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Returning 35 results for 'before being direct cold reveal'.
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Feats
Player’s Handbook
Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices
.
Energy Redirection. When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward another creature you can see
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
Journeys through the Radiant Citadel
wide. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Plague Winds","rollDamageType":"cold"} cold
level of exhaustion. If the creature is in direct sunlight when it makes this saving throw, it automatically succeeds on the save.
If the creature is targeted by magic that ends a poison or disease
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
Magic Items
The Book of Many Things
starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you
can see them. The bolts automatically strike their targets, and each bolt deals 2d4 cold damage.
Whirling Hail. As an action, you can spend 3 charges and cast the Ice Storm spell (save DC 16).
The crown regains 1d6 expended charges daily at dawn.
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
Monsters
Mordenkainen's Fiendish Folio Volume 1
within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check
threatened with direct violence, content to otherwise take joy in watching mundane or simple tasks become frustrating, painful experiences.
Fey Influence. When mites are about, creatures become
Monsters
Mordenkainen Presents: Monsters of the Multiverse
out the day’s heat or the night’s cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves.
Tlincallis stay in one
’s time to lay eggs and hatch a new brood of young.
These scorpion folk deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. The
Species
Guildmasters’ Guide to Ravnica
feelings about them.
To members of other races, vedalken often seem cold, even emotionless. That assessment isn’t fair—they feel emotion every bit as intensely as other folk do, but they are
goal of perfection is paved with bricks of education, careful deliberation, and controlled experimentation. Some vedalken direct their energy toward perfecting themselves, whether by means of Simic
Aasimar
Legacy
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Species
Volo's Guide to Monsters
born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Celestial Champions
;provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies
Backgrounds
Sword Coast Adventurer's Guide
few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe
a crude sense of humor.
8
I face problems head-on. A simple, direct solution is the best path to success.
d6
Ideal
1
Greater Good. Our lot is to lay down our lives in
Aarakocra
Legacy
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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->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->Player’s Handbook
Resistances. You gain Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you
can change your choices. Energy Redirection. When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of the flying citadel, characters like Leedara (see area S2) and Caradoc (see area S22) can reveal details that help the characters devise plans aligning with the possibilities below. Unseat Soth The
it inert. The characters need to be ingenious, as they can’t hope to beat Lord Soth by direct confrontation. Discover Lost Elven Magic Hidden in the depths of the temple is a magic item known as the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
that parts to reveal distant cliffs. A port emerges from the mist, nestled among mangroves. Elaborate mud-brick buildings in chalky pastel colors line the shore. A grand mud-brick castle bristling with
. Each is given a private room, and delicious meals are prepared and served in the common room. Anadoua is happy to share details from the “Djaynai and Janya Gazetteer” section or direct the characters toward the market for any mundane items they require.
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->Journeys through the Radiant Citadel
Cursed Villagers As they walk through the village, the characters notice many locals huddled in corners, bundled in blanket-like sarapes and trembling with cold despite it being a warm but cloudy day
. If asked about them, Rufina replies that these unfortunates have caught sereno, an ailment seemingly spread by bitterly cold winds. Folk who have fallen ill speak of those winds blowing mostly at
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->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
, or they can use some other method of conveyance — it’s up to them. Storm giants aren’t stealthy and would prefer to stage a direct assault on Iymrith’s lair, but they will adjust their tactics based
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->Monster Manual
Sahuagin Priest Sahuagin priests serve the will of Sekolah or other fiendish masters. They direct and support other sahuagin, and they consider every combatant that falls in battle—whether enemy or
, Cold
Senses Darkvision 120 ft.; Passive Perception 16
Languages Sahuagin
CR 2 (XP 450; PB +2)
Traits
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the following benefits: Howling Wind. While on the Howling Iceberg, a creature attuned to the shard who doesn’t have the incapacitated condition can direct the winds to howl and propel the iceberg up to
and manipulate wind only), cone of cold, fear, and gust of wind spells (spell save DC 17), requiring no material components. Once the creature uses this property to cast a spell, the creature can’t
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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. LAMORDIAN CHARACTERS
Characters from Lamordia are typically direct, skeptical of superstition, and inured to cold. Humans and gnomes are the domain’s primary residents, with white hair and skin
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
directional awareness. In other words, a creature can get to where it wants to go by thinking of its destination, at which point it becomes aware of the most direct route to that location. The
destination must be somewhere in the Astral Sea or in Wildspace, such as “the nearest githyanki outpost,” “the astral dominion of Hestavar,” or “Realmspace.” This directional awareness doesn’t reveal how safe
Kobold
Legacy
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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->Waterdeep: Dungeon of the Mad Mage
the danger that awaits the adventurers or communicate with them in any other way, for fear of being detected by Halaster. Powerful divination magic can reveal Jhesiyra’s disembodied presence
throughout Undermountain. But not even a wish spell or divine intervention will allow direct, two-way communication with Halaster’s former apprentice.
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->Monster Manual
certain creatures capable of casting spells of level 3 or higher. Green slaadi are more intelligent than their blue and red brethren and often direct their kin to portals where gray slaadi have identified
+3
Dex 15 +2 +2
Con 16 +3 +3
Ability Score Mod Save
Int 11 +0 +0
Wis 8 −1 −1
Cha 18 +4 +4
Skills Arcana +3, Perception +2
Resistances Acid, Cold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water. Quicksand A
-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. When a creature comes into direct contact with razorvine for the first time on a
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






