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Returning 33 results for 'before being dripping cold revive'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"acid"} acid damage.An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the
other escape routes out of their native plane.PoisonAcid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Van Richten’s Guide to Ravenloft
to 0 hit points, the priest might revive with a benefit from the Boons of Undeath table. You can give a priest one or more of these boons of your choice before the priest faces adventurers. If you do
damage on a failed save, or half as much damage on a successful one.
Cold, Fire, PoisonLightning, Necrotic, Piercing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures of unknown realms far removed from mortal concerns. As heroes confront this evil, they must face the selfish, cold tendencies of their own kind as well. A campaign featuring troubled heroes who
mad wizard creates a flesh golem in an effort to revive his lost love. A villain could go to extreme lengths to achieve immortality to avoid confronting its own demise. The adventurers might help a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
parking. The compound is crowded with food, lumber, and myriad other supplies in crates and barrels. Material that can’t be left exposed to the cold, wet weather or is especially valuable is stored in the
belonging to the cult. In the floor of the strong room is a camouflaged trapdoor. It can be found with a successful DC 10 Wisdom (Perception) check. The trapdoor connects to a dripping, slimy tunnel that
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and myriad other supplies in crates and barrels. Material that can’t be left exposed to the cold, wet weather or is especially valuable is stored in the warehouse (area 3), and anything valuable is
room is a camouflaged trapdoor. It can be found with a DC 10 Wisdom (Perception) check. The trapdoor connects to a dripping, slimy tunnel that runs 500 yards into a dense stand of trees and brush at
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, these noxious manipulators appear as ever-shifting masses of dripping tentacles and toxic flesh crowned by a single baleful eye. More often, though, yochlols take the form of spiders or zealous cultists
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->Monsters of the Multiverse
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
)
CON
22 (+6)
INT
6 (-2)
WIS
11 (+0)
CHA
7 (-2)
Saving Throws Dex +8, Con +10
Skills Stealth +8
Damage Resistances acid, cold, fire, lightning; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
flame, transforming into an enormous elemental monster with lava dripping from a body of boulders!
The woman is Ulsedra Vox, the Para-elemental Queen. When Initiative is rolled, Vox transforms into
deal. Para-elemental Pools Pool Element Damage Northeast Ash Fire Southeast Ooze Acid Southwest Ice Cold Northwest Magma Fire Elemental Pools. The pools are bottomless and connect directly to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
)
CON
22(+6)
INT
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Wilderness Survival The following rules come into play as the characters explore Ten-Towns and embark on adventures to the icy, windy, hellishly cold reaches of Icewind Dale. Avalanches The following
reaching the group’s intended destination that hour. The group check can be repeated after each hour spent searching for the missing party member. Extreme Cold Rules for extreme cold appear in the Dungeon
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
)
CON
20 (+5)
INT
17 (+3)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws Dex +7, Con +9, Wis +9, Cha +8
Skills Insight +9, Nature +11, Perception +9, Survival +13
Damage Resistances cold
XP) Proficiency Bonus +4
Fey Rebirth. If the Gardener dies in the Eternal Garden, they revive with all their hit points 1d4 days later in a safe location within the garden.
Legendary Resistance (3
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and a ceiling lined with dripping icicles. A wisp of steam rises from a roughly circular pool in the northern half of the cave. South of the pool is a shallow crater filled with oversized snowballs
a Medium object with AC 13, 6 hit points, and resistance to cold and fire damage. Reducing an egg to 0 hit points kills the unborn remorhaz inside it. Left alone, the eggs won’t hatch until they are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Caves of the River Coven All the caves in this area are cold and damp, with water dripping from the ceiling to form shallow pools of water everywhere. 10a. Black Pebble Cave This 8-foot-high cave
swim away, but Delvin wasn’t so lucky. He’s so cold and scared that he stammers when he tries to talk. For its own amusement, the wicked goblin has been tormenting Delvin by threatening to eat him
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes. Domenico Cava Ankhegs are the bane of farmers whose grazing livestock are
+5 Con 14 +2 +6 Ability Score Mod Save Int 20 +5 +9 Wis 16 +3 +7 Cha 17 +3 +3
Skills Arcana +9, Deception +7, Insight +7, Perception +7
Resistances Cold, Fire, Lightning
Immunities Acid
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
some 12 feet tall, a molydeus has a red-skinned, humanoid body and two heads — one that of a slavering wolf and the other that of a serpent with dripping fangs perched atop a long neck. Molydei might
(+7)
CHA
24(+7)
Saving Throws Str +16, Con +14, Wis +14, Cha +14
Skills Perception +21
Damage Resistances cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wall for secret doors finds it automatically. T4. Coat Closet This is the speaker’s personal coat closet. A full set of cold weather clothing is stored in the wooden trunk. T5. Privy This room contains a
.
