The Chenoo: A Monster of Ice and Hunger
“Uncover the chilling secret of the Chenoo—a once-human, ice-hearted giant with a dark, cannibalistic curse you won’t believe!”

A Chenoo is a towering, grotesque humanoid, often described as an unnerving fusion of man, beast, and demon. Its skeletal frame is stretched unnaturally tall, its flesh clinging to its bones as if shrunken by the cold. Thick, matted hair covers parts of its body, but its face remains bare, revealing sunken, frostbitten features and piercing, wolf-like eyes. The most disturbing detail is its mouth—jagged fangs protrude from blackened gums, and its lips are gnawed away, as if in its endless hunger, it has chewed at its own flesh. At its core lies its most terrifying trait: a heart of solid ice, pulsing with an unnatural cold so intense it can freeze the very air around it.
Behavior:
Chenoos are feral, unpredictable, and insatiably hungry for human flesh. Unlike mindless predators, they possess a sinister intelligence, capable of stalking, deceiving, and even mimicking human speech to lure their victims. Their hunger only grows the more they eat, and in some stories, they physically expand the longer they starve. When not hunting, they howl into the night, a sound that carries the despair of their own lost humanity. However, in rare instances, a Chenoo may display remnants of its former self—showing fleeting moments of sorrow, regret, or even the potential for redemption.
Habitat:
Chenoos dwell in the most unforgiving landscapes of North America’s frozen wilderness, particularly in the dense, snow-covered forests of the northern Wabanaki territories. They prefer desolate places where the cold is eternal—mountain peaks, icy caves, and shadowy, wind-torn valleys. Wherever a Chenoo walks, the cold follows, and some legends claim their very presence can summon blizzards, ensuring their hunting grounds remain isolated from human interference.
Modus Operandi:
A Chenoo hunts with patience and terrifying cunning. It moves silently through the snow, using the howling wind as cover, its gaunt frame allowing it to slip through trees with unnatural agility. Some stories speak of Chenoos waiting at the edges of villages, mimicking the voices of loved ones to draw people into the wilderness. When it attacks, it does so with brutal speed, ripping its prey apart with claws like sharpened ice and devouring them before their bodies grow cold. If a victim is particularly strong-willed or clever, the Chenoo may toy with them, testing their resilience before finally giving in to its hunger.
Motivation:
The Chenoo is driven by an insatiable need to consume human flesh—an eternal hunger that can never be satisfied. Some say this is the price of its transformation, a punishment for its past sins. Others believe that the ice heart within it is cursed, stripping away its ability to feel warmth, kindness, or love, leaving behind only an all-consuming void. In rare cases, a Chenoo may seek to reclaim its humanity, though this is only possible by melting its frozen heart—an act that often leads to its death.
A creature of both horror and tragedy, the Chenoo embodies the dangers of greed, cruelty, and the unforgiving forces of winter itself. To encounter one is to face not just a monster, but the very essence of a nightmare lurking in the snow.
Chenoo 5e
Chenoo Pathfinder
Chenoo, Ice Giant of the Frozen Wastes

Chenoo, Cursed Soul of the Frozen Wastes
Huge monstrosity (cursed human), chaotic evil
Armor Class: 17 (natural armor)
Hit Points: 258 (24d12 + 120)
Speed: 40 ft., climb 20 ft., swim 30 ft. (on icy surfaces or water)
Ability Scores
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 14 (+2) | 21 (+5) | 11 (+0) | 14 (+2) | 10 (+0) |
Saving Throws:
- Strength: +11
- Constitution: +10
- Wisdom: +7
Skills:
- Athletics: +11
- Intimidation: +5
- Perception: +7
- Survival: +7
Damage Resistances:
- Cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses:
- Darkvision 60 ft.
- Passive Perception 17
Languages:
- Native Tribe Language (e.g. Mi’kmaq, Algonquin, etc.)
(Retained from its former human life.)
Challenge Rating: 13 (10,000 XP)
TRAITS
- Frozen Heart:
The Chenoo’s heart is a cursed relic of its lost humanity—formed of ice and sorrow. When it takes fire damage or is hit by an attack that deals magical cold damage, its heart cracks for 1 minute, reducing its natural resistance to cold as its pain and memory momentarily disrupt its monstrous focus. - Icebound Presence:
The air around the Chenoo is imbued with bitter cold and lingering grief. Any creature that begins its turn within 30 feet must succeed on a DC 15 Wisdom save or be frightened until the start of its next turn. A creature that succeeds on the saving throw is immune to this effect for 24 hours. - Legendary Resistance (3/Day):
If the Chenoo fails a saving throw, it can choose to succeed instead. - Cursed Transformation & Renewed Fury:
The Chenoo is a tormented soul—a human cursed by its own sins and desperate choices. When reduced to 0 hit points, its cursed nature kicks in:- Redemption Window: For 1d4 rounds, the Chenoo’s eyes soften and its voice echoes with lost words—a fleeting moment when a compassionate intervention (by a creature with a divine connection or a deep personal bond) may perform a ritual of redemption. Such a ritual requires 10 uninterrupted minutes of contact with its frozen heart and a DC 18 Wisdom check by the intervener. If successful, the Chenoo reverts to its human form for 1 minute, during which it is vulnerable and confused—offering the party an opportunity to break the curse permanently.
