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Returning 35 results for 'bar being diffusing cold reasoned'.
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Equipment
hours. These rations are spiced in such a way that they warm you from the inside out. When you eat a bar, you gain resistance to cold damage for 1 hour. You can only benefit from this effect for 1 hour per day.
These small rations are made of smoked plants, dried berries, ground nuts, and honey, baked into a chewy bar. Though not sufficiently filling for a day of travel, a bar will stave off hunger for 2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prone. The beams can be used to bar the double doors from the inside — a defensive measure in case the asteroid is attacked by spacefaring creatures. Each beam is 8 feet long and weighs 250 pounds
. Once the double doors are barred shut, only a siege engine or a creature that has the Siege Monster trait can force them open. 19b. Cold Storage This area extends under area 18b, as indicated on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prone. The beams can be used to bar the double doors from the inside — a defensive measure in case the asteroid is attacked by spacefaring creatures. Each beam is 8 feet long and weighs 250 pounds
. Once the double doors are barred shut, only a siege engine or a creature that has the Siege Monster trait can force them open. 19b. Cold Storage This area extends under area 18b, as indicated on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prone. The beams can be used to bar the double doors from the inside — a defensive measure in case the asteroid is attacked by spacefaring creatures. Each beam is 8 feet long and weighs 250 pounds
. Once the double doors are barred shut, only a siege engine or a creature that has the Siege Monster trait can force them open. 19b. Cold Storage This area extends under area 18b, as indicated on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
before they are locked in cells. Protruding from the walls are iron nozzles that spew cold water when a chain next to the door is pulled. Drains in the stone-tiled floor keep the room from flooding. H8
carriage stands behind a pair of steel doors secured by an iron bar. Armored Carriage. Two horses are needed to pull the carriage, which can hold up to eight Medium prisoners at a time. The back door to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
before they are locked in cells. Protruding from the walls are iron nozzles that spew cold water when a chain next to the door is pulled. Drains in the stone-tiled floor keep the room from flooding. H8
carriage stands behind a pair of steel doors secured by an iron bar. Armored Carriage. Two horses are needed to pull the carriage, which can hold up to eight Medium prisoners at a time. The back door to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
before they are locked in cells. Protruding from the walls are iron nozzles that spew cold water when a chain next to the door is pulled. Drains in the stone-tiled floor keep the room from flooding. H8
carriage stands behind a pair of steel doors secured by an iron bar. Armored Carriage. Two horses are needed to pull the carriage, which can hold up to eight Medium prisoners at a time. The back door to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Baphomet d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my
, Wis +14
Skills Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
occupied by typical patrons, while two other people stand at the bar. A sleek house cat sizes you up as it paces across the floor, stalking some unseen prey. Oddly, the interior space of the inn seems
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
occupied by typical patrons, while two other people stand at the bar. A sleek house cat sizes you up as it paces across the floor, stalking some unseen prey. Oddly, the interior space of the inn seems
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Baphomet d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my
, Wis +14
Skills Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
occupied by typical patrons, while two other people stand at the bar. A sleek house cat sizes you up as it paces across the floor, stalking some unseen prey. Oddly, the interior space of the inn seems
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my rage has been
Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my rage has been
Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Baphomet d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my
, Wis +14
Skills Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my rage has been
Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dracohydra I once spent months trying to teach a dracohydra to perform a sixteen-bar, five-part harmony. The singing didn’t take, but the image of all its heads wearing the little hats and mustaches
Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison.
Prismatic Breath (Recharge 4–6). The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dracohydra I once spent months trying to teach a dracohydra to perform a sixteen-bar, five-part harmony. The singing didn’t take, but the image of all its heads wearing the little hats and mustaches
Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison.
Prismatic Breath (Recharge 4–6). The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dracohydra I once spent months trying to teach a dracohydra to perform a sixteen-bar, five-part harmony. The singing didn’t take, but the image of all its heads wearing the little hats and mustaches
Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison.
Prismatic Breath (Recharge 4–6). The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
from the cold. Mooring ropes and fishing nets hang from hooks along the back wall.
Nonperishable goods were stored in this cabin. The crew took a lot of supplies when they abandoned ship, but some
dragon is back, circling above me like a vulture. I reckon she could carry this ship back to Luskan were she of a mind to. To die from starvation, bitter cold, or a dragon? Choices, choices.”
Treasure
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
from the cold. Mooring ropes and fishing nets hang from hooks along the back wall.
Nonperishable goods were stored in this cabin. The crew took a lot of supplies when they abandoned ship, but some
dragon is back, circling above me like a vulture. I reckon she could carry this ship back to Luskan were she of a mind to. To die from starvation, bitter cold, or a dragon? Choices, choices.”
Treasure
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
from the cold. Mooring ropes and fishing nets hang from hooks along the back wall.
