All Aboard The Astral Express 5e Adventure
All Aboard The Astral Express 5e Adventure
All Aboard The Astral Express 5e Adventure
2
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A
stral Express is intended for three to five The characters will need to defeat him and save The Astral
characters with an average party level (APL) of Express in time for Klaus to finish his deliveries. The
5th level. This adventure will take characters will start the adventure in the caboose and work
approximately 4-8 hours to complete and their way car by car to the engine where they’ll have a
characters who complete this adventure should climactic battle with the Gingerdead Man himself.
earn enough experience to reach halfway to 6th
level. The Astral Express
Each year Klaus the Kindhearted takes his Astral Express
and flies across the planes delivering presents to all the good The Astral Express is a magical train, used by Klaus the
children of the multiverse. This year, it picked up an Kindhearted for centuries to deliver presents around the
unexpected hitchhiker. The Gingerdead man, confectionary multiverse. It resembles a steam-powered locomotive painted
horror from the abyss, who corrupts all that he touches. in a vibrant green and red. The engine runs not on train
Unable to remove this evil alone, Klaus has summoned tracks but flies through the air on cloud-like rails that appear
good souls from across the planes in hopes they can defeat underneath it. Along with Klaus, it travels with a crew of
this monster, and save the holiday! This is a setting neutral eighteen elvish helpers. These perform various tasks and
adventure and can take place in any world that touches the assist with the maintenance of the astral express.
multiverse.
The adventure is appropriate for a range of character General Features
types, especially those with good alignments and motivations. Ceilings. The carriage ceilings are generally 15ft tall and
This references a number of custom creatures whose made from sturdy wood.
statistics can be found at the end of this adventure, along Illumination. The train is illuminated by Bright Light from
with those found in the Monster Manual. many lamps, fairy lights and other sources , these are
controlled by the lighting controls in area 6 and can be
Background deactivated. If they are deactivated the carriages are plunged
into Darkness.
Every year, Klaus the Kindhearted travels across the planes Floors and Walls. The floors are polished wood and the
visiting all the good little boys and girls and delivering to outer walls are made from iron with the interiors lines with
them magical treats and gifts. He does this on his magical wood panelling.
train, The Astral Express. This year, however, while skirting Doors. The doors between cars are made from iron and
the abyss he inadvertently picked up a nefarious hitchhiker. A have a glass porthole. They can be locked from the inside by
creature born of malice, hunger and hate: The Gingerdead an iron latch. The glass can be broken with a DC 13 Strength
Man. This abomination of confectionary made his way (Athletics) check to reach the latch or the lock can be forced
through the numerous carriages, corrupting everything he with a DC 18 Strength (Athletics) check or picked with a DC
came across. 15 Dexterity check. The doors have an AC of 19 and 18 (4d8)
When he finally reached the engine, there wasn’t anything hp.
Klaus could do to stop him. With the last of his holiday Windows. can be broken with a DC 13 Strength (Athletics)
magic, Klaus summoned a group of boys and girls from check and have an AC of 13 and 4 (1d8) hp.
across the planes in the hopes they could challenge the
Gingerdead Man. Who plans on taking over the train and
spreading terror and chaos throughout the multiverse.
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Climate. In between the carriages, and outside the train, Hazard: Up is Down. Once two characters enter the
creatures would be subject to high winds as the train moves carriage, a large gust wind causes the carriage to flip. The
with incredible speed. Whilst outside the train, flying contents and characters are flung onto the ceiling, they must
creatures gain +10 movement speed when moving with the succeed on a DC 15 Dexterity saving throw or take 2d6
wind, and all creatures have –10 movement speed when bludgeoning damage on a failed save, and half damage on a
moving against it. All ranged weapon attacks have a –2 to successful save. While upside down the carriage ceiling is
attack rolls, and their range is reduced by half when shooting Difficult Terrain and carriage continues to sway causing
into the wind. furniture and creatures to slide around. A creature moving
through the carriage must succeed on a DC 10 Dexterity
1. The Caboose saving throw or be knocked prone. A creature that enters the
area or ends its turn there must also succeed on a Dexterity
saving throw or fall prone.
