nein fought some of them as they explored the ruins of that region.

In the *Tal'Dorei Campaign Setting Reborn*, set in 836 PD, the adventure hook *Off-Season Suspicion* involves cold snap spirits in Mooren during the coldest time of year, when the townsfolk are gone. However, the League of Miracles has sent mages—pretending to be agents from Whitestone who are supposed to keep the local establishments safe—to experiment on the elemental spirits, trying to transform them into loyal warriors.

## **Abilities**

The following is taken from *Tal'Dorei Campaign Setting Reborn*, p. 234.

Cold snap spirits are immune to cold, poison, and nonmagical physical attacks, but they are vulnerable to fire. They can sense the presence of heat within 60 feet, and they can harm other creatures with their mere proximity, hurting their targets even more when they are close to another cold snap spirit.

* **Consume Warmth** (action): melee spell, cold damage, and it halves the target's speed.
* **Subzero Wave** (action, once per day): cold damage to creatures within 30 feet that fail a Constitution saving throw.

## **Trivia**

* Their name is similar to that of the Coldsnap Leather Armor.

## **References**

1. ↑ See "The Tortoise and The Dare" (2x117) at 0:13:28.
2. ↑ 2.0 2.1 2.2 See *Tal'Dorei Campaign Setting Reborn*, p. 234.
3. ↑ See "Under Timeless Ice" (2x116) at 1:21:13.
4. ↑ See *Tal'Dorei Campaign Setting*, p. 8. The start dates were estimated via counting backwards from the approximate year of the founding of Tal'Dorei; the start time is given as 'not two years into Sovereign Zan's Reign.'
5. ↑ See "Under Timeless Ice" (2x116) at 1:21:13.
6. ↑ See *Tal'Dorei Campaign Setting Reborn*, p. 73.

**Art:**

1. ↑ Official art of three cold snap spirits, by Ameera from *Tal'Dorei Campaign Setting Reborn*, p. 234. Used with permission.