Part 4 · Monsters & Creatures
Rimefang
*The predators of the northern lands have learned that the easiest prey are those already incapacitated by winter’s cold.*Wolves exist throughout Runeterra, but only Freljord has variations as unique as the Rimefangs, lupine beasts touched by the elemental energy of Ice. Just like common wolves, Rimefangs also act in packs, with females being quite protective of them.
Additionally, as the name suggests, Rimefangs channel the energy of ice through their fangs, having a bite capable of freezing their targets.
Lair
Rimefang Matriarchs make their dens in cold, rocky, snow-covered places, where their white fur helps them hide and their elemental affinity flares with greater intensity.
Inside her den, a Matriarch has her elemental powers significantly increased, being able to control the surrounding environment to a certain degree.
Regional Effects
When an Rimefang Matriarch establishes her den, her elemental energy alters the region within a 1-mile radius with the following effect:
- The area is taken over by constant snow and frequent snowstorms.
The regional effects fade gradually over 1d10 days after the Rimefang Matriarch who inhabits the den is killed, destroyed, or driven out.
Lair Actions
The Rimefang Matriarch’s Den can perform some lair actions in combat. The Den doesn’t follow the Initiative rules for creatures; instead of rolling Initiative at the start of combat, the Den’s Initiative is always 20, losing any Initiative tiebreaker.
During combat, the Den can perform the following lair actions:
- Call for Aid. The Rimefang Matriarch lets out a warning howl. When doing so, 3 (1d6) Rimefangs come to her aid, appearing within 30 feet of her at the start of the next round, acting on the lair’s turn.
- Chilling Gust. A strong wind blows against a creature, which must make a DC 12 Dexterity saving throw; on a failure, the creature is pushed up to 30 feet toward the Rimefang Matriarch who owns the Den.
- Claw of Ice. A claw made of ice materializes in the air, attacking a creature within the den. The creature must make a DC 12 Dexterity saving throw; on a failure, the creature takes 1d4 Cold damage.
Rimefang Statblocks
Rimefang
Beast - Elemental, Medium
- Senses
- Keen Vision. Passive Perception 12
- Speed
- 50 feet of walking
- Skills
- Athletics +2, Perception +2
- Languages
- Sylvan
Defenses
Saving Throws: Strength +2.
Damage resistance. Cold damage.
Damage vulnerability. Fire damage.
Characteristics
Keen Hearing and Smell. The Rimefang has advantage on Perception checks related to hearing or smell.
Disposable. The Rimefang takes double damage from effects that require saving throws, except Constitution. Additionally, even if it succeeds on a failed-save effect or spell that isn't Constitution-based, the Rimefang takes full damage instead of only half.
Pack Tactics. The Rimefang has advantage on attack rolls against a target if at least one of the Rimefang's allies is within 5 feet of the target creature and isn't Incapacitated.
Attacks
Claws. Melee Natural Weapon Attack, +2 to hit, 5 ft. reach, one target. On a hit, deals 3 (1d6) Slashing damage.
Bite. Melee Natural Weapon Attack, +2 to hit, 5 ft. reach, one target. On a hit, deals 2 (1d4) Piercing damage + 2 (1d4) Cold damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or become Prone.
Runes
Runic Pulse: Agate Pulse (1d4 Slashing, Cold)
Rimefang Pack
Beast - Elemental, Huge
- Senses
- Keen Vision. Passive Perception 12
- Speed
- 50 feet of walking
- Skills
- Athletics +2, Stealth -1, Perception +2
- Languages
- Sylvan
Defenses
Saving Throws: Strength +2.
Damage resistance. Cold damage.
Damage vulnerability. Fire damage.
Characteristics
Keen Hearing and Smell. The Rimefang Pack has advantage on Perception checks related to hearing or smell.
Collective. The Rimefang Pack can enter and leave the space of a creature that is the same size as it or smaller; the space inside the Collective is considered difficult terrain, and the Collective has advantage on attack rolls against creatures inside it.
