Frost Wight & Winterwight — The Dead of Winter

Undead winter king with glowing blue eyes and a frozen crown reaching across a snowbound battlefield
An ancient winterwight rises amid ice-choked ruins, its dead grasp bringing the cold of the grave.

The villagers followed the footprints into the snow and found them leading out of a grave. The prints came down the mountainside in the boots of a soldier buried last autumn. At the watchtower, frost covered the inside of the door; a guard who touched its latch was found blue and lifeless, with the outline of a skeletal hand burned into his skin.

A Frost Wight is a life-draining undead corpse hardened by a frozen grave. It is still recognisably a Wight: vindictive, calculating and able to make servants from its victims. Ice clings to its hair and joints, and even a glancing touch may strip warmth from living flesh.

Far rarer is the Winterwight—a skeletal terror plated with jagged ice, whose black blightfire and unnatural storms can destroy seasoned heroes. The two creatures share winter’s imagery but differ vastly in strength. The lesser frost wight is a CR 4 Pathfinder variant; the great winterwight is CR 17 in Pathfinder and epic CR 23 in D&D 3.5e. Neither should be mistaken for the other.

Frost Wight Stat Blocks — Lesser Undead

Lesser frost wight with glowing blue eyes, ragged armour and frost-encrusted claws advancing through snowbound stone ruins
A lesser frost wight emerges from the snowbound ruins, cold clinging to its armour and dead flesh.

These blocks represent the lower-level, ice-tainted wight. Its original published Pathfinder incarnation is CR 4; 2024, 2014 and 3.5e versions are clearly marked conversions. Do not import the Winterwight’s epic powers. For the greater monster, jump to the Winterwight rules.

Frost Wight — D&D 2024

Medium Undead, Neutral Evil · CR 4 (1,100 XP; PB +2) · Original 2024 campaign variant

AC 14 (studded leather); Initiative +4 (14); HP 82 (11d8 + 33); Speed 30 ft.

STRDEXCONINTWISCHA
15 (+2)14 (+2)16 (+3)10 (+0)13 (+1)15 (+2)

Skills Perception +3, Stealth +4; Resistance Necrotic damage; Immunity Cold and Poison damage; Vulnerability Fire damage (cold-subtype adaptation); Condition Immunities Exhaustion, Poisoned; Senses Darkvision 60 ft., Passive Perception 13; Languages Common and one language known in life.

Traits

Sunlight Sensitivity. In sunlight, the frost wight has Disadvantage on ability checks and attack rolls.

Rime-Hardened Touch. When a creature hits the frost wight with an Unarmed Strike or natural melee weapon while within 5 feet, that creature takes 3 (1d6) Cold damage. This adaptation follows the published Pathfinder frost-wight variant, not the standard 2024 Wight.

Actions

Multiattack. The wight makes two Frost Sword or Frost Bow attacks in any combination; it can replace one attack with Life Drain.

Frost Sword. Melee Attack Roll +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing plus 4 (1d8) Necrotic and 3 (1d6) Cold damage.

Frost Bow. Ranged Attack Roll +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing plus 4 (1d8) Necrotic damage. Frost does not automatically extend to a projectile.

Life Drain. Constitution Saving Throw DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage; its Hit Point maximum is reduced by the amount dealt. A Humanoid slain by this attack rises after 24 hours as a Zombie under the wight’s command unless restored to life or its body destroyed. Limit twelve such Zombies.

Original cold-subtype conversion based on the 2024 Wight and Paizo’s CR 4 Frost Wight. Not an official 2024 monster entry.

Frost Wight — D&D 2014

Medium Undead, Neutral Evil · CR 4 (1,100 XP) · Original 2014 campaign variant

AC 14 (studded leather); HP 45 (6d8 + 18); Speed 30 ft.

STRDEXCONINTWISCHA
15 (+2)14 (+2)16 (+3)10 (+0)13 (+1)15 (+2)

Skills Perception +3, Stealth +4; Damage Resistances Necrotic; Bludgeoning, Piercing and Slashing from nonmagical attacks that aren’t silvered; Damage Immunities Cold, Poison; Damage Vulnerability Fire; Condition Immunities Exhaustion, Poisoned; Senses Darkvision 60 ft., Passive Perception 13; Languages those known in life.