The dark carriage is cast in an orange glow from
the cast iron stoves. A large pine tree decorated
with green and red baubles rests between six beds.
3. Toy Carriage.
Two small, pointy-eared creatures, clad in green
tunics with pointed hats hide behind the tree. Four Stuffed animals of all shapes and sizes are
more cower behind the beds, observing you with scattered around. A large teddy bear with owl-like
fearful eyes. features blocks the far doorway, and laying on top
of it is plushie orb with tentacles. Nearby a large
stuffed spiked lizard lays on a pile of pillows.
Klaus’s Helpers. The creatures are a rare species of arctic
elf that Klaus rescued from near extinction. In return they
help him make toys and assist him with the Astral Express, Encounter: Fully stuffed. The three stuffed monsters are an
serving as its crew. Their names are; Cedar, Jangle, owlbear, a spectator, and a basilisk. They have been
Mistletoe, Snowball, Trinket and Pepper Minstrix. animated by the Gingerdead Man's corruption and will attack
Pepper Minstrix. Pepper is an arctic elf and Klaus’s head any intruders. They use the same statistics as the creatures
of security for the Astral Express. He is in charge of the day mentioned above, but with these added features:
to day maintenance and running of the train. If the characters
show themselves to be trustworthy, he will advise them of the Immunity. bludgeoning damage from non-magical attacks
Gingerdead Man situation and ask that they help with Resistance. slashing damage from non-magical attacks
rescuing Klaus from this confectionary abomination. If they Vulnerability. fire
agree, he tells them their first priority should be to activate Rescue: Tinsel. an arctic elf named Tinsel is dressed in a
the nutcracker guard. Located in area 5 of the train, the green uniform and is hiding from the evil toys here. Too
nutcrackers are the trains security force. He also tells them: afraid to move, a character must succeed a DC 13 Charisma
Passphrase. He tells them the nutcracker activation code (Persuasion) check to convince the elf to move on their own,
is ” Deck the halls with mirth and jolly”. while the threat still remains.
Identification. He mentions in order for the characters to 4. Mail Car
not be identified by the nutcrackers as intruders they will
need to wear the green elf conical hats he provides.
Lost Crew. He asks if they find any other of the elves Brass machinery and copper pipes occupy the bulk
of the room. Two large wooden sorting desks are
onboard alive to rescue them, if possible, and send them covered in letters and packages, and more are
back here. scattered about the room. A central machine
Bed of Resting. The beds here are magical and any continues to spit out letters at a rapid pace.
creature who sleeps in one gains the benefits of a long rest
but in half the time. A creature who sleeps in the bed and
gains this effect becomes immune to the magic for 24 hours. Encounter: Mail Overload. hiding amongst a large pile of
letters is a letter elemental, which will wait till intruders are
2. Swaying Sleeper Car. halfway across the room before attacking. Two swarms of
animated letters are also nearby and will join in the assault.
Treasure: Letter Elementals Heart. Once defeated the
The carriage sways from side to side buffeted by letter elemental drops a package that serves as the creature's
the strong winds. Rows of neatly made beds sit heart. The package contains a vial of distilled holiday spirit.
here, shifting slightly with the car's movement.
4
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5. Nutcracker Carriage. A great snowman wearing a jagged blue crown
rests on a throne made of ice. Surrounded by a
snowy wonderland, his Snowman attendants stand
Two rows of six inanimate wooden soldiers in before him as the king speaks. A frozen river cuts
maroon uniforms stand facing toward the far door. through here with some great beast frozen beneath
Their white beards perfectly trimmed and their it.
painted wooden features stare unblinkingly.
