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Returning 35 results for 'before before dropping cold reveal'.
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Monsters
Stranger Things: Welcome to the Hellfire Club
writhing tails, monstrous wings, and two hideous heads. Initially, each bulbous head appears featureless—a disturbing, preternatural bud yet to bloom. When threatened, however, each unfurls to reveal
, the demodragon can unleash a deluge of bone-melting acid on any who dare challenge it.PoisonAcid, Cold, Lightning
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollAction":"Drop","rollDamageType":"cold"} cold damage. Miss: The ice piercer takes half the normal falling damage for the distance fallen. Auril the Frostmaiden has transformed icicles into creatures that
resemble piercer;piercers.
Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"cold"} cold damage.
Hurl
":"damage", "rollAction":"Hurl Icicle", "rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Hurl Icicle", "rollDamageType":"cold"} cold damage
Monsters
Candlekeep Mysteries
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
whenever a villager touches a hard surface. The villagers are also cold to the touch, which can be ascertained only through physical contact. A character who succeeds on a DC 15 Wisdom (Insight) check
Monsters
Bigby Presents: Glory of the Giants
":"Ice Axe", "rollDamageType":"force"} force damage plus 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Ice Axe", "rollDamageType":"cold"} cold damage.
Slam. Melee Weapon Attack: +17
", "rollAction":"Glacier Throw", "rollDamageType":"cold"} cold damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Glacial Upheaval (Recharge 5–6
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ice Mephit Ice mephits have bodies made of frigid air and frozen water. They delight in freezing things and dropping ice into peoples’ clothes. Ice Mephit Small Elemental, Neutral Evil
AC 11
Wis 11 +0 +0
Cha 12 +1 +1
Skills Perception +2, Stealth +3
Vulnerabilities Fire
Immunities Cold, Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the vessel. A secret entrance might be concealed behind the Grand Master’s throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
into the lower decks. Another entrance might be concealed within one of the immured ones’ cells at area M6. Opening the cell could reveal the entrance standing open, with the prisoner gone and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dropping onto the wagon in the loading dock (area W2). He then looks for a place in the winery to hide. A character who understands Druidic can translate the his words: “Nature bows to my every whim
, for I have the vampire’s staff!” A secret door in the north corner of the west wall can be pulled open to reveal a bedroom (area W17). Treasure The druid wields a Gulthias staff (see appendix C), which can be used to destroy the blights in the winery.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H12. Audience Chamber Three stirges flutter anxiously about this cold and dismal hall. The stirges are thirsty for blood and heedlessly attack any warm-blooded creature that attempts to cross the
Door. This room has two secret doors. The east secret door pushes open to reveal area H9. The west secret door pulls open to reveal a 3-foot-wide staircase descending 10 feet to area H21. Cryovain is too big to enter this staircase.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
not have resistance or immunity to cold damage gain vulnerability to cold damage. The characters can see the frost giant apparitions only if they step into the ring under the light of a full moon
(Dragon). Dropping a dragon’s scale in this brazier summons forth its fire. The characters can substitute some other dragon body part, such as a fang or a claw. Vind (Wind). Blowing air into this
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lintel above the entrance is the word Argynvostholt. If a creature climbs the steps or sets foot on the landing, the dragon statue (area Q1) opens its mouth and exhales a 60-foot cone of harmless cold
air, then closes its mouth and doesn’t activate again until the next dawn. At one time, the statue would breathe a cone of ice and hail, but its magic has deteriorated over the years. The doors are unlocked and can be pushed open to reveal a dark foyer (area Q3).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
features are prevalent throughout the Whorlstone Tunnels.
Ceilings and Floors. The average ceiling height is 50 feet, dropping to 25 feet in narrow tunnels.
Narrow Tunnels. The narrowest tunnels are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
between the two halves of the wine cellar can be pushed open to reveal a freezing cold passageway (area W15).
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->Curse of Strahd
K31a. Elevator Shaft Cold air fills this rectangular shaft, the walls of which are coated with mildew and worn smooth. Taut iron chains extend up and down the shaft. The links of the chains are thick
impossible without the aid of magic or the use of a climber’s kit, because the walls are smooth and slick with mildew, and the greasy iron chains are too thick and slippery to grasp. Set into the roof of the shaft is a 5-foot-square stone trapdoor that can be pushed open to reveal area K47.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. 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
map. A magic ward keeps the temperature in this area at 10 degrees Fahrenheit. Characters who stay in this area for more than 1 hour suffer the effects of extreme cold (see chapter 5 of the Dungeon
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
use for healing magic, and a sorcerer can meet most of the tribe’s other magic-related needs. Kobold shamans are very rare; priests of Kurtulmak, when they reveal themselves, are easily recognized
them.