Traits

Sunlight Sensitivity. In sunlight, it has disadvantage on attack rolls and Wisdom (Perception) checks based on sight.

Frozen Flesh. A creature hitting it with an unarmed strike or natural melee weapon within 5 feet takes 3 (1d6) Cold damage.

Actions

Multiattack. Two Longsword or Longbow attacks; replace one Longsword attack with Life Drain.

Life Drain. Melee Weapon Attack +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic plus 3 (1d6) Cold damage; DC 13 Constitution save or the victim’s Hit Point maximum falls by the Necrotic damage dealt until the end of its next long rest. If that maximum falls to 0, the creature dies. A Humanoid killed by Life Drain rises as a Zombie in 24 hours unless restored to life or its body destroyed; command limit twelve.

Longsword. Melee Weapon Attack +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage, or 7 (1d10 + 2) wielded with both hands.

Longbow. Ranged Weapon Attack +4 to hit, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage.

Original 2014 cold-weather variant of the Wight; inspired by the official Pathfinder Frost Wight, not official D&D 2014 statistics.

Frost Wight — Pathfinder 1e

Frost Wight · CR 4 (XP 1,200) · LE Medium Undead (cold) · Paizo Bestiary variant

Init +1; Senses Darkvision 60 ft.; Perception +11.

Defense

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); HP 26 (4d8 + 8); Fort +3, Ref +2, Will +5; Defensive Abilities undead traits; Immune cold; Weaknesses vulnerability to fire and resurrection vulnerability.

Offense

Speed 30 ft.; Melee slam +4 (1d4 + 1 plus 1d6 cold plus energy drain); Special Attacks create spawn, energy drain (one negative level, DC 14).

Statistics

STRDEXCONINTWISCHA
1212—111315

BAB +3; CMB +4; CMD 15; Feats Blind-Fight, Skill Focus (Perception); Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16 (+8 racial); Languages Common.

Ecology

Environment cold lands and abandoned burial sites; Organization solitary, pair, gang or pack; Treasure standard.

Special Abilities

Freezing Body. Any creature striking it with natural weapons or unarmed attacks takes 1d6 Cold damage. The cold subtype also makes it immune to Cold and vulnerable to Fire.

Energy Drain (Su). Its slam bestows one negative level; DC 14 Fortitude to remove a negative level under Pathfinder rules. Each negative level bestowed grants 5 temporary HP.

Create Spawn (Su). Humanoids slain by this wight rise as wight spawn after 1d4 rounds. They take a −2 penalty to rolls/checks and lose 2 HP per Hit Die while their creator survives. They are not fifth-edition Zombies.

Resurrection Vulnerability (Su). Certain resurrection magic can destroy the frost wight on a failed Will save.

Published Pathfinder 1e Frost Wight, CR 4; derived from the Wight variant listing.

Frost Wight — D&D 3.5e

Frost Wight — CR 4 campaign variant of the D&D 3.5e Wight (not the Epic Winterwight)

Size/Type Medium Undead (Cold); Hit Dice 4d12 (26 HP); Initiative +1; Speed 30 ft.; Armor Class 15 (+1 Dex, +4 natural), touch 11, flat-footed 14.

Base Attack/Grapple +2/+3; Attack slam +3 melee (1d4 + 1 plus 1d6 cold plus energy drain); Full Attack slam +3 melee (1d4 + 1 plus 1d6 cold plus energy drain); Space/Reach 5 ft./5 ft.

Special Attacks create spawn, energy drain (one negative level), cold contact; Special Qualities undead traits, darkvision 60 ft., cold subtype (immune cold; vulnerable fire); Saves Fort +1, Ref +2, Will +5.

Abilities Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15; Skills Hide +8, Listen +10, Move Silently +16, Spot +10; Feats Alertness, Blind-Fight.

Environment Cold land; Organization solitary, pair or pack; Challenge Rating 4 (conversion); Treasure None; Alignment Always lawful evil; Advancement 5–8 HD (Medium); Level Adjustment —.

Combat

A frost wight follows the standard 3.5e Wight’s combat and spawn rules: its slam bestows one negative level, Fortitude DC 14 to remove, and grants 5 temporary HP. A slain Humanoid rises as an enslaved Wight after 1d4 rounds. Here the slam also deals 1d6 Cold damage; an unarmed or natural melee attacker touching the creature takes 1d6 Cold damage.