- Renewed Fury: If no successful intervention occurs during this window (or the ritual is interrupted or fails), the Chenoo’s monstrous form immediately surges back with renewed fury. It regains 30 temporary hit points and, on its next turn, gains advantage on all attack rolls until the end of that turn. This fury symbolizes the curse reasserting itself, compelling it to fight on with relentless aggression.
ACTIONS
- Multiattack:
The Chenoo makes three melee attacks—one with its Claw, one with its Bite, and one with its Icicle Slam. - Claw (Melee Weapon Attack):
+11 to hit, reach 5 ft., one target.
Hit: 23 (3d8 + 6) slashing damage. - Bite (Melee Weapon Attack):
+11 to hit, reach 5 ft., one target.
Hit: 27 (3d10 + 6) piercing damage. The target must succeed on a DC 16 Constitution save or be paralyzed for 1 minute (the target may repeat the saving throw at the end of each of its turns, ending the effect on a success). - Icicle Slam (Melee Weapon Attack):
+11 to hit, reach 10 ft., one target.
Hit: 28 (4d8 + 6) cold damage. The target must succeed on a DC 18 Strength save or be knocked prone. - Chenoo’s Scream (Recharge 5–6):
The Chenoo releases a bone-chilling scream—a lament of lost humanity and unyielding rage. Each creature within 120 feet that can hear it must make a DC 16 Constitution save:- On a failure: The creature takes 45 (10d8) thunder damage and is deafened for 1 minute.
- On a success: The creature takes half damage and is not deafened.
Additionally, an ice storm erupts in a 20-foot radius centered on the Chenoo, dealing an extra 10 (3d6) cold damage.
- Frozen Grasp (Recharge 5–6):
The Chenoo reaches into the ground, attempting to bind its foes with cursed ice. Every creature within 10 feet must succeed on a DC 16 Dexterity save or become restrained in ice for 1 minute. A restrained creature can use its action to make a DC 16 Strength save, breaking free on a success.
LEGENDARY ACTIONS
The Chenoo can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Chenoo regains spent legendary actions at the start of its turn.
- Icebolt (Costs 1 Action):
The Chenoo hurls a shard of cursed ice at a target within 120 feet. The target must succeed on a DC 16 Dexterity save or take 15 (2d10 + 4) cold damage. - Move (Costs 1 Action):
The Chenoo moves up to its speed without provoking opportunity attacks. - Howl of the Icebound (Costs 2 Actions):
The Chenoo emits a fearsome howl that conjures a blizzard in a 60-foot radius. Each creature in that area must make a DC 15 Strength save or be pushed 20 feet away from the Chenoo. On a successful save, creatures take half damage and are not pushed.
REACTIONS
- Icy Shield (Recharge 5–6):
When the Chenoo takes damage, it can use its reaction to reduce that damage by 15 (3d6). Additionally, the creature that dealt the damage must succeed on a DC 15 Constitution save or be frozen—incapacitated and paralyzed—until the end of its next turn.
ENVIRONMENTAL INTERACTIONS
- Frozen Terrain:
The Chenoo’s lair is a perilous expanse of ice, snow, and shifting glaciers. It can conjure icicle spikes and erect ice walls to hinder foes. Any creature not immune to cold that moves through this terrain must succeed on a DC 15 Dexterity save or take 7 (2d6) cold damage. - Frostbite Aura:
All creatures that begin their turn within 10 feet of the Chenoo take 5 (1d10) cold damage as the ambient chill seeps into their bones.
TACTICS
- Pre-Battle:
The Chenoo starts combat by unleashing its Chenoo’s Scream to disorient foes and drive them into hazardous, icy terrain. Its Icebound Presence sows fear before the first blow lands. - During Combat:
- It uses its Bite to paralyze key targets, then follows up with Icicle Slam to knock foes prone.
- It employs Frozen Grasp to immobilize groups of enemies and uses its Legendary Actions to reposition or launch ranged Icebolt attacks.
- Every strike is laced with the bitter pain of its own cursed existence.
- Desperation & Transformation:
When reduced to 0 hit points, the Chenoo enters its Cursed Transformation phase. During a brief window (1d4 rounds), its eyes and voice reflect a sorrowful, fleeting humanity—a chance for a compassionate intervention. If no redemption ritual is successfully completed within that window, the curse reasserts itself with Renewed Fury:- The Chenoo regains 30 temporary hit points immediately and gains advantage on all attack rolls on its next turn, channeling its tormented rage to continue the fight.
- This renewed fury persists until it is again reduced to 0 hit points, giving players an ongoing moral and tactical dilemma.