5
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8. Winter Ballroom 10. Lounge Car
The ballroom is a series of snowy platforms dotted The lavishly decorated bar lounge is lined with
with pine trees and accessible by stairs carved plush couches, barstools and boasts two large
from ice. A large frozen river serves as the dance cocktail bars stocked with bottles of all colors. A
floor above which hangs colourful fairy lights. large snowman is stooped over sweeping up a trail
of crumbs leading to the read door.
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Trap: Hypnotic Music. The nearby sound system produces a Corrupted Hot Cocoa. The hot cocoa here has been
hypnotic tune. Every humanoid within 50ft. of the stage that corrupted by the gingerdead man, it tastes bitter and spoiled.
can hear the song must succeed on a DC 14 Wisdom saving It has no magical properties.
throw or be charmed until the music ends. The music ends if Treasure: Untainted Cocoa. Sitting on a nearby cart are
the machine is turned off or destroyed. four mugs of untainted Hot cocoa, When drunk the cocoa
While charmed by the music, a target is Incapcitated and washes away weariness and the cold and restores 2d4+2 hp
can only use their action to dance. Whenever it takes to the drinker.
damage, a target can repeat the saving throw.
A creature can also repeat the saving throw after 10 15. Gingerbread Lounge
minutes. On a success, the effect ends. On a failure, the
target gains 1 rank of Exhaustion. A target that successfully
saves is immune to the music for the next 24 hours. The lounge is lit by a warm fire that burns in the
Twisted Jingle. The source of this fiendish music is a large harth. The smell of gingerbread lingers here and
speaker system at the back of the stage. A character can the furniture, walls and even the floor seem to be
make a DC 17 Intelligence (Investigation) check to determine made from it.
how to use this machine and turn it off. It has an AC of 19
and 18 (4d8) hp and will cease playing music if destroyed.
Trapped Elves. The arctic elves here have been dancing Treasure: Mrs Klaus’s Cookies. Sitting on a nearby table is
and singing for a while and are on the verge of collapse. a plate of 2d8 cookies, the smell is almost intoxicating
These are the remaining crew of the Astral Express and once characters within 20ft must succeed a DC 14 Wisdom saving
rescued will thank the characters by giving them each a throw to resist the temptation to eat one. These are Mrs
minor holiday charm. These will provide the characters Klaus’s special christmas cookies.
Advantage on their next Ability Check or Saving Throw.
Treasure: Bauble Necklace. Hanging on the nearby 16. Engine Car
christmas tree is a golden bauble that gleams in the light.
This is a bauble of protection. Here in the engine cabin, the Gingerdead Man has been
torturing poor Klaus for information on how to control the
13. Dining Car train. He refused, and the gingerdead man ordered his
minions to push the coal cart Klaus is tied to toward the open
fire of the engine boiler which contains a fire elemental,
The smell of desserts and freshly baked cake drifts threatening to burn him alive.
over from a large oval table that occupied the
centre of the room. A great pudding with thick
white icing sits on the table and crumbs are A wave of heat emanates from the engine car,
scattered across the floor. flames leap from the open boiler and valves hiss as
steam escapes from leaky pipes. A large man with a
great white beard, lays tied to a coal cart in a soot
stained red coat. Four demented gingerbread men
Encounter: Deadly Dessert. The large pudding is a mimic push the cart toward the open flames, while a
and its icing is an icing ooze. Hiding under the table are larger fiendish gingerbread man laughs cruelly.
three unbread gumdrop throwers, four unbread soldiers,
and one unbread shiv. Tactics. the unbread soldiers will try
and hold up the players while the gumdrop throwers attack
from range. If the unbread shiv is able to surprise the Boss Battle: The Gingerdead Man
characters it will target the weakest character with its In this encounter the players will need to prevent Klaus from
surprise attack. Otherwise it will target a character with an being pushed into the firey engine of the Astral Express. This
ally within 5ft to gain its sneak attack. encounter is broken into individual rounds to make it easier
for the DM to describe each round's developments and build
14. Cocoa Lounge the tension of the battle.
Encounter: Rescue Klaus. In the engine car along with
Klaus are the gingerdead man, eight unbread soldiers, four
The air is heavy with steam and the sweet scent of unbread gumdrop throwers, and one unbread shiv. If the
hot cocoa. A pool of hot brown liquid spills out characters have the upperhand and gingerdead man is at less
from a large brass machine and spreads across the than half hit points. The gingerdead man will leap from the
floor. Marshmallows and other debris float around train and vanish into the clouds.
in the pool.