Original campaign conversion using the D&D 3.5e Wight and Paizo’s Frost Wight traits. Do not use the epic Winterwight’s rules for this creature.

What Is Happening Right Now?

Roadwardens have stopped collecting tolls from the pass. The tollbook lies beneath a coat of clean snow although the room is shuttered, and a corpse is seen standing in the same window each night. The old garrison’s last commander has risen as a frost wight, certain that a surviving officer betrayed the watch. It has begun calling the dead sentries back to their posts. Far above the road, in a ravine where the wind never stops, a greater winterwight may be the real reason the mountain has frozen out of season.

Where They Are Found

Winter burials can fail anywhere an oath survives the flesh. In Orkney, an old mound may open after an unusually hard sea winter. In the Alps, a forgotten garrison can be buried beneath a moving glacier. The Highlands harbour tombs the snow exposes only in certain seasons. Lesser frost wights often guard a particular relic or remember a grievance; greater winterwights can arrive from domains of negative energy where winter is a weapon rather than a season.

Behaviour

The lesser frost wight hunts as other wights do: from darkness, around corners, with a knowledge of familiar routes. It will wait beside a narrow door and force pursuers to fight where bare skin meets frozen masonry. It remembers the faces of enemies and may offer an exchange for a stolen emblem or a grave’s restoration. In still weather, its blue-white eyes are often mistaken for reflections from ice.

A winterwight is more than an unusually strong grave robber. It can carve a battlefield with snow, close roads, emerge above a valley without climbing its slopes, and keep its enemies inside the reach of its lethal chill. It does not need a large army: ordinary soldiers can freeze before they ever reach it. It may seek a place with old burial curses and colder winds, feeding the local dead without needing their obedience.

If Violence Starts

A frost wight begins with an ambush or a challenge from cover. It attacks the person who disturbs its grave and tries to separate the unarmoured or exhausted from allies. Some prefer a final warning or an oath of restitution first. Cold punishes a character who grapples it bare-handed; negative levels in Pathfinder and 3.5e make a second ambush much more dangerous than the first. The fifth-edition conversions instead use reduced Hit Point maximum and Zombie spawn.

Against a winterwight, survival begins before initiative. Describe a room’s candles dying, armour frosting in an instant and black fire flickering without giving warmth. The creature isolates rescuers with walls or storms, then strikes those already injured. Once the characters discover its fire weakness and the reach of the killing aura, they may draw it across a prepared burn line, defend a warmer sanctuary or flee by a route with solid cover.

Signs of the Unquiet Cold

A dead bird frozen upright on a windowsill. Snow that does not melt in an occupied bedchamber. A grave whose frost is on the underside of the lid. Mail links fractured by a touch. A soldier’s old muster call answered from a snowdrift. By the time air begins to carry threads of dark flame, the danger is no longer an ordinary frost wight.

Using Them in Play

Foreshadow the kind of creature the party faces. A few drained victims and a jealous dead guardian suggest a CR 4 frost wight encounter. Villages buried in summer snow, a black-fire wound that cannot easily be healed and remote weather bending to one will signal a winterwight-scale threat. Both can be encountered without a mandatory fight: identify the wronged dead, return a stolen standard, rescue a hostage or choose when to abandon an exposed pass.

Mechanics are not interchangeable: Pathfinder frost wights cause negative levels, Pathfinder Winterwights cause repeated Constitution drain through blightfire, the epic 3.5e Winterwight has much greater Strength and different blightfire, and the fifth-edition counterparts use distinct Hit Point maximum reduction. Select the correct stat block before play.

Blue-eyed frost wight with ice crusting its flesh and burial wrappings
The lesser frost wight bears the marks of the grave and the cold.
Skeletal winterwight queen with black windblown hair and a frost-covered gown standing amid a snowstorm
A winterwight queen stands amid the storm, her skeletal face and frost-laden form embodying the killing cold of the grave.

Adventure Encounters

The Watchman Who Never Went Home

Every evening a frozen sentry challenges travellers at a shuttered tollhouse. He insists the pass is closed until his captain releases him, and those who force their way through disappear. His grave was opened by a merchant seeking the captain’s signet. The characters can find the seal, prove the garrison was dismissed or fight the sentry before his newly risen comrades block the road.