If the figurehead is intact and the characters participated in Rinaldo’s séance (see "Séance"), they see something else as well: Lashed to the figurehead with rope is a scrawny woman who is dripping
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. Juiblex
Huge Fiend
)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws Dex +7, Con +13, Wis +12
Skills Perception +12
Damage Resistances cold, fire, lightning
Damage Immunities acid, poison; bludgeoning, piercing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
: Squatting in the far corner of the room is a pale man wearing a nightgown. He has an unkempt beard and seems hard at work filling a chamber pot. “Perfect timing,” he says, his voice dripping with sarcasm
near the water’s edge.
A 5-foot-wide, 8-foot-high passage in the north wall leads to area C17. For more information about the cistern and the rowboat, see area C18. C17. Cold Storage This room is empty
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as slashing
sags and begins dripping off. Their bones turn to jelly and they become a puddle on the ground which quickly evaporates into a cloud of octarine mist. For 1 hour, the creature is under the effects of
Equipment
size:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
. Their skin sags and begins dripping off. Their bones turn to jelly and they become a puddle on the ground which quickly evaporates into a cloud of octarine mist. For 1 hour, the creature is under the
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
skin sags and begins dripping off. Their bones turn to jelly and they become a puddle on the ground which quickly evaporates into a cloud of octarine mist. For 1 hour, the creature is under the effects
Equipment
regardless of size:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as
melting. Their skin sags and begins dripping off. Their bones turn to jelly and they become a puddle on the ground which quickly evaporates into a cloud of octarine mist. For 1 hour, the creature is under
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
skin sags and begins dripping off. Their bones turn to jelly and they become a puddle on the ground which quickly evaporates into a cloud of octarine mist. For 1 hour, the creature is under the
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
skin sags and begins dripping off. Their bones turn to jelly and they become a puddle on the ground which quickly evaporates into a cloud of octarine mist. For 1 hour, the creature is under the effects
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
way to communicate with Rainbow, it speaks in a droll and erudite accent, laced with casual profanity and dripping with sarcasm. If it can’t speak with the characters, Rainbow can spin a web to create
shedding light, it emanates an aura of cold shadow. The walls of the lantern room are five-foot-wide panels of glass set with a single glass door.
Creatures. Hoobur has entrusted the protection of the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
noisy activity that attracts the attention of the Redbrands in area R2. Cistern. This rectangular reservoir is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than
Phandalin. If the characters spoke to Carp Alderleaf (see the “Alderleaf Farm” section), he will lead them to the tunnel entrance but won’t follow them inside. A cold breeze softly sighs in this large
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
type associated with dragons. 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
the next hour, you immediately revive as if by the Reincarnate spell.
69–72 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
, the sound of dripping water echoes.
Among the myriad fungi, several are magical and act as potions if eaten. One aqua-spotted toadstool acts as a potion of longevity. Two amber toadstools flecked
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
touches (or passes through) the pillar gains 5 temporary hit points. A non-undead creature that touches a pillar takes 5 (1d10) necrotic damage and 5 (1d10) cold damage. A creature can take this damage
gargoyles, each with mouths and claws dripping blood, stand in alcoves around the chamber.
Light. Dim, blood-red light radiates from the pillars and fills the area. Blood. Due to the slick blood on
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Euryale cards around the walls, while a door to the north displays the Comet card. “Oh good, heroes,” she sneers, the final word dripping with contempt. “Shall we get this over with?”
The medusa
also has immunity to cold damage. If a single character defeats the elemental unaided, that character immediately gains the benefits of finishing a long rest. 23: Void The only way to reach this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
for an expected reason. Worried about the punishments the fanatics will inflict upon them for letting invaders into Illithinoch, the two mind flayers fight to the death. Dripping Statue. The infected
Con +7, Int +8, Wis +7, Cha +7
Skills Arcana +8, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances cold, lightning, necrotic
Damage Immunities poison
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-square shaft plunges into darkness. The sound of slowly dripping water echoes up the shaft. Characters who have darkvision or a sufficient light source can see that the shaft descends 40 feet to some
flames. Treasure. Tucked under the chef’s hat is an electrum spork with a bejeweled handle (worth 250 gp). Crypt 29 Baron Eisglaze Drüf Opening the door causes the air around you to turn as cold as
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
attack. Slippery Floor. The dripping water renders the uneven floor slick with mud and slime. A creature that moves faster than half its speed along the floor must succeed on a DC 15 Dexterity saving
successful DC 25 Strength (Athletics) check. Destroying the Book. The book has Armor Class 15, 50 hit points, resistance to cold and fire damage, and immunity to poison and psychic damage. Dispelling the