7
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The Coal Cart. The coal cart is heavy with Klaus tied to it
and requires at least two of the unbread minions to push the
cart, which moves at 5ft a round.
Round One
On the first round of combat, the coal cart is pushed into
position 15ft away from the engines fire.
Five of the unbread soldiers move in to attack while three
stay behind to push the coal cart.
The three unbread gumdrop throwers will attack at range
The gingerdead man will use his gumdrop grenade and
make a bite attack.
Round Two
In the second round of combat, If the minions pushing the
coal cart is less than two, unbread gumdrop throwers will
break from the fight to continue pushing.
The gingerdead man will use his unbread creation ability
and attack with claws.
The unbread push the coal cart another 5ft. Toward the
open engine fire.
Round Three
On the third round of combat If the minions pushing the coal
cart is less than two, unbread gumdrop throwers will break
from the fight to continue pushing. If Klaus is 5ft away from
the fire, he begins taking 5 (1d10) fire damage from the heat.
If the minions are being beaten back, they will begin
fighting retreat towards the coal cart.
Round Four
On the fourth round of combat, if the characters have been
unable to rescue Klaus, the unbread push the coal cart and
head into the fire. He begins taking 16 (3d10) fire damage
each subsequent round.
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Appendix A: Monsters of The Astral
Express
Unbread Gumdrop Unbread Soldier
Small fiend, chaotic evil
Thrower
Small fiend, chaotic evil Armor Class 14 (natural armor)
Hit Points 13 (3d6 + 3)
Armor Class 12 (natural armor) Speed 30 ft.
Hit Points 7 (2d6)
Speed 20 ft.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 12 (+2) 9 (-1) 8 (-1) 10 (+0)
STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (+0) 9 (-1) 8 (-1) 10 (+0) Damage Resistances cold, fire, lightning
Damage Immunities poison
Damage Resistances cold, fire, lightning Condition Immunities poisoned
Damage Immunities poison Senses darkvision 60 ft. passive Perception 9
Condition Immunities poisoned Languages understands Unbread speech, but can't
Senses darkvision 60 ft. passive Perception 11 speak
Languages understands Unbread speech, but can't Challenge 1/2 (100 XP)
speak
Challenge 1/4 (50 XP) Pack Tactics. The unbread gumdrop thrower has
advantage on attack rolls against a creature if at least
Pack Tactics. The unbread gumdrop thrower has one of the unbread gundrop throwers allies is within
advantage on attack rolls against a creature if at least 5 feet of the creatures and the ally isn’t
one of the unbread gundrop throwers allies is within incapacitated.
5 feet of the creatures and the ally isn’t
incapacitated. Actions
Multiattack. The unbread soldier makes one bite and
Actions one kick attack.
Kick. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
On a critical hit, the unbread minion's leg breaks off one creature. Hit: 5 (1d6 + 2) piercing damage. If
and its movement is reduced to 0. the target is Large or smaller, the unbread minion
attaches to it. While attached, the unbread soldier is
Gumdrop. Ranged Weapon Attack: +4 to hit, range incapacitated and can make one bite attack only
30/120 ft., one creature. Hit: 5 (1d6 + 2) against the target and has advantage on the attack
bludgeoning damage. roll. The unbread minion can detach itself by
spending 5 feet of its movement. A creature,
including the target, can take its action to detach
the unbread minion by succeeding on a DC 13
Strength check.