Split. The Rimefang Pack can split into two Rimefang Packs of 1 size category smaller using a bonus action, losing half its maximum and current hit points in the process, and its Claws and Bite attacks have their damage die reduced by one category. An Rimefang Pack can merge with another of the same size using a bonus action, adding their maximum hit points together and increasing their damage dice by one category. An Rimefang Pack can't have a size smaller than Large. A Large-sized Pack splits into 1d4 Rimefangs.
Pack Tactics. The Rimefang Pack has advantage on an attack roll against a target if at least one of the Rimefang Pack's allies is within 5 feet of the target creature and isn't Incapacitated.
Attacks
Claws. Melee Natural Weapon Attack, +2 to hit, 5 ft. reach, one target. On a hit, deals 5 (1d10) Slashing damage.
Bite. Melee Natural Weapon Attack, +2 to hit, 5 ft. reach, one target. On a hit, deals 4 (1d8) Piercing damage + 4 (1d8) Cold damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or become Prone.
Epic Actions
The Rimefang Pack has 2 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Rimefang Pack's turn, the number of charges returns to 2
The Rimefang Pack can take an action and restore its reaction (if spent)
The Rimefang Pack can spend all or the rest of its movement
The Rimefang Pack can repeat a Saving Throw against an effect affecting it
Cost. When the Rimefang Pack repeats its saving throw this way, it loses 1 hit point
The Rimefang Pack can make a melee attack against the target's AC. If successful, it knocks the target down, leaving it with the Prone condition.
Runes
Runic Pulse: Agate Pulse (1d4 Slashing, Cold)
Rimefang Matriarch
Beast - Elemental, Large
- Senses
- Keen Vision. Passive Perception 15
- Speed
- 50 feet of walking
- Skills
- Athletics +4, Perception +5
- Languages
- Sylvan
Defenses
Saving Throws: Strength +4.
Damage resistance. Cold damage.
Damage vulnerability. Fire damage.
Characteristics
Keen Hearing and Smell. The Rimefang Matriarch has advantage on Perception checks related to hearing or smell.
Pack Tactics. The Rimefang Matriarch has advantage on an attack roll against a target if at least one of the Rimefang Matriarch's allies is within 5 feet of the target creature and isn't Incapacitated.
Attacks
Multiattack. The Rimefang Matriarch can use an attack action to make 2 Claws attacks on its turn.
Claws. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 4 (1d6+1) Slashing damage.
Bite. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 6 (1d8+2) Piercing damage + 5 (2d4) Cold damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or become Prone.
Freezing Howl (recharge 5-6). The Rimefang Matriarch lets out a howl charged with energy, forcing enemies within a 15-foot radius of the Rimefang Matriarch to make a DC 5 Constitution saving throw; on a failure, the creature takes 10 (4d4) Cold damage and becomes Paralyzed until the start of the Rimefang Matriarch's next turn. On a success, the creature takes only half the damage and isn't Paralyzed.
Epic Actions
The Rimefang Matriarch has 2 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Rimefang Matriarch's turn, the number of charges returns to 2.
The Rimefang Matriarch can take an action and restore its reaction (if spent).
The Rimefang Matriarch can spend all or the rest of its movement.
The Rimefang Matriarch can repeat a Saving Throw against an effect affecting it.
Cost. When the Rimefang Matriarch repeats its saving throw this way, it loses 2 hit points.
The Rimefang Matriarch makes a melee attack against the target's AC. If successful, it can choose between:
Knocking the target down, leaving it with the Prone condition.
Pushing the target 10 feet away from the Rimefang Matriarch.
Epic Resilience
Resilience Points: 8 When the Rimefang Matriarch would fail a saving throw against any effect, she can spend 2 Resilience points to succeed instead. Additionally, the Rimefang Matriarch can use the effect below:
Determination: When making a saving throw to resist an effect, the Rimefang Matriarch can spend 1 Resilience point to gain advantage on the roll.
Runes
Runic Pulse: Agate Pulse (1d4 Slashing, Cold)
Runes: Pack Leader, 1 use.