Chenoo, Ice Giant of the Frozen Wastes

Huge outsider (chaotic evil)
Armor Class: 25 (-2 size, +17 natural), touch 8, flat-footed 25
Hit Points: 210 (12d10+132)
Speed: 40 ft., climb 20 ft., swim 30 ft. (on icy surfaces or water)
Initiative: +2
STR | DEX | CON | INT | WIS | CHA
23 (+6) | 14 (+2) | 21 (+5) | 11 (+0) | 14 (+2) | 10 (+0)
Base Attack/Grapple: +12/+24
Attack: Claw +18 melee (2d6+10)
Full Attack: 2 claws +18 melee (2d6+10), bite +13 melee (2d8+6), 1 icicle slam +18 melee (2d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chenoo’s Scream, Icicle Slam, Frozen Grasp, Howl of the Icebound, Multiattack, Cursed Transformation
Special Qualities:
- Cold Subtype
- Frozen Heart
- Legendary Resistance (3/day)
- Icebound Presence
- Environment Manipulation: The Chenoo can alter the terrain in its lair by creating icicle spikes or ice walls, and can cast Ice Storm (as a spell-like ability) once per day.
Saves
Fort +14, Ref +8, Will +10
Skills
Acrobatics +8, Climb +16, Intimidate +17, Knowledge (Nature) +6, Perception +12, Survival +10
Languages
Common, Native Tribe Language (e.g., Mi’kmaq, Algonquin)
CR: 13
Combat Abilities
Multiattack (Ex):
The Chenoo gains a +1 bonus on attack rolls when it makes more than one attack in a round (usually through a full-attack action).
Frozen Heart (Ex):
The Chenoo’s heart is made of ice, making it vulnerable to fire damage and magical cold damage. When it is hit by these types of damage, its heart cracks slightly, causing it to take full damage from cold for the next 1d4 rounds. This effect can be triggered multiple times per day.
Icebound Presence (Ex):
Any creature that starts its turn within 30 feet of the Chenoo must succeed on a DC 18 Will save or become frightened for 1d4 rounds. Creatures that succeed are immune to this ability for 24 hours.
Cursed Transformation (Su):
When the Chenoo is reduced to 0 hit points, it attempts a desperate ritual of self-redemption to regain its humanity. A Divine spellcaster or a creature connected to the Chenoo’s past can use a full-round action to perform the ritual of redemption. This process takes 10 minutes and is effective if the creature has at least 1d4 turns to complete it. If successful, the Chenoo reverts to its human form for 1 minute before the curse fully consumes it once again.
Attacks
Claw (Melee Attack):
Attack: +18 melee; Damage: 2d6+10 slashing
Bite (Melee Attack):
Attack: +13 melee; Damage: 2d8+6 piercing; Effect: The target must succeed on a Fortitude save (DC 18) or be paralyzed for 1d4 rounds.
Icicle Slam (Melee Attack):
Attack: +18 melee; Damage: 2d8+12 cold damage; Effect: The target must succeed on a Strength check (DC 20) or be knocked prone.
Chenoo’s Scream (Ex, 1/day):
The Chenoo lets out a piercing scream, creating an ice storm in a 60-foot radius. All creatures within the area must make a DC 20 Fortitude save, taking 10d6 cold damage on a failed save, or half damage on a successful one. Creatures that fail the save are also blinded for 1 round by the storm. The ice storm has a secondary effect: it creates difficult terrain for all creatures within the radius for 1d4 rounds.
Frozen Grasp (Ex, 1/day):
The Chenoo attempts to freeze the ground beneath its enemies. All creatures within 15 feet of the Chenoo must succeed on a DC 20 Reflex save or be entangled in ice, rendering them immobilized for 1 round. An entangled creature can escape by succeeding on a Strength check (DC 22).
Howl of the Icebound (Ex, 1/day):
The Chenoo lets out a terrifying howl, summoning a snowstorm in a 60-foot radius around it. All creatures within the area must make a DC 20 Will save or be shaken for 1 minute. On a failed save, the creatures are also pushed 20 feet away from the Chenoo. The snowstorm makes all movement in the area difficult terrain for 1d4 rounds.
Environment Manipulation (Su):
The Chenoo can alter the environment within its lair by conjuring icicle spikes (treat as Spike Stones, but with ice damage) and creating ice walls (as Wall of Ice spell). These abilities are usable 1/day each, and they can be recharged after a long rest.
Legendary Resistance (Ex):
If the Chenoo fails a saving throw, it can choose to succeed instead. It has 3 uses of this ability per day.
TACTICS
- Before Battle: The Chenoo uses its Icebound Presence to scare off lesser foes, then positions itself to maximize the effectiveness of its Chenoo’s Scream and Howl of the Icebound. It will often try to herd opponents into chokepoints or difficult terrain where its size and abilities can overwhelm them.
- During Battle: The Chenoo uses its Frozen Grasp to restrict movement and Icicle Slam to knock enemies prone and capitalize on their vulnerability. It targets weaker or ranged foes with its Claw and Bite attacks while trying to disrupt spellcasters or healers with its Chenoo’s Scream.
- Desperation Tactic: When badly wounded, the Chenoo will attempt to use its Cursed Transformation to redeem itself momentarily and escape the fight. If this fails, it fights with increasing desperation, making use of Legendary Resistance to avoid debilitating spells or effects.