The Funeral Beneath the Ice

The body of a noble commander is recovered from a glacier with a sealed letter clutched in its hand. Its descendants argue over whether to cremate it, while a pale frost wight walks the halls claiming that it was betrayed. The original letter is evidence of a broken oath. Opening it can end the curse—or reveal that someone in the household owes the dead another life.

Summer Snow at the High Pass

A caravan disappears under a storm in high summer. The rescuers find travellers still alive but pinned beneath an unnaturally cold wall, while a Winterwight stalks the ridge and fires black blightfire at anyone carrying a torch. The party must choose between pursuing the monster, holding a retreat corridor open and saving those within reach of its aura. If the group is too weak to fight it, the challenge becomes an evacuation and a search for allies able to break the storm.

After the Encounter

A frost wight’s grave goods may include an unclaimed banner, a broken oath-ring or a soldier’s record that points to the party’s next destination. A winterwight can leave frozen armour, blackened stone and a valley where ordinary meltwater no longer flows. Destroying the undead does not necessarily undo the weather or restore the dead. The route may remain impassable until its curse is broken, its summoned blizzard dispersed or its victims buried properly.

Winterwight Stat Blocks — Greater Undead

Human-sized Winterwight undead warrior with an icy crown and clawed hands standing among snow-covered stone ruins
A winterwight moves through the frozen ruins, its ancient armour wreathed in ice and killing cold.

The Winterwight is a high- or epic-level threat. Here its 2024 version is a campaign conversion, the 2014-era CR 16 version retains the Nord Games identity and credit, the Pathfinder CR 17 version follows Bestiary 2, and the D&D 3.5e version is the published epic CR 23 creature. They are separate creatures from the lesser Frost Wight above.

Winterwight — D&D 2024

Winterwight, Greater · Medium Undead, Chaotic Evil · CR 16 (15,000 XP; PB +5) · Original 2024 conversion

AC 18 (unnatural ice); Initiative +7 (17); HP 188 (25d8 + 75); Speed 40 ft.

STRDEXCONINTWISCHA
19 (+4)15 (+2)16 (+3)10 (+0)12 (+1)18 (+4)

Saving Throws Dex +7, Wis +6, Cha +9; Skills Perception +11, Stealth +7; Damage Immunities Cold, Necrotic, Poison; Damage Vulnerability Fire; Condition Immunities Charmed, Exhaustion, Frightened, Poisoned; Senses Darkvision 120 ft., Passive Perception 21; Languages Common and another language known in life.

Traits

Cold Aura. At the start of each of the winterwight’s turns, creatures of its choice within 10 feet make a DC 17 Constitution saving throw, taking 10 (3d6) Cold damage on a failure or half on success. This isn’t an automatic ability of the lesser frost wight.

Legendary Resistance (3/Day). On failing a saving throw, it can choose to succeed instead.

Actions

Multiattack. Makes three Winter Claw attacks; it can replace one with Blightfire Touch.

Winter Claw. Melee Attack Roll +9, reach 5 ft. Hit: 11 (2d6 + 4) Slashing plus 9 (2d8) Cold damage.

Blightfire Touch. Constitution Saving Throw DC 17, one creature within 5 ft. Failure: 22 (4d10) Necrotic damage and its HP maximum is reduced by the Necrotic damage dealt until it finishes a Long Rest. Success: half the damage and no maximum reduction.

Cone of Killing Winter (Recharge 5–6). 60-foot Cone, DC 17 Constitution save; 45 (10d8) Cold damage on failure, half on success. Ice lingers as difficult terrain until the end of its next turn.

Legendary Actions (3/round)

Frozen Step (1 action). Moves up to half its Speed without provoking Opportunity Attacks. Claw (1 action). Makes one Winter Claw attack. Shroud of Snow (2 actions). Snow whirls in a 15-foot Emanation until the start of its next turn, making the area Heavily Obscured to creatures other than the winterwight.

Original 2024 high-level interpretation informed by published Pathfinder and D&D 3.5e Winterwights. This is not an SRD 5.2.1 monster.

Frost Wight — D&D 2014 (Nord Games)

Winterwight / Powerful Frost Wight · Medium Undead, Neutral Evil · CR 16 (15,000 XP) · Third-party 2014-era version

AC 17 (half plate); HP 165 (22d8 + 66); Speed 40 ft.

