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Returning 35 results for 'been being dies cold rising'.
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Monsters
Monster Manual
Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4);{"diceNotation":"2d4", "rollType
":"damage", "rollAction":"Death Burst", "rollDamageType":"Cold"} Cold damage. Success: Half damage.Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5
Monsters
Monster Manual
Amphibious. The marid can breathe air and water.
Elemental Restoration. If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in 1d4
", "rollAction":"Aquatic Lash", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Aquatic Lash", "rollDamageType":"Cold"} Cold damage.
Water
Monsters
Monster Manual
Invisible in Water. The water weird has the Invisible condition while fully immersed in water.
Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is
", "rollDamageType":"Cold"} Cold damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.PoisonFire
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Cold
Monsters
Monster Manual
Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hellish Restoration"} days unless it is
", "rollDamageType":"Poison"} Poison damage, or 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Vile Slime", "rollDamageType":"Poison"} Poison damage if the swarm is Bloodied.Fire, PoisonBludgeoning, Cold, Piercing, Slashing
Monsters
Monster Manual
"}. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe"} hours
later.Necrotic, PoisonAcid, Cold, Fire, Lightning, ThunderRadiantShadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Shock", "rollDamageType":"Lightning"} Lightning damage.Lightning, PoisonAcid, Bludgeoning, Cold, Fire, Necrotic, Piercing, SlashingConsume Life. Constitution
Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
until the end of its turn. Success: The target is immune to this devil’s Unnerving Gaze for 24 hours.Fire, PoisonBludgeoning, Cold, Piercing, Slashing
Monsters
Stranger Things: Welcome to the Hellfire Club
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by
this attack, a Shadow rises from the corpse 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe"} hours later.Disembodied, Life-Drinking ShadeNecrotic, PoisonAcid, Cold, Fire, Lightning, ThunderRadiantShadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
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
, Prestidigitation
2/Day Each: Animate Dead, Plane Shift
1/Day Each: Cone of Cold (level 8 version), Finger of Death, Power Word Kill, ScryingProtective Magic. Valindra casts Counterspell or Shield in response
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious. Biha Babir can breathe air and water.
Elemental Restoration. If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in 1d4
":"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
Magic Items
Forgotten Realms: Adventures in Faerûn
This heavy tome is bound in dragonhide and reinforced with thick bands of cold iron. The original copies were made by wyrmspeakers of the Cult of the Dragon and bear that cult’s symbol on their
control.
At the end of the ritual, the target transforms into a Dracolich. If the ritual’s target was a living dragon, that dragon dies instantly, and its spirit is transferred to the gem
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
classes
Forgotten Realms: Heroes of Faerûn
yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
free action. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)