Environment
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q6. Dragon’s Den This wood-paneled den has been ransacked, its furnishings tossed about. A cold, dark hearth dominates the west wall between two narrow windows. Standing upright against the north
open to reveal a storage room (area Q11). Living Fire If the beacon of Argynvostholt (area Q53) has not been lit, read the following text when the characters approach the fireplace for the first time: A
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
minute can discern its cold indifference with a successful DC 10 Wisdom (Insight) check. Abilities such as truesight and magic that detects illusions reveal the true nature of the simulacrum: an elf made
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
gold and iron lay just beyond where the clan had explored. The next strike of a pick, they said, could reveal wealth beyond imagining. This obsession took root and spread throughout the clan. Soon, all
other activity in the community ceased; the forges grew cold, and the temples to Moradin stood empty. Every dwarf old enough to hold a pick or shovel worked the mines. The dwarves relentlessly dug
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
away, a detect magic spell will reveal that this area has a strong aura of both abjuration and evocation magic. Trap. When a character crosses the threshold of the bulkhead between the back and the
) cold damage, and its speed is reduced by 10 feet.
Last, but certainly not least, the openings at either end of the area ice over, and must be broken before characters can either enter or exit the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
them is a noisy activity that attracts the attention of the Redbrands in area 2. Cistern. This rectangular reservoir is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet
this area and two are defeated, the last ruffian might reveal the secret door by fleeing in that direction. Treasure The satchel hidden in the cistern is waterproof and contains a potion of healing, a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
fireplace.
Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
desert caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fireplace. Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
other prisoners, many of who aren’t what they seem. Captured by the drow! You wouldn’t wish this fate upon anyone, yet here you are — locked in a dark cave, the cold, heavy weight of metal tight
between the drow, the player characters, and the other prisoners. This is an opportunity to reveal who the characters are and to flesh out their backgrounds and personalities through roleplaying, even as
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
whenever a villager touches a hard surface. The villagers are also cold to the touch, which can be ascertained only through physical contact. A character who succeeds on a DC 15 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Ridge to respect the solitude of the inhabitants. If pushed, Sarak exhibits a cold fury and decisiveness that has earned the respect of everyone within Sarak’s protection. A persistent layer of mist
invasion, Sarak hires the characters to investigate. Scholar. The adventurers need information from a reclusive scholar living in Boreal Ridge. They must find and convince the scholar to reveal their secrets.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
characters there if she is healed fully, for the sake of avenging her murdered lover. Vaelle believes that the cult fanatics acted on their own, not under Lord Cassalanter’s orders. She won’t reveal the
the Stone of Golorr if the villain has it, or finding leads on its whereabouts when the trail goes cold
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a gang of slavers and thieves. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone
(Investigation) check. Any creature can use an action to dislodge one end of either bridge, dropping it into the crevasse.
Nothic Crevasse. This steep-sided fissure is 5 to 10 feet wide and 20 feet deep
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
amphitheater half-buried in the cold desert sands northeast of Ascore, an ancient and abandoned dwarven city. She is a spellcaster and, like all blue dragons, is immune to lightning damage. Armed with this
spell. Harshnag declines to reveal this helpful wizard’s identity. The wizard could be Elminster of Shadowdale, Laeral Silverhand of Waterdeep, the Harper archmage Krowen Valharrow (see the “Everlund
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
will also reveal the rift. The party can travel on the surface of the glacier-mountain (over the caves shown) to circumvent the whole rift if they so desire. Ropes can be lowered to gain the ledges
fails, the character slips and falls. If the check fails by 5 or more, the character goes over the edge of the rift. The whole place is windy and very cold. Visibility atop the rift is about 150 feet
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lenk doesn’t reveal what’s inside. Cracking the Strongboxes A character can make one attempt to open a strongbox through any of the following means: Breaking the Strongbox. Each strongbox is a Tiny
object with AC 19, 5 HP, Immunity to Poison and Psychic damage, and Vulnerability to Cold damage. A character who reduces a strongbox to 0 Hit Points with a single attack or spell destroys the strongbox
Compendium
- Sources->Dungeons & Dragons->Monster Manual
whims and ambitions. They might claim to speak for their overlords to further their own ambitions or seek to reveal rivals’ selfish goals to gain standing with their demonic masters. Yochlol Medium
Ability Score Mod Save
Int 13 +1 +5
Wis 15 +2 +6
Cha 17 +3 +7
Skills Deception +11, Insight +6
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
otherwise help them. Fortunes of Ravenloft If your card reading reveals that a treasure is hidden at the inn, the Keepers of the Feather don’t reveal where the treasure is until they know the characters
can be pushed open to reveal a wooden staircase that leads up to area N2i. N2f. Stable The sliding wooden doors on the west wall of this room are held shut by an iron lock and chain. Urwin carries the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
3rd-level heat metal spell (save DC 15), but the damage is cold instead of fire, and the creature has no chance of dropping a chilled object. Marshes. Any creature that enters this area feels a