STRDEXCONINTWISCHA
19 (+4)15 (+2)16 (+3)10 (+0)12 (+1)18 (+4)

Saving Throws Int +5, Wis +6; Skills Arcana +5, Perception +6; Damage Vulnerabilities Radiant, Fire; Damage Resistances Bludgeoning, Piercing, Slashing from nonmagical, non-silvered attacks; Damage Immunities Cold, Poison, Necrotic; Condition Immunities Exhaustion, Poisoned; Senses Darkvision 60 ft., Passive Perception 16; Languages Common, Aquan, Abyssal.

Traits

Frost Stride. Ignores difficult terrain from snow or ice and physical checks caused by slippery ice. Legendary Resistance (3/Day). Can turn failed saves into successes. Sunlight Sensitivity. In sunlight it has disadvantage on attack rolls and sight-based Wisdom (Perception) checks. Turn Resistance. Advantage on saves against turning undead. Winter Sight. Can see clearly through falling snow or similar cold-weather obscurity.

Actions

Multiattack. Two Longsword or Ice Javelin attacks, one of which can become Draining Cold.

Draining Cold. Melee Weapon Attack +9 to hit, reach 5 ft.; 17 (4d6 + 3) Necrotic damage; DC 16 Constitution save or Hit Point maximum drops by that amount until a long rest. A creature killed by the draining attack rises 24 hours later as a Cold-immune Zombie under its control unless revived or the body destroyed; this third-party version gives it no numerical command limit.

Longsword. Melee Weapon Attack +9 to hit, reach 5 ft.; 7 (1d8 + 3) Slashing plus 14 (4d6) Cold, or 8 (1d10 + 3) Slashing plus 14 (4d6) Cold with both hands.

Ice Javelin. Melee or Ranged Weapon Attack +9 to hit, reach 5 ft. or range 30/120 ft.; 7 (1d6 + 4) Piercing plus 14 (4d6) Cold.

Legendary Actions (3/round)

Attack. One Longsword or Ice Javelin attack. Command Zombie. One commanded Zombie makes a melee attack. Freezing Touch. One creature within 5 ft. makes DC 16 Constitution save or becomes Incapacitated with Speed 0 until the end of its next turn.

Open Game Content (OGL 1.0a): The CR 16 Frost Wight statistics and mechanical descriptions in this panel are adapted from Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC. This is third-party Open Game Content, not an official D&D 2014 creature. See the full licence and Section 15 copyright notices below. The book’s art, setting prose and protected Product Identity are not reproduced.

Winterwight — Pathfinder 1e

Winterwight CR 17 · XP 102,400 · CE Medium Undead (cold) · Paizo Bestiary 2

Init +10; Senses Darkvision 60 ft., Perception +27; Aura Cold (10 ft.).

Defense

AC 32, touch 16, flat-footed 26 (+6 Dex, +16 natural); HP 270 (20d8 + 180), fast healing 10; Fort +15, Ref +14, Will +16; Defensive Abilities channel resistance +4; DR 15/bludgeoning and good; Immune cold and undead traits; SR 28; Weaknesses vulnerability to fire.

Offense

Speed 30 ft.; Melee bite +30 (2d8 + 15 plus blightfire), 2 claws +30 (2d6 + 15 plus blightfire); Special Attacks rend (2 claws, 2d8 + 22).

Spell-Like Abilities CL 17th, concentration +26: constant air walk; at will cone of cold (DC 24), dimension door, greater dispel magic, sleet storm, wall of ice; 3/day polar ray; 1/day control weather.

Statistics

STRDEXCONINTWISCHA
4023—111829

BAB +15; CMB +30; CMD 46; Feats Blind-Fight, Combat Reflexes, Critical Focus, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike; Skills Acrobatics +26, Intimidate +32, Perception +27, Stealth +29; Languages Common.

Ecology

Environment cold lands; Organization solitary, pair, incursion (3–6); Treasure standard.

Special Abilities

Aura of Cold (Su). Each creature within 10 ft. during the winterwight’s turn takes 2d10 Cold damage. Creatures with the cold subtype in that aura, including itself, gain fast healing 10.

