Appearance Primordial Frost Goblins are imposing creatures, larger than their goblin kin. They stand tall with an icy, paleblue complexion that seems almost ethereal. Their hair, including beards and armpit hair, is a crystalline formation of sharp ice, glistening in the cold light. Their eyes are piercing blue, almost like frozen sapphires, radiating an intense coldness. Their bodies are adorned with pulsating white runes, etched into their frosty skin, which seem to shimmer with inner power. Despite their natural resistance to the cold, they are often seen wearing heavy, fur-lined cold weather clothing History The Primordial Frost Goblins share their origins with the Hill and Stone Goblins, all of whom can trace their lineage back to a distant time when Maglubiyet, the Goblin god, sought to create an army of primordial goblins using the stolen blood of Annam, the giant deity. The Hill Goblins were the first, born from this audacious experiment, but they soon parted ways with Maglubiyet’s grand goblinoid army, pursuing a simpler, nomadic existence on various worlds, often feasting on cattle. The Stone Goblins followed as Maglubiyet’s second attempt, but they met a grim fate at the hands of the giants. Some Stone Goblins escaped and became rare artifacts, highly valued for their link to this enigmatic period of goblin history. Finally, the Frost Goblins emerged as Maglubiyet’s third and favorite attempt at creating primordial goblins. Unlike their Hill and Stone Goblin cousins, the Frost Goblins were spared from the slaughter during the ‘war with the giants.’ Instead, Maglubiyet hid them away across multiple worlds within the Astral Sea, safeguarding his favored creations. The largest concentration of Frost Goblins can now be found in the frigid realms of Icewind Dale on Toril and the chilling expanses of Icereach on Krynn Behaviour Primordial Frost Goblins are rarely seen, and those who do catch a glimpse seldom live to tell the tale. Although they aren’t inherently savage, they tend to hunt in packs, perhaps as a consequence of their constant, underlying concern that they might not have enough food to sustain their pact. Much like their Hill Goblin counterparts, Frost Goblins share a deep fondness for pets. However, their choice of companions differs, as they favour the snow leopards. Primordial Frost Goblin Large Giant, chaotic evil Armor Class 14 (natural armor) Hit Points 75 (10d10 + 20) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 10 (0) 8 (-1) 6 (-2) Skills Athletics +7, Stealth +4 Damage Vulnerabilities bludgeoning, fire Damage Resistances cold, piercing and slashing damage from non-magical weapons Senses Darkvision 60 ft., passive Perception 9 Languages Common, Giant, Goblin Challenge 3 (700 XP) Runic Enhancement. The Primordial Frost Goblin bears runic symbols etched into its skin, granting it enhanced abilities. At the start of each of its turns, it can choose to activate one of the following abilities. The chosen ability lasts until the start of its next turn: Frozen Ward. The Primordial Frost Goblin becomes immune to piercing and slashing damage from non-magical attacks and cold damage. Frost Aura. The Primordial Frost Goblin emanates a chilling aura in a 30-foot radius. Creatures entering this area for the first time or starting their turn there must succeed on a DC 15 Constitution saving throw or have their movement speed halved, and they lose their reaction until the start of their next turn. Icy Precision. The Primordial Frost Goblin infuses its weapons with icy power, expanding its critical hit range to 18-20 until the start of its next turn. Gob Armoury. As a bonus action, the Primordial Frost Goblin spits a huge glob of gob into its hand. This spit begins to freeze and harden, allowing the goblin to shape it into one of the following weapons: Spit Spear, Gobclub, Phlegm Flail, or Slobhammer. This weapon lasts for 10 minutes before it melts back into spit. Action Multiattack. The Primordial Frost Goblin makes three attacks. Gobclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 4) bludgeoning damage plus 3 (1d6) cold damage. Phlegm Flail Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 4) bludgeoning damage plus 3 (1d6) cold damage. The target must succeed on a DC 15 Strength saving throw or be knocked prone. Slobhammer Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 4) bludgeoning damage plus 7 (1d6) cold damage. The target must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone. Spit Spear Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 30/60 ft., one target. Hit: 16 (2d6 + 4) piercing damage plus 7 (1d6) cold damage.