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Returning 35 results for 'before border depth cold replica'.
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Monsters
Monster Manual
components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can’t affect or be affected by anything on
for 24 hours.
Success: The target is immune to this ghost’s Possession for 24 hours.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
Monsters
Bigby Presents: Glory of the Giants
or take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Death Burst", "rollDamageType":"cold"} cold damage.Multiattack. The rime hulk makes two Slam attacks.
Slam. Melee Weapon
", "rollDamageType":"bludgeoning"} bludgeoning damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"cold"} cold damage.
Trail of Frost (Recharge 5–6
Monsters
Candlekeep Mysteries
Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Spellcasting. The ghost casts one of the following spells, using Charisma as the spellcasting
"}. The ghost emits a dreadful howl that summons a cold, biting wind. This wind engulfs up to three creatures of the ghost’s choice that it can see within 60 feet of it. Each target is pulled up
Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
Otiluke's Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
who come upon Nass’s frozen remains also find her spellbook and the orb she stole from Vellynne.
Familiar. Nass’s magical familiar, a white arctic weasel acclimated to cold weather named
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
through which perpetual winds howl. It was created by frost giant cultists of the demon lord Kostchtchie around a sliver of ice from the Frostfell, the Plane of Ice that forms the border between the
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->Curse of Strahd
K40. Belfry You can hear the rain and thunder outside, and the air here is cold and damp. Veils and curtains of webbing fill the room, making it hard to gauge its width and depth. A single, narrow
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
8 (−1)
WIS
9 (−1)
CHA
6 (−2)
Damage Immunities cold
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Otiluke’s Freezing Sphere 6th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a small crystal sphere) Duration: Instantaneous A frigid globe of cold energy streaks from
takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of
Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. The
Compendium
- Sources->Dungeons & Dragons->Divine Contention
first rings the bell. As the silver bell is struck, the world fades away. Grey mist swirls into view and the temperature drops to a soul-chilling cold. Your companions and the tower you just stood in
mysterious of all, a spiral staircase rises from an archway in the wall that wasn’t present before.
Anyone who rings the bell enters the Border Ethereal as though affected by an etherealness spell. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the grounds and many of the castle’s rooms. The fog is a side effect of the ritual. As long as Gremorly’s ritual remains in effect, the keep remains cold, foggy, and inhospitable. Trapped Ghosts Three
the ghosts is difficult, as they remain on the Border Ethereal and can’t affect—or be affected by—anything on the Material Plane. The ghosts defend themselves if the characters attack them.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save
or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
removed from a pool, its depth never changes. Metal removed from the pool solidifies instantly, becoming as strong and immutable as wrought iron or cold steel. The metal instantly hardens upon leaving the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
character who touches the painting finds that their hand passes right through it, and they feel cold air on the other side. A character who sticks their head through it finds themself looking out over the
portal high above the desert. Thousands of feet in the sky, the air is thin and cold. Just beneath the portal floats a layer of sparse clouds, and the pyramid is but a tiny speck directly below you.
An
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
cold temperature. For a creature without a swimming speed, each hour spent swimming at a depth greater than 100 feet counts as 2 hours for the purpose of determining exhaustion. Swimming for an hour
at a depth greater than 200 feet counts as 4 hours. Underwater Visibility Visibility underwater depends on water clarity and the available light. Use the Underwater Encounter Distance table to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 8: The Village of Krezk The fortified village of Krezk lies near the edge of Strahd’s domain, and the wall of mist that marks the border is clearly visible above the treeline. Yet even here
wood to keep them warm on cold nights, and they draw water from a blessed pool. They have chickens, hares, and small pigs, as well as gardens of beets and turnips. The only thing they depend on from
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
immune to cold damage but vulnerable to fire damage. The ship can also move at its normal speed over ice of any thickness, floating on the ice at the same depth as it would in water. Living Vessel This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deeper extents of the plane, where no sunlight reaches, are called the Darkened Depths. Horrid creatures dwell here, and the absolute cold and crushing pressure mean a swift end to creatures accustomed
extreme of the plane is the Sea of Ice, bordering the Frostfell. The frigid water is choked with icebergs and sheet ice, inhabited by the cold-loving creatures that inhabit the Frostfell. Drifting
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tools Primordial Nexus You grew up surrounded by powerful elemental magic. Maybe you lived in a place where the border between the Material Plane and an Elemental Plane was thin. Or perhaps you spent
Mark 1 Small, benign motes of elemental energy, like pebbles or water droplets, float around your head. 2 Your skin harmlessly feels blazing hot or freezing cold (your choice). 3 You have a faint
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench
attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Noteworthy in the scene is the replica of the enormous sculpture hanging from the ceiling above the stacks (see area F1 for a description of the sculpture). Shemshime Medium undead
Armor Class 13
Throws Int +5, Wis +4
Skills Perception +4, Stealth +7
Damage Resistances acid, bludgeoning, fire, lightning, piercing, slashing, thunder
Damage Immunities cold, necrotic, poison
Condition
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone
. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
) Heart of the Old Keoland region, surrounded by friendly neighbors that swear fealty to Keoland’s monarch Lortmil Mountains, the — Natural border between the Old Keoland region and the Central Flanaess
toward loose-fitting shirts and wide-legged pants, voluminous cloaks for cold or wet weather, and sturdy boots. This region’s cuisine represents a fusion of Central Flan dishes of rice, potato, and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
southeast corner. A sideboard sits on the left side of the room, and a bookcase stands to the right of the doorway, filled with tomes and knickknacks. A cold brick fireplace occupies the southwest corner
wall is a open doorway to the library (area H9). H7. Daughter’s Bedroom This dim room holds nothing but a bed, partially coated in debris from the collapsed chimney. Cold air gusts in through the gaps
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
pulses with arcane and elemental energy, filling the room with whipping winds and biting cold. Standing next to the crystal is a water genasi with turquoise skin and blue robes. He is guarded by a
or on the staircase. Zikran’s target must make a DC 17 Dexterity saving throw, taking 24 (7d6) cold damage on a failed save, or half as much damage on a successful one. The basement furnishings
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
regions or nations that border the North, while others are prevalent in parts of the world far from the Sword Coast. Arkaiun Short in stature with tan skin and dark hair, the Arkaiuns dwell primarily in
, Erdene, Naran Ulutiun The Ulutiuns are short, dark-haired, golden-skinned people who originated in northern Kara-Tur and migrated westward to Icewind Dale and other cold lands near the Endless Ice Sea
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
from the cold. Mooring ropes and fishing nets hang from hooks along the back wall.
Nonperishable goods were stored in this cabin. The crew took a lot of supplies when they abandoned ship, but some
dragon is back, circling above me like a vulture. I reckon she could carry this ship back to Luskan were she of a mind to. To die from starvation, bitter cold, or a dragon? Choices, choices.”
Treasure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of corpses. It feels cold to the touch. Magic Item’s History 1d8 History 1 Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol. 2 Bane. This item was
has no magnetic north. 4 Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. 5–6 Guardian
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
cold to the touch. What Is a Detail from Its History? d8 History 1 Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol. 2 Bane. This item was created
, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. 5 Gleaming. This item never gets dirty. 6
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(Athletics) check to shove the creature is made with advantage. The oven is a Large object with AC 13, 30 hit points, vulnerability to cold damage, and immunity to fire, poison, and psychic damage
, doing so with a successful DC 22 Strength (Athletics) check. Skabatha imprisons her most hated enemies inside the cell, which is filled with muddy water to a depth of 3 feet. The cell currently holds a






