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Returning 35 results for 'before blow during cold reside'.
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before block during cold refine
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Claws"} to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9);{"diceNotation":"4d6+9","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage. If the target is Large or smaller
);{"diceNotation":"6d8","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Stinger. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Stinger
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Claws"} to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9);{"diceNotation":"4d6+9","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage. If the target is Large or smaller
);{"diceNotation":"6d8","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Stinger. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Stinger
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive
patient and pursue several schemes simultaneously, so if one plan goes awry, they can shift their focus to another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow
Magic Items
The Wild Beyond the Witchlight
disintegrates, and you take no damage instead.
As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by the rose
lightning
Lightning
Green Chromatic Rose;Green
Issues green gas
Poison
Red Chromatic Rose;Red
Wreathed in fire
Fire
White Chromatic Rose;White
Covered in frost
Cold
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Elemental Planes of Air and Water. The iceberg never melts, and its perpetual winds blow from the planes, carrying the biting cold of the Frostfell and the torturous howls of Pandemonium.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Pandemonium A creature influenced by Pandemonium appears as though it were exposed to cold air for a long time, its skin dry and cracked. Its hair might blow in a phantom wind. A creature influenced
by Pandemonium also gains one or more of following traits of your choice: Hindering Winds. Cold winds sweep around the creature. Any other creature that enters a space within 20 feet of the creature
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Howling Iceberg is always extreme cold, and strong winds blow throughout that area in the direction of the iceberg’s movement. When undirected, the iceberg drifts up to 4 miles per hour (40 feet per
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
applying the resistance), the rose disintegrates, and you take no damage instead. As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or
cold, as dictated by the rose’s damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 damage of the appropriate type on a failed save, or half as much damage on
Monsters
Fizban's Treasury of Dragons
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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, since food
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nonmagical attacks that aren’t silvered
Damage Immunities cold, fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 20
Languages
Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) cold damage. If the target is Large or smaller, it is grappled (DC 24), and it is restrained until the grapple ends. Geryon can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hoist their greataxes when intruders appear. After the first round of combat, it occurs to one of the giants that she should sound the warning horn. She staggers up a flight of wooden stairs to blow
, shedding cold blue light. Mounted on the walls of the lodge are the severed heads of polar bears, giant walruses, young white dragons, and remorhazes. A long wooden table and four smaller round tables
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
small settlement that’s home to one hundred residents. Most are rimekin, but a handful of flamekin and hardy kithkin also reside here. Perched on the edge of an unnatural cliff created during the
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their innate magic to loose bolts of lightning and blow holes in the enemy ranks. Armanite
Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 60 ft
.
STR
21(+5)
DEX
18(+4)
CON
21(+5)
INT
8(−1)
WIS
12(+1)
CHA
13(+1)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
loose bolts of lightning and blow holes in enemy ranks. Armanite
Large Fiend (Demon), Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 94 (9d10 + 45)
Speed 60 ft.
STR
21 (+5)
DEX
18 (+4)
CON
21 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
13 (+1)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition
Kobold
Legacy
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Species
Volo's Guide to Monsters
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
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Description District The Citadel of the Sun A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there. Hope’s Peak, Upper Dura The Clifftop Adventurer’s Guild An
receive a cold welcome. Daggerwatch, Upper Dura Moraggan’s A posh tavern specializing in strong Mror spirits. Food and drink are wealthy in quality and cost. Highhold, Upper Dura The Mystic Market A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
magic, and they work for evil wizards and hags in exchange for useful magic items.
Lock the door, blow out the light; The hungry oni haunts the night.
Hide and tremble, little one; The oni
components:
At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep
Magic Weapons. The oni’s weapon attacks are magical.