Blightfire (Su). A bite or claw wound burns with dark fire for five rounds. The victim attempts a DC 29 Fortitude save at the start of each turn; failure causes 1d6 Constitution drain. The Winterwight gains 10 temporary HP each time the victim fails. No victim is affected by more than one instance simultaneously; the DC is Charisma-based.

Official Pathfinder 1e Winterwight, Bestiary 2, © 2010 Paizo Publishing, LLC. A different creature from the CR 4 frost wight above.

Winterwight — D&D 3.5e (Epic)

Winterwight · Epic CR 23 · D&D 3.5e SRD

Size/Type Medium Undead (Cold); Hit Dice 32d12 (208 HP); Initiative +12; Speed 60 ft.; Armor Class 46 (+8 Dex, +28 natural), touch 18, flat-footed 38.

Base Attack/Grapple +16/+37; Attack claw +40 melee (3d8 + 21/19–20 plus 1d6 on critical hit and blightfire); Full Attack two claws +40 melee (3d8 + 21/19–20 plus 1d6 on critical and blightfire) and skull butt +32 melee (2d6 + 10 plus blightfire); Space/Reach 5 ft./5 ft.

Special Attacks rend (6d8 + 31), blightfire, spell-like abilities; Special Qualities undead traits, cold subtype, cold aura, SR 34, DR 10/—; Saves Fort +14, Ref +18, Will +24.

Abilities Str 52, Dex 27, Con —, Int 10, Wis 22, Cha 28; Skills Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43; Feats Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw); Epic Feats Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw).

Environment Any; Organization solitary or pair; Challenge Rating 23; Treasure standard; Alignment always chaotic evil; Advancement 33–42 HD (Medium), 43–55 HD (Huge); Level Adjustment —.

Combat

Rend (Ex). Both claws landing on the same opponent automatically deal an additional 6d8 + 31 damage.

Blightfire (Su). Damaging a living target ignites dark flame; DC 35 Fortitude save or 4 points of permanent Constitution drain, repeated at the start of each of the next four rounds. Each 4 points drained restores 10 HP to the Winterwight, with excess as temporary HP for up to an hour.

Spell-Like Abilities. At will cone of cold, control weather, dimension door, spell immunity (fireball), sleet storm, wall of ice (CL 23rd, DC 19 + spell level).

Cold Aura (Su). Cold-vulnerable creatures within 10 ft. suffer 2d10 Cold damage per round; cold-subtype allies in the field benefit from turn resistance +6 (if undead) and fast healing 10. Natural attacks count as epic for overcoming DR.

Published 3.5e Epic Winterwight. This monster is epic CR 23; it is not the CR 4 Frost Wight and should not be scaled down silently.

Related Creatures and Places

Compare the Wight, Barrow Wight, Wraith, and the Undead Bestiary. The Alps, Orkney and the Scottish Highlands offer distinct approaches to death in winter.

Sources and Rules

Frost Wight: Pathfinder Bestiary wight variants, published Frost Wight CR 4; other lower-level edition interpretations here are identified as original campaign conversions.

Winterwight: Paizo, Pathfinder Roleplaying Game Bestiary 2 Winterwight (© 2010 Paizo Publishing, LLC); D&D 3.5e Epic Winterwight. The 2014-era CR 16 Frost Wight mechanics come from Ultimate Bestiary: The Dreaded Accursed, © 2020 Chris Haskins, Nord Games LLC. Older images were made with NightCafe Creator; no Nord Games artwork is reproduced.

Open Game Content and Licence

Open Game Content designation: In the CR 16 Frost Wight rules block for D&D 2014, the numerical monster statistics, game-rule descriptions, and special-ability mechanics adapted from Ultimate Bestiary: The Dreaded Accursed are Open Game Content, offered under the Open Game License Version 1.0a, subject to the publisher’s Product Identity exclusions. Original campaign setting prose, adventure encounters, artwork, logos, decorative page layout and unrelated edition conversions are not designated Open Game Content by this notice. The book’s proper names and other Product Identity are not reused beyond necessary bibliographic identification and permitted rule terms.

The applicable OGL 1.0a, with the Nord Games book’s Section 15 copyright notices, is reproduced below. The Wizards of the Coast SRD 5.1 also contains the complete licence. Copyright notice is attribution, not publisher endorsement; Nord Games has not sponsored or approved this entry.

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document, 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.
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