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
On a critical hit, the unbread minion's leg breaks off
and its movement is reduced to 0.
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Unbread Shiv Unbread Brawler
Small fiend, chaotic evil Large fiend, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (–1) 16 (+3) 8 (–1) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 17 (+3) 9 (–1) 11 (+0) 9 (–1)
10
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Artist credit: Splatteredink
11
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Nutcracker Guard Mechanical
Medium construct, unaligned
Abomination
Armor Class 18 (natural armor) Huge construct, unaligned
Hit Points 32 (5d8+10)
Speed 25 ft. Armor Class 20 (natural armor)
Hit Points 95 (10d12 + 3)
Speed 0 ft.
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 1 (–5) 3 (-4) 1 (–5)
STR DEX CON INT WIS CHA
Damage Immunities poison, psychic 18 (+4) 8 (-1) 17 (+3) 7 (–2) 16 (+3) 6 (-2)
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, Skills Perception +6, Stealth +5
poisoned Condition Immunities charmed, exhaustion,
Senses darkvision 60 ft. passive Perception 6 frightened, paralyzed, poisoned
Languages - Senses passive Perception 16
Challenge 1 (200 XP) Languages -
Challenge 5 (1,800 XP)
Antimagic Susceptibility. The nutcracker is
incapacitated while in the area of an antimagic field. False Appearance. While the abomination remains
If targeted by dispel magic, the nutcracker must motionless, it is indistinguishable from a giant
succeed on a Constitution saving throw against the holidy ornament.
caster's spell save DC or fall unconscious for 1
minute. Grasping Lights. The abomination can have up to six
strings of light at a time. Each string of lights can be
False Appearance. While the nutcracker remains attacked (AC 20; 10 hit points; immunity to poison
motionless, it is indistinguishable from a normal and psychic damage). Destroying a string of lights
statue. deals no damage to the abomination, which can
extrude a replacement string of lights on its next
Actions turn. A string of lights can also be broken if a
Multiattack. The nutcracker makes two attacks: one creature takes an action and succeeds on a DC 15
with its bite and one with its slam. Strength check against it.
Innate Spellcasting (3/day). The abomination can
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
innately cast faerie fire (Spell Save DC 14). Its innate
one creature. Hit: 7 (1d10 + 2) piercing damage.
spellcasting ability is Wisdom.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Actions
Multiattack. The abomination makes four attacks
with its string of lights, uses Reel, and makes one
attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 22 (4d8 + 4) piercing damage.
String of Lights. Melee Weapon Attack: +7 to hit,
reach 50 ft., one target. Hit: The target is grappled
(escape DC 15). Until the grapple ends, the target is
restrained, has disadvantage on Strength checks and
Strength saving throws, and sheds bright light in a
5-foot radius and dim light for an additional 5 feet,
and the abomination cannot use the same string of
lights on another target.
Constrict. Each creature grappled by the
abomination must make a DC 15 Strength saving
throw, taking 8 (1d8+4) bludgeoning damage on a
failed save, or half as much on a successful one.
Reel. The abomination pulls each creature grappled
by it up to 25 feet straight toward it.
12
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Artist credit: Rudok's Tavern
Snow King Crown of Frost. While wearing this crown the snow king
can, as an action, cast the following spells (spell save
Huge elemental, lawful neutral
DC 13, +5 to hit with spell attacks):
1/day each: fog cloud, ice storm
Armor Class 16 (natural armor)
2/day each: cone of cold, wall of ice
Hit Points 126 (12d12 + 48)
Speed 20 ft. Actions
Multiattack. The snow king makes either two attacks
STR DEX CON INT WIS CHA with its ice club or one attack with its ice club and one
snowball attack.