Regeneration. The oni regains 10 hit
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
A Crystal Dragon’s Lair Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs
Skies. The skies above a crystal dragon’s lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to avoid her and her agents. When it’s impossible to do so, they become cringing, fawning things, eager to please and thereby escape further attention from her cold gaze. All the original thirteen
another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow. They then revel in the grand devastation their plotting brought about—looting libraries, plundering
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
for signs of trouble, but the goblins prefer to stand around the brazier for warmth. One goblin has a horn that it can blow to sound an alarm, putting the entire fortress on alert. Since visitors aren’t
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where servants and guests reside
(+4)
Saving Throws Dex +5, Wis +7, Cha +8
Damage Resistances acid, cold, lightning
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages Aquan
Challenge 11 (7,200 XP
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Bryn Shander when the attack begins, either together in one place or scattered throughout the town. Read or paraphrase the following boxed text when the attack begins. Another dreadfully cold day in
to her immediately. Duvessa and Markham know of no such person, and no such person steps forward. Drufi carries a horn made from a mammoth’s tusk and can blow it as an action. The horn can be heard
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
case, your connection to the Finders Guild means you have a sterling reputation to uphold. AUNDAIRIAN SCROLL
Genius Inquisitive serves cold justice
In yet another embarrassing blow to the Fairhaven
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The giant has to use an action to blow the horn. 6. Emissaries’ Cavern An oni and its four ogre servants are staying here. They have had an audience with the jarl, and after a special wassail to be
(use the hill giant statistics, plus immunity to cold damage), and three young frost giants (use the ogre statistics, plus immunity to cold damage) call this place home. If the frost giant is killed, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning
focus to another. Typically, nagpas only show their handiwork and emerge from the shadows when they can deliver a finishing blow and then revel in the grand devastation their plotting brought about
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, however, since the area is home to a huge variety of fish and shellfish, many of which are prized in Waterdeep. Reghed Glacier The cold winds that give Icewind Dale its name blow down off this high
(see the “Icewind Dale” section). Characters who explore the Sea of Moving Ice in wintertime are subject to extreme cold temperatures (see the “Wilderness Survival” section in chapter 5 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, grinning with the satisfaction that he dealt the fatal blow to his hated rival. 3. Hekaton in Chains Two Kraken Society cultists stand watch on the decks fore and aft of King Hekaton, who lies on his
level: counterspell, fly, lightning bolt, sending, water breathing
4th level: arcane eye, banishment, fire shield, ice storm, stoneskin
5th level: cone of cold, scrying, seeming, teleportation
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
valley that extends from the base of Kelvin’s Cairn. The characters cross paths with a group of 1d6 + 2 shield dwarf prospectors or fishers wearing cold weather clothing, goggles, and snowshoes. The
snowflakes that won’t melt for 24 hours or a beautifully carved icicle that melts like normal ice. If the chwinga is mad, it might blow the snowflakes into a character’s eyes to cause temporary
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. To the edge of the niche are two large nests made of hair, dry fungus, and refuse.
Creature. Balsag the bugbear and his two giant rat “hounds,” named Grip and Fang, reside in a natural stone
centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
; he carries an iron key that unlocks the doors to areas V7 and area V10. Raising the Alarm. If a wraith spots an intruder or is attacked, it uses its action to blow its horn. Creatures within 100 feet
deep. A nearby stream keeps the moat filled with ice-cold snowmelt from the mountains. V22: Lookout Turret A ladder allows access from the courtyard to this fortified platform. Two guards in dented
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
firepit that can spit six goats at a time to feed the cold and hungry crews that arrive after unloading their ships at the docks. Locals come here as well to hear the latest news from the mainland
. Characters traveling the Iron Trail in wintertime are subject to extreme cold temperatures (see the “Wilderness Survival” section in chapter 5 of the Dungeon Master’s Guide). Ironmaster The dwarven
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(Perception) check. Old stone bunks in orderly rows line the walls of this chamber, and a corroded iron brazier full of cold coals stands near the middle of the room. The bones of a half-dozen dwarves
from the remains of a wooden table.
Six bugbears reside in this chamber. They are loyal minions of Nezznar. This room marks the front line in the Spider’s assault on Wave Echo Cave, and the bugbears






