# Overview Intense, magical Cold such as Blizzards of Icewind Dale, or Alchemical Mishaps can leave a creature with a lingering Cold Injury. The DM may impose this injury if a creature takes a significant amount of Cold damage from a single source or environment, or from prolonged exposure and failures to saving throws against [[Extreme Cold]]. The injury's mechanics are generalised to allow the DM to roleplay the injury such as Frostbite. # Effects - **Exhaustion.** The creature gains one [[Exhaustion]] level. - **Necrotising Wound.** The creature loses 3d6 [[HP]] daily at Dawn and its [[HP]] maximum is reduced by an amount equal to the [[HP]] lost. - This reduction lasts until the injury ends. If the creature's [[HP]] maximum is reduced to 0, it dies. - Whenever the creature's [[HP]] maximum is reduced in this way, it gains 1 [[Exhaustion]] level. - **Shivering Rest.** While the creature has any [[Exhaustion]] levels, finishing a [[Long Rest]] neither restores the creature's [[HP]] maximum nor reduces its [[Exhaustion]] levels. # Fighting The Injury A creature can attempt to treat the wound throughout the afflicted creature's [[Long Rest]] by making a DC 15 Medicine (Wisdom) check or by using a Healer’s Kit. On a success, the creature does not lose [[HP]] at the following dawn and reduces its [[Exhaustion]] levels by 1 at the end of that [[Long Rest]]. The injury ends only when the creature's [[Exhaustion]] levels are reduced to 0, or it is subjected to the [[Lesser Restoration]] spell or other similar magic.