Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'beams before down cold required'.
Other Suggestions:
beast before down core requires
beast before down cold required
beast before down call require
beast before down could require
bear before down core requires
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
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
’s level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.
Magic Items
Dungeon Master’s Guide
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
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
Alkilith
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness.
Magic Resistance. The alkilith has advantage on
","rollAction":"Tentacle"} to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4","rollType":"damage","rollAction":"Tentacle","rollDamageType":"acid"} acid damage.PoisonAcid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment
other escape routes out of their native plane.PoisonAcid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.
The anarch casts the creation
Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than
anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType":"roll"} rounds. All formed substance becomes a chaotic churn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn
required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within
Magic Items
Mythic Odysseys of Theros
cold damage.
Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
Piety 10+. You can breathe underwater, and you gain a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
(Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On
Spells
Tasha’s Cauldron of Everything
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th
).
Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each
Spells
Fizban's Treasury of Dragons
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th
)
CON
17 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Damage Resistances (Chromatic and Metallic Only) acid, cold, fire, lightning, poison
Damage Resistances (Gem Only) force
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains
or until Orcus releases them (no action required).
Undead Servants. Orcus causes up to six corpses within the lair to rise as skeleton;skeletons, zombie;zombies, or ghoul;ghouls (all appear in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonperishable food and forty barrels of fresh water.
Beams. Two thick wooden beams lean against the wall between sets of double doors.
The food crates are each 2 feet on a side and weigh 50 pounds
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
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W14. Wine Cellar In the winery’s heyday, the wine cellar was packed with barrels awaiting shipment, but those days are long gone. Wooden pillars and beams support the ten-foot-high ceiling of this
ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Bryn Shander The first stop for most visitors to Icewind Dale is Bryn Shander, a walled town perched atop a cold, lonely, wind-lashed hill. Bright lanterns suspended over narrow streets twist in the
the wall, providing a rampart for defenders stationed on the wood-planked walkway. The wall’s hinged gates are 15 feet tall and can be barred from the inside with iron-banded wood beams. These gates are closed when it’s dark outside—which is to say more often than not.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
17. Underground Waterfall The underground river plunges down into a dark, rocky chasm. Cold air swirls up from below like the breath of some monstrous creature. Through the gloom, you spot an ornate
waterfall. A successful DC 14 Strength (Athletics) check is required to climb around to the ledge. The ledge is slippery and uneven. Any creature that takes damage while standing on the ledge must
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
built-in tractor beams allow worker robots to effortlessly lift cargo and other heavy objects with their mechanical tentacles, which double as weapons if the robots are threatened or drafted for
)
WIS
12 (+1)
CHA
10 (+0)
Skills Athletics +9
Damage Resistances acid, fire
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
tower’s highest floor, a fifteen-foot-diameter hole drops into the cold heart of Ravenloft itself. Cold air rushes up out of the shaft, sending a chill through you. Arrow slits line the walls, and
aging beams support a steep, cone-shaped roof. One beam and part of the roof have fallen away, leaving a gaping hole open to the stormy sky. The hole in the floor forms the mouth of an enclosed shaft
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
you use a spell slot to cast a spell that deals Cold damage, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended
Charm (no action required) to end the Blinded, Deafened, Paralyzed, or Poisoned condition on yourself.
Dolurrh, the Realm of the Dead. When you use a spell slot to cast a spell from the Necromancy
Compendium
- Sources->Dungeons & Dragons->Monster Manual
13 +1 +6
Cha 22 +6 +6
Skills History +8, Perception +11, Stealth +5
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
Languages Common
+ 8) Slashing damage plus 4 (1d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Roleplaying Vladeska Steely and fierce, Vladeska Drakov views softness as weakness and resents having her time wasted. She values cold competency and makes life-and-death decisions mercilessly. Her
endless zombie attacks and quietly looks for trustworthy agents to find the zombies’ source. Personality Trait. “I am the only one capable of making the decisions required for the greater good. This
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wis 15 +2 +9
Cha 26 +8 +8
Skills History +11, Perception +16, Stealth +7
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common
, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dex 10 +0 +2
Con 17 +3 +3
Ability Score Mod Save
Int 12 +1 +1
Wis 11 +0 +2
Cha 15 +2 +2
Skills Perception +4, Stealth +2
Immunities Cold
, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
6(−2)
WIS
11(+0)
CHA
7(−2)
Saving Throws Dex +8, Con +10
Skills Stealth +8
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical
the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness.
Magic Resistance. The alkilith has
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier
to one damage roll of that spell. Level 14: Dragon Wings As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your appearance. Draconic Ancestors Dragon Damage Type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold Breath Weapon. When
temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the
STR 19 +4 +4
DEX 14 +2 +2
CON 17 +3 +3
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 14 +2 +2
Resistances Acid, Cold, Fire, Lightning, Poison
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Draconic Ancestors Dragon Damage Type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold Breath Weapon. When you take the Attack
Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chwinga A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to
chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges






