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Returning 35 results for 'before bonded destination cold resolve'.
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Gazer Familiar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other
":"3d6","rollType":"damage","rollDamageType":"cold"} cold damage.
4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved
Monsters
Journeys through the Radiant Citadel
","rollAction":"Flood Strike","rollDamageType":"cold"} cold damage.
Spellcasting. The riverine casts one of the following spells, requiring no material components and using Charisma as the
Whirlpool Step. Immediately after it teleports, each creature within 5 feet of the riverine’s destination space takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Whirlpool
Monsters
Mordenkainen Presents: Monsters of the Multiverse
targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"cold"} cold damage.
4: Telekinetic Ray. If the target is a
familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded
Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"cold"} cold damage.
4: Telekinetic Ray. If the
Monsters
Icewind Dale: Rime of the Frostmaiden
). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control
":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Talons","rollDamageType":"cold"} cold damage.
Touch of Frost. Melee Spell Attack: +13;{"diceNotation
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists
type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder.
95–96
You can use a bonus
Monsters
Icewind Dale: Rime of the Frostmaiden
Morningstar","rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Ice Morningstar","rollDamageType":"cold"} cold damage.
Ice Dart. Ranged Weapon
Dart","rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Ice Dart","rollDamageType":"cold"} cold damage.
Cone of Cold (Recharges after a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Reaching Ironslag By Land Characters who travel to Ironslag on foot or by horse must cross a cold, rugged hinterland to reach their destination. They are likely to experience one or more random
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. A creature that succeeds on three checks in a row or that rolls a 20 on the d20 finds a special destination, as shown on the Howling Iceberg Tunnels table. Howling Iceberg Tunnels d10 Destination
attunement ends. Planar Tunnels. A creature attuned to the shard can navigate the tunnels within the iceberg to reach any desired destination in 1 hour without making an ability check. The creature is also
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T4. Guard Tower, Ground Floor The tower door is made of ironbound wood and barred from within. A character can force open the door with a successful DC 22 Strength (Athletics) check. A cold hearth
stands across from the door, the wind howling down its chimney. A stone staircase is on the south wall. Three windows look out over a foggy sea. The stairs climb 20 feet to area T5. Teleport Destination
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
creature within 5 feet of the riverine’s destination space takes 5 (1d10) cold damage.
Raging Deluge (Costs 2 Actions). The riverine unleashes a torrent of river water in a 30-foot line that is 5
Multiattack. The riverine makes two Flood Strike attacks.
Flood Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) cold damage
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Catching Coal Coal sprints 60 feet away from the characters into High Wall’s streets, intent on escape. The warforged has no particular destination in mind. She simply wants to get away from the
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it
type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. 95–96 You can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mountain to the edge of the mountain’s snow line. Few creatures will confront a party that looks well prepared. Day 2 The second day of travel is hampered by extreme cold and high elevation. Above the snow
line, natural predators are eager to make the party their prey. A group of 1d4 + 3 winged kobolds harry the party at one point. These kobolds have resistance to cold damage. Whenever one of these
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Greater Zombie Many of those who brave the Tomb of Horrors believe they have reached their ultimate destination when they disturb a skeletal figure inside a secluded crypt. It is, in fact, a greater
Throws Wis +1
Damage Resistances cold, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
WIS
15(+2)
CHA
9(−1)
Saving Throws Dex +7, Con +6, Wis +6
Skills Perception +6, Stealth +7
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical
see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
strengthen Thrane resolve. The common people are united by their faith and sure of the righteousness of their cause. The Silver Flame urges people to stand together in the face of evil, and across the nation
Karrns as agents of darkness. Likewise, Thranes have bitter memories of the conflict with Aundair, and Aundairian wizards or eldritch knights receive a cold reception. For most Thranes, the war
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind (appears in this book) in status within a war
40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
7 (−2)
WIS
14 (+2)
CHA
9 (−1)
Saving Throws Dex +4, Con +6, Wis +5
Damage Resistances cold
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mentioned by the mysterious planar entities with which he has spoken. Convinced that the characters can restore the ordning, Zephyros offers to transport them to one destination of their choice in
destination should coincide with Morak’s quest. After safely delivering the characters to their destination, Zephyros and his tower depart for the Moonshae Isles. If the characters ask Zephyros to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of Fire traits. She has immunity to cold damage. Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies, even if it is replaced with another heart. Elise is
horrified by what Dr. Mordenheim did to her and tries to avoid the doctor and all strangers, fearing they might kill her to learn the Unbreakable Heart’s secrets. She roams without destination but
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
-stained natural cave roughly 50 feet square. The cave contains nothing of interest. Turning the handle on the faucet opens a valve that allows fresh, cold water from an underground stream to pour
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
)
CHA
9 (-1)
Saving Throws Str +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Waterdeep When the caravan rolls into Waterdeep after two months on the road, most of the merchants disperse to the city’s markets, warehouses, and stables. They’ve reached their destination and the
spot by nightfall. Azbara Jos remains with the cultists during this time, and Jamna expresses her desire to stick with them until they uncover the treasure’s destination. The cultists spend a day resting
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Waterdeep When the caravan rolls into Waterdeep after two months on the road, most of the merchants disperse to the city’s markets, warehouses, and stables. They’ve reached their destination and the
spot by nightfall. Azbara Jos remains with the cultists during this time, and Jamna expresses her desire to stick with the characters until they uncover the treasure’s destination. The cultists spend a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
9 (-1)
Saving Throws Dex +7, Con +6, Wis +6
Skills Perception +6, Stealth +7
Damage Resistances cold, necrotic
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.
Bonus Actions
Shadow
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
CON
16(+3)
INT
11(+0)
WIS
12(+1)
CHA
13(+1)
Skills Perception +5, Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from
14(+2)
DEX
8(−1)
CON
13(+1)
INT
5(−3)
WIS
8(−1)
CHA
5(−3)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses
familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 19 +4 +9
Wis 12 +1 +6
Cha 15 +2 +7
Resistances Cold, Fire, Lightning
Immunities Poison; Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 11
Languages
destination space must be within 10 feet of the triggering creature.
Justin Gerard The Blood War—that ageless clash between devils and demons—helps ensure the balance of the multiverse. At times it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
stage if the trip is a matter of following a clear path to a well-known destination. A journey consisting of three stages makes for a satisfying trek. For example, the characters might travel along a
takes to complete. Step 2: Narrate the Travel. Describe what happens as the characters complete this stage of their journey. Introduce and resolve any challenges (see “Journey Stage Challenges”). Step 3
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
opposite that chamber’s window. Forest Painting’s Chamber d6 Door’s Destination 1–2 Banquet (behind the painting in area M3) 3–4 Quill’s prison (behind the painting in area M6) 5–6 Roc (behind
the painting in area M9) Banquet Painting’s Chamber d6 Door’s Destination 1–2 Forest (behind the painting in area M1) 3–4 Quill’s prison (behind the painting in area M6) 5–6 Roc (behind the