Nonperishable goods were stored in this cabin. The crew took a lot of supplies when they abandoned ship, but some
dragon is back, circling above me like a vulture. I reckon she could carry this ship back to Luskan were she of a mind to. To die from starvation, bitter cold, or a dragon? Choices, choices.”
Treasure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(use the hill giant statistics, plus immunity to cold damage), and three young frost giants (use the ogre statistics, plus immunity to cold damage) call this place home. If the frost giant is killed, the
giant servants (use the hill giant statistics, plus immunity to cold damage) along with three young frost giants (use the ogre statistics, plus immunity to cold damage). 19. East Chamber This slightly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(use the hill giant statistics, plus immunity to cold damage), and three young frost giants (use the ogre statistics, plus immunity to cold damage) call this place home. If the frost giant is killed, the
giant servants (use the hill giant statistics, plus immunity to cold damage) along with three young frost giants (use the ogre statistics, plus immunity to cold damage). 19. East Chamber This slightly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(use the hill giant statistics, plus immunity to cold damage), and three young frost giants (use the ogre statistics, plus immunity to cold damage) call this place home. If the frost giant is killed, the
giant servants (use the hill giant statistics, plus immunity to cold damage) along with three young frost giants (use the ogre statistics, plus immunity to cold damage). 19. East Chamber This slightly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
ancestors, but Durnan returned with enough riches for them to quietly retire. Durnan took his customary place behind the bar, raised a toast to his own safe return, and then began serving customers as
-filled. Patrons talk in low voices, and anyone attempting to strike up a conversation without making a clear intent to pay can expect a cold reception. Paranoia and suspicion run rampant here, as befits
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
ancestors, but Durnan returned with enough riches for them to quietly retire. Durnan took his customary place behind the bar, raised a toast to his own safe return, and then began serving customers as
-filled. Patrons talk in low voices, and anyone attempting to strike up a conversation without making a clear intent to pay can expect a cold reception. Paranoia and suspicion run rampant here, as befits
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
ancestors, but Durnan returned with enough riches for them to quietly retire. Durnan took his customary place behind the bar, raised a toast to his own safe return, and then began serving customers as
-filled. Patrons talk in low voices, and anyone attempting to strike up a conversation without making a clear intent to pay can expect a cold reception. Paranoia and suspicion run rampant here, as befits
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
sidekicks. See the “Scaly Eye Members” sidebar for more information. B5. Bronze Gate Entrance A bronze gate locked from the inside with a heavy bar blocks this entrance tunnel. A creature inside the Bronze
Shrine that can reach the bar, which is 4 feet off the ground, can unlock it as an action. Characters hoping to get through the barred gates from the outside must break the gates down, which takes a
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
sidekicks. See the “Scaly Eye Members” sidebar for more information. B5. Bronze Gate Entrance A bronze gate locked from the inside with a heavy bar blocks this entrance tunnel. A creature inside the Bronze
Shrine that can reach the bar, which is 4 feet off the ground, can unlock it as an action. Characters hoping to get through the barred gates from the outside must break the gates down, which takes a
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
sidekicks. See the “Scaly Eye Members” sidebar for more information. B5. Bronze Gate Entrance A bronze gate locked from the inside with a heavy bar blocks this entrance tunnel. A creature inside the Bronze
Shrine that can reach the bar, which is 4 feet off the ground, can unlock it as an action. Characters hoping to get through the barred gates from the outside must break the gates down, which takes a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
overhead lights, the bats fly into a fury and attack until the source is extinguished. Robo Bar. This bar caters to Constructs and Humanoids alike. The bar is equipped with three hosed spigots connected to
don’t refill. Stargazing Screen. Set into the counter of the bar is a small panel with a glass lid, beneath which are several dials and switches. Interacting with any of the controls causes this area
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
overhead lights, the bats fly into a fury and attack until the source is extinguished. Robo Bar. This bar caters to Constructs and Humanoids alike. The bar is equipped with three hosed spigots connected to
don’t refill. Stargazing Screen. Set into the counter of the bar is a small panel with a glass lid, beneath which are several dials and switches. Interacting with any of the controls causes this area
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
overhead lights, the bats fly into a fury and attack until the source is extinguished. Robo Bar. This bar caters to Constructs and Humanoids alike. The bar is equipped with three hosed spigots connected to
don’t refill. Stargazing Screen. Set into the counter of the bar is a small panel with a glass lid, beneath which are several dials and switches. Interacting with any of the controls causes this area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chairs, fainting couches, and a wine bar. C20. Linen Closet This closet is packed with folded bedsheets and other assorted linens. Two of the downy duvets stacked in this room are rugs of smothering that
reasoned with. A successful DC 15 Intelligence (Arcana) check reveals that the pentagram prevents Osvaldo from manipulating his chains, and that the effect ends if another creature enters the area