21 (+5) 11 (+0) 19 (+4) 9 (–1) 14 (+2) 10 (+0)
Ice Club. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Saving Throws Str +8, Con +8, Wis +5 one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Skills Perception +5, Survival +5 Snowball. Ranged Weapon Attack: +8 to hit, range
Damage Immunities cold, poison 30/120 ft., one target. Hit: 16 (2d10 + 5) bludgeoning
Condition Immunities poisoned damage plus 9 (2d8) cold damage.
Senses darkvision 60 ft. passive Perception 10
Languages Aquan, Auran, and Common Ice Breath (Recharge 4–6). The snow king exhales ice
Challenge 7 (2,900 XP) shards in a 30-foot cone. Each creature in that area
must make a DC 15 Dexterity saving throw, taking 24
(7d6) cold damage on a failed save, or half as much
Final Storm. When the snow king dies, a storm of damage on a successful one.
magical wind and ice erupts from the core of it’s great
snowy belly. Each creature within 10 feet of it must
make a DC 15 Dexterity saving throw, taking 22 (5d8)
cold damage on a failed save, or half as much damage
on a successful one.
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Snowguard Arctic Elf
Medium elemental, lawful neutral Small humanoid (elf), chaotic good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 9 (–1) 10 (+0) 8 (–1) 11 (+0) 10 (+0) 8 (–1) 14 (+2) 8 (–1) 10 (+0) 10 (+0) 12 (+1)
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Icing Ooze Irresistible Smell Table
Icing Ooze d6 Irresistible Smell
Small ooze, unaligned 1 vanilla
2 chocolate
Armor Class 11
Hit Points 22 (4d6 + 8) 3 strawberry
Speed 15 ft., climb 15 ft. 4 pumpkin
5 peppermint
STR DEX CON INT WIS CHA 6 licorice
17 (+3) 12 (+1) 14 (+2) 4 (–3) 12 (+1) 2 (–4)
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Swarm of Letters Letter Elemental
Medium swarm of Tiny constructs, unaligned Large elemental, neutral
Armor Class 14 (natural armor) Armor Class 15 Hit Points 85 (10d10 + 30) Speed 0
Hit Points 18 (4d8) ft., fly 90 ft. (hover)
Speed 0 ft., fly 30 ft. (hover)
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Hot Cocoa Mephit Marshmallow Minion
Small elemental, neutral evil Small ooze, unaligned
Armor Class 11 Hit Points 27 (6d6 + 6) Armor Class 8 Hit Points 26 (4d6 + 12) Speed 10 ft.,
Speed 30 ft., fly 30 ft. climb 10 ft., swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0) 12 (+1) 6 (-2) 16 (+3) 1 (–5) 6 (-2) 2 (-4)
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Hot Cocoa Monster False Appearance (Hot Cocoa Only). While the Hot
Cocoa Monster stays motionless in a pool of hot
Large ooze, unaligned
cocoa, it is indistinguishable from its surroundings.
Snow Elemental speed of 30 feet, and it can enter and occupy the space
of other creatures.
Large elemental, neutral
While in blizzard form, the elemental gains immunity to
nonmagical bludgeoning, piercing, and slashing
Armor Class 13 (natural armor)
damage, and resistance to all other nonmagical damage
Hit Points 114 (12d10 + 48)
except fire, to which it is vulnerable. A creature that
Speed 30 ft., climb 30 ft., swim 30 ft.
enters the elemental's space for the first time on a turn,
or that starts its turn there takes 7 (2d6) cold damage
as it is buffeted by icy winds.
STR DEX CON INT WIS CHA
Ice Walk. The elemental can move across and climb icy
16 (+3) 14 (+2) 19 (+4) 5 (-3) 10 (+0) 7 (-2) surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow
Damage Vulnerabilities fire doesn't cost it extra movement.
Damage Resistances bludgeoning and slashing from
nonmagical attacks Actions
Damage Immunities cold, piercing, poison Multiattack. The elemental makes two slam attacks.
