Eisengrim, Winter’s Children

“People ask the way to Cold Mountain.
Cold Mountain? There is no road that goes through.
Even in summer the ice doesn’t melt;
Though the sun comes out, the fog is blinding.
How can you hope to get there by aping me?
Your heart and mine are not alike.
If your heart were the same as mine,
Then you could journey to the very center!

-Han-Shan

Playtest Version

This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.

The Eisengrim


Eisengrims are pale blue-grey furred lupine humanoids with breath cold enough to create frost. According to their oral history, the eisengrim trace their origins not only to the winter wolves whose traits are most obvious among them, but also to werewolves, wargs, and the hounds of Gwyn ap Nudd–the fey lord of the Wild Hunt.

Living Omens

Some superstitions say that trouble follows an eisengrim, while others say eisengrim arrive just ahead of trouble, with enough time to combat it. City folk tend to view both as incidental consequences of the tendency of wandering eisengrims to join adventuring parties, but there is enough truth to tales of fey hounds, church grims, and the like that one can never be certain. The fondness of eisengrims for raising pet ravens certainly does nothing to dissuade storytellers, either.

One Pack or Another

Many an eisengrim runs the alpine forests with their enormous quadrupedal kin or joins the Wild Hunt, but most have a distaste for such perpetual aggression and live in communities of hunters or travel in nomadic warrior bands. Those who leave these options behind do not travel alone for long, however, because even the most anti-social among them feel uncomfortable without a small tight-knit community of some kind. Their bonds with chosen family often drive them to incredible deeds of heroism.

Eisengrim Names

Eisengrims rarely have more than a single personal name. With regards to pronunciation, eisengrim names are similar to German, with “j” making a “y” sound, “w” making a “v” sound, and “a” always being a long “a” as in “hall.”

Example Androgynous Names: Anjo, Eike, Gabi, Goda, Hanne, Hvid, Ingar, Mille, Netanja, Nore, Ricmod, Storm, Ulli, Wolke

Example Feminine Names: Alwine, Bianka, Edelgard, Gerda, Hadewig, Isolde, Jennifer, Jördis, Kasimira, Leonore, Nerthus, Ortrun, Ursula, Wenke

Example Masculine Names: Alberich, Bode, Carloman, Donar, Erdmann, Gundahar, Hludwolf, Hrodebert, Ingulf, Karsten, Lambert, Olaf, Pankraz, Raganhar, Till, Weland

Eisengrim Traits

Your eisengrim character has several inherent traits resulting from their magical heritage.
    Ability Score Increase. Your Constitution increases by 2 and your Intelligence increases by 1.
    Age. Eisengrims age much more slowly during the quarter of the year centered on the winter solstice, and as a result they reach adulthood around age 20 and typically live to be about 90 years old.
    Alignment. The monstrous creatures known as winter wolves are a physical embodiment of the uncaring brutality of polar winter and their culture reflects that supernatural nature. As such, eisengrim who follow the ways of their quadrupedal ancestors tend towards neutral evil, but most eisengrim live in their own communities rather than serving those massive beasts, and have no particular tendencies in terms of alignment.
    Size. A typical eisengrim is over six and a half feet tall and weighs nearly 250 lbs.
    Speed. Your base walking speed is 30 feet.
    Bite. Your bite is a natural weapon which you can use to make unarmed strikes. With a hit, you deal piercing or cold damage (your choice) equal to 1d4 + your Strength modifier.
    Cold Resistance. You are resistant to cold damage as well as the environmental effects of cold weather and frigid water.
    Frigid Exhalation. You gain the winter’s breath cantrip (see below). When you reach 3rd level, you learn the grease spell and can cast it once without using a spell slot. When you cast the grease spell using this ability, the spell produces an ice slick covering the affected area but the effects of the spell are the same. When you reach 5th level, you also learn the snowball swarm spell and can cast it once without using a spell slot. You regain the ability to cast these spells in this way after a long rest. Your spellcasting ability for these spells is Constitution and you do not require material components when casting these spells in this way.
    Frost Walk.. You ignore the effects of any difficult terrain composed of ice or snow (such as the effect created by using your Frigid Exhalation ability to cast the Grease spell).
    Languages. You can speak, read, and write Common and Giant.

Random Height and Weight

Base Height Base Weight Height Modifier Weight Modifier
5’6″ 150 lbs +2d12 x(2d6)

New Spell


Winter’s Breath

Evocation cantrip
Casting Time: 1 action
Range: 20 feet
Components: V
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard
You exhale a blast of extremely cold air. Choose one creature you can see within range and up to two other creatures within 5 feet of it. The targets must succeed on a Dexterity saving throw or take 1d6 cold damage.
    This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th (3d6), and 17th level (4d6)

Legal Appendix

Legal Appendix

NOTICE OF OPEN GAME CONTENT
This product includes Open Game Content that may only be used under and in terms of the Open Game License Version 1.0a

DESIGNATION OF PRODUCT IDENTITY
Product Identity in this document designated in accordance with section 1(e) of the Open Game License, version 1.0a includes but is not limited to: Any and all Malachite Idol logos and identifying marks and trade dress, including all Malachite Idol product and product line names including but not limited to Malachite Idol Presents, all Malachite Idol logos, and all artwork, logos, symbols, designs, depictions, illustrations, maps and cartography, likenesses, and poses. Designated Product Identity is not Open Game Content.

DESIGNATION OF OPEN GAME CONTENT
All material in this document following the Playtest Version sidebar and prior to the Legal Appendix that is not otherwise designated as Product Identity is Open Game Content.

LICENSE

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.

System Reference Document 5.1 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.

Eisengrim, Winter’s Children Copyright 2019, Malachite Idol; Author Patrick Johnson.

END OF LICENSE