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Returning 35 results for 'battle back detect cold ranger'.
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battle back defeat cold ranger
beetle back direct cold range
battle back direct cold ranger
battle back detect cold ranged
battle back detect cold range
Monsters
Monster Manual
", "rollAction":"Aquatic Lash", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Aquatic Lash", "rollDamageType":"Cold"} Cold damage.
Water
Jet. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 31 (9d6);{"diceNotation":"9d6", "rollType":"damage", "rollAction":"Water Jet", "rollDamageType":"Cold
Monsters
Monster Manual
Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect
Monsters
Monster Manual
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC
Monsters
Monster Manual
":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 24, each creature
in a 90-foot Cone. Failure: 67 (15d8);{"diceNotation":"15d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success: Half damage.
Paralyzing Breath
Monsters
Monster Manual
components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image1/Day Each: Blight (level 8
version), Cloudkill (level 6 version), Fly, Plane Shift, TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its
Monsters
Monster Manual
components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image1/Day Each: Cloudkill, Fly, Plane Shift
(self only), TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size
Monsters
Monster Manual
, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Detect
Thoughts, Mage Hand1/Day Each: Fireball, Invisibility (self only)Acid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to
Monsters
Monster Manual
, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version
), Invisibility 1/Day Each: Cone of Cold, FlyProtective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
Charisma as the spellcasting ability (spell save DC 14):
2/Day Each: Alter Self, Command (level 3 version), Detect Magic1/Day Each: Dominate Person (level 8 version), Plane Shift (self only)Cold, Fire, Lightning, Poison
Monsters
Monster Manual
Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of the lich’s next turn.
Spellcasting. The lich casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage
Monsters
Monster Manual
spellcasting ability (spell save DC 15):
At Will: Detect Thoughts, Gaseous Form (self only), Web1/Day: Dominate PersonToxic Escape. Trigger: The yochlol is hit by an attack roll. Response: The yochlol
-Shift. The yochlol shape-shifting;shape-shifts into a Medium Humanoid or a Medium spider or back into its true form. Its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Spells
Player’s Handbook
exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
Monsters
Monster Manual
DC 14):
At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)Cold, FireShape-Shift. The hag shape-shifting;shape-shifts into a
Magic Items
Dungeon Master’s Guide
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
.
Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast Detect Evil and Good or Locate
Magic Items
Dungeon Master’s Guide
a lich.
A treacherous lieutenant named Kas the Betrayer;Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
Monsters
Heroes of the Borderlands
the damage type: 1, Acid;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt: Acid","rollDamageType":"Acid"}; 2, Cold;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt
: Cold","rollDamageType":"Cold"}; 3, Fire;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt: Fire","rollDamageType":"Fire"}; 4, Lightning;{"diceNotation":"2d6","rollType":"damage
Monsters
Forgotten Realms: Adventures in Faerûn
":"Marine Burst"}, reach 5 ft. or range 60 ft. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Marine Burst", "rollDamageType":"Cold"} Cold damage.
Tail (Marid Form
components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Create or Destroy Water, Detect Magic, Major Image
2/Day Each: Control Water (Flood, Part Water, or Redirect Flow
Monsters
Forgotten Realms: Adventures in Faerûn
following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21):
At Will: Cone of Cold, Detect Magic, Dispel Magic, Invisibility, Mage Hand
", "rollAction":"Paralyzing Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of Sammaster’s next turn.
Spellcasting. Sammaster casts one of the
Monsters
Forgotten Realms: Adventures in Faerûn
. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Paralyzing Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of
spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fly, Invisibility, Lightning Bolt (level 5 version), Mage Hand
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Blight, Detect Magic, Dispel Magic, Mage Hand, Prestidigitation, Ray of Sickness (level 6 version)
2/Day Each: Dimension Door
rule Faerûn. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.
Sammaster was killed in battle, but had prepared contingencies
Gray Slaad
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it
innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image
2/day each: fear, fly, fireball
Monsters
Baldur’s Gate: Descent into Avernus
many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses revivify and raise dead spells to bring them back to life as soon as possible.
If Arkhan finds himself overwhelmed
);{"diceNotation":"1d10+12","rollType":"damage","rollDamageType":"slashing"} slashing damage when used with two hands, plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType":"cold"} cold damage. If
Green Slaad
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it
innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, mage hand
2/day each: fear, invisibility (self only)
1/day: fireball
Magic Resistance
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must
","rollType":"damage","rollAction":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage.The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort serves
Magic Items
Storm King's Thunder
In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson—leader of the folk who would become the Uthgardt—in a battle that marked the ascendance of
humankind over the giants in the Dessarin Valley. Gurt’s greataxe was buried in Morgur’s Mound until it was unearthed and brought back to Waterdeep. After laying in the city’s vaults for
Classes
Xanathar's Guide to Everything
elementals — that work to preserve life and the order of the planes.
Horizon Walker Features
Ranger Level
Feature
3rd
Horizon Walker Magic, Detect Portal, Planar Warrior (1d8)
7th
Ethereal Step
11th
Distant Strike, Planar Warrior (2d8)
15th
Spectral Defense
Monsters
Waterdeep: Dragon Heist
spell attacks). Kaevja has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, sending
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Elemental Gem
Death Slaad
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:
At will: detect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Claws"} to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9);{"diceNotation":"4d6+9","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage. If the target is Large or smaller
);{"diceNotation":"6d8","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Stinger. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Stinger
Classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
);{"diceNotation":"13d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
);{"diceNotation":"15d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon
Magic Items
Acquisitions Incorporated
observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the
, which you play back liberally
Whispered Encyclopedia
At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollType":"damage", "rollAction":"Elemental Strike (Acid)", "rollDamageType":"acid"}, cold;{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"Elemental Strike (Cold)", "rollDamageType":"cold
material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind
Monsters
Tomb of Annihilation
spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of