Condition Immunities exhaustion, paralyzed, petrified,
poisoned, unconscious Slam (Solid Form Only). Melee Weapon Attack: +6 to hit,
Senses darkvision 60 ft., passive Perception 10 reach 10 ft., one target. Hit: 13 (2d8 + 3) bludgeoning
Languages Aquan, Auran damage.
Challenge 6 (1,800 XP)
Icy Gale (Recharge 5–6). The elemental projects a bone-
chilling wind in a 30-foot cone, forcing each creature in
Snow Body. The elemental's body is comprised of snow, the area to make a DC 14 Constitution saving throw.
and can reform any severed appendages at the start of On a failed save, a creature takes 10 (3d6) cold
each of its turns (no action). damage, its speed is halved, and it can't take reactions
The elemental loses 5 (1d10) hit points at the end of until the end of its next turn. On a successful save, a
each hour it spends in temperatures of 40 degrees creature takes half as much damage and suffers no
Fahrenheit or greater, which can't be regained until the other effects.
elemental returns to sub-freezing conditions.
Gather Snow (3/Day). The elemental gathers fresh,
Blizzard Form. As a bonus action on each of its turns, undisturbed snow from a 10-foot square area within its
the snow elemental can cause its body to become a reach, packing it onto its body. The elemental regains
swirling cloud of snow, or return to its normal, solid 22 (4d10) hit points. This disturbs the snow in the area
form. While in blizzard form, the elemental's size from which it was gathered.
becomes Huge, its only form of movement is a flying
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Appendix B: Magic Items of The Astral
Express
Mrs. Klaus' Cookies Klaus' Cap
Wondrous item, uncommon Wondrous item, rare
Credit: Splatteredink
A soft, red, cone-shaped hat with a brim of fuzzy white fur and
a matching ball of fur where the cone of fabric comes to a
point. The ball pulls the point down so that it dangles jauntily
to the side.
Credit: Splatteredink
A creature wearing this cap immediately feels more jolly and
A pile of warm, delicious-smelling cookies of all shapes, sizes their cheeks take on a rosy hue. As an action, the creature
and varieties sits atop a plate of gold and white. can expend 1 charge and place their finger aside their nose
A plate of 2d8 cookies tempt any creature within 20 feet of and give a nod, gaining a fly speed of 60 ft. for 1d6 turns.
the plate. Players can make a DC 14 Wisdom saving throw to When the effect ends, the target falls if it is still aloft, unless it
resist eating a cookie, should they choose. Use the chart can stop the fall. Klaus' Cap has 6 charges. Once depleted, it
below to determine the effect for each cookie. is a mundane elf cap.
Cookie
d8 Flavor Effect
Peanut You are healed as if Cure Wounds was cast
1
Butter on you.
Gain advantage on ability checks as if the
Chocolate spell Enhance Ability was cast on you. Roll
2
Chip a 1d6 to determine which ability is
enhanced.
Gain skin that has a rough, bark-like
Oatmeal
3 appearance, and gain improved AC as if
Raisin
Barkskin has been cast on you.
You are outlined in a pink glow as if Faerie
4 Iced
Fire was cast on you. It lasts 1d6 turns.
Chocolate Gain sticky fingers and hands, giving them
5 Caramel the ability as if Spider Climb was cast on
Chunk you.
Cream
6 Gain the effect as if Bless was cast on you.
Filled
Gain the ability to cast Burning Hands at
Peppermint
7 1st level one time before your next long
Chip
rest.
You go into a sugar coma and falls asleep
8 Sugar
for 1d6 turns.
19
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Candycane Shortsword Klaus' Knapsack
Simple weapon, melee weapon, rare Wondrous Item, uncommon
(requires attunement)
20
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Vial of Distilled Holiday Spirit Bauble of Protection
Wondrous Item, uncommon Wondrous Item, uncommon (requires
attunement)
21
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Book of Carols Blessed Snowball
Wondrous Item, instrument, major tier, Simple weapon, thrown weapon,
uncommon (requires attunement by a uncommon
bard)
22
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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