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Returning 21 results for 'before both dart cold replica'.
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Monsters
Dragon of Icespire Peak
-Level Spell Slot). The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction
creature. Hit: 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Ray of Frost","rollDamageType":"cold"} cold damage, and the target’s speed is reduced by 10 feet until the start of
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
Magic Items
Keys from the Golden Vault
This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.
Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1
or be knocked prone.
4
The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, mage armor, magic missile (see “Actions” below), shield
Actions
Magic Missile (Expends a 1st-Level Spell Slot). The gnome creates three magical darts. Each dart hits a creature the gnome chooses
within 120 feet of it and deals 3 (1d4 + 1) force damage.
Ray of Frost. Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage, and the target’s speed is reduced by 10 feet until the start of the gnome’s next turn.
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->Keys from the Golden Vault
Attunement) This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface. Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you
30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 (1d4 + 1) force damage to the target. 5 Until the next dawn, Beasts with an Intelligence score
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
doesn’t know how long she is expected to wait, but her patience has limits. A Cold Reception A blizzard is tearing through Mistshore, turning its rotten tenements into dark, looming shapes behind veils of
underneath the docks are three street urchins wearing frayed cloaks and gloves. They dart in and out of view, hurling snowballs at each other and laughing as the blizzard batters the structures above
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
asked, Nassius provides the guards’ account of the circumstances of his escape (see “Krenko’s Patron”). The guards have already been thoroughly questioned, and Krenko’s trail has gone cold. Nassius is
characters should bring him to the granary. His eyes dart back and forth when confronted with these sorts of questions. A character who succeeds on a DC 15 Wisdom (Insight) check knows that Nassius isn’t being
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
damage plus 9 (2d8) cold damage.
Ice Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
Cone of Cold (Recharges after a
Auril the Frostmaiden Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank
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->Dragons of Stormwreck Isle
neighbors. A character who lifts the floorboard triggers a trap: a tiny dart shoots up, making an attack against the character. Its attack bonus is +5. If it hits, it deals 2 (1d4) piercing damage, and the
out a way to lift the floorboard from a safe distance, the dart misses.) Treasure. A sack full of 200 gp rests in a small compartment beneath the raised floorboard. C7: Mess Hall A long table takes up
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force. Avarice, her raven familiar, and her gargoyles Avarice
)
WIS
10 (+0)
CHA
9 (−1)
Saving Throws Int +6, Wis +3
Skills Arcana +6, History +6
Damage Resistances cold (granted by staff of frost), fire
Senses darkvision 60 ft., passive
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->Acquisitions Incorporated
battle balloon to safety. If one check succeeds, each character takes 5 (1d10) cold damage from the hail and the crew is shaken for the next event. If both checks fail, two NPC crew members are killed
and dealing 5 (1d10) bludgeoning damage and 5 (1d10) cold damage to the battle balloon’s hull. If the pilot succeeded at one check, the weapon master is free to help the mechanic. Mechanic. Regardless
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
+4, Cha +5
Skills Deception +7, Investigation +4, Performance +5, Persuasion +5
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common
XP)
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The adept makes three unarmed strikes or three dart
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
claimed to hail from a black star at the edge of night. A creature that sits on the throne begins to feel cold and drowsy. The first creature that remains seated on the throne for at least 1 minute
dream, the creature arrives at the star’s cold surface and wakes with a start, having inherited a fragment of Mazikoth’s psyche. The creature gains proficiency in one of the following skills (its
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
marble staircase that started on the first floor continues its upward spiral to area D11. A cold draft flows down the steps. D7a–D7b: Servants’ Room and Closet An undecorated bedroom contains a pair of
bedroom contains two small, wood-framed beds, a toy chest, and a dollhouse—a perfect miniature replica of this dreary mansion.
Characters who investigate the dollhouse find all the house’s secret doors
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
fungi, a wide, placid pool of water stretches through this elongated cavern. The water glows a soft blue, and in its shallows, silvery fish dart in and out of sight.
The mere is 15 feet deep at its
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fortress Level 3 This level is submerged in cold (but not frigid) seawater. The following locations are identified on map 6.3. Map 6.3: Sahuagin Lair Level 3 View Player Version 48. Barracks Unless
if any creature passes from the corridor into the chamber. If that occurs, each creature within 20 feet of the glyph must make a DC 15 Dexterity saving throw, taking 22 (5d8) cold damage on a failed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
stream is 2 feet deep. It’s cold and slow, and not difficult to wade across. The thicket in area H2 is impenetrable from the west side of the stream. Development. The goblins in area H2 are supposed
Dexterity saving throw to dart across the bridge safely. On a failed save, a creature falls, takes 2d6 bludgeoning damage, and has the prone condition. Flood! The large pools in area H7 have collapsible
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
passage for the characters to attack them effectively with weapons. However, damaging the vines with fire or cold damage from a spell of 1st level or higher gives creatures moving up the tunnel advantage on
it. A small, brass-colored dragon thrashes madly at the far end of the cavern, trapped beneath two large boulders that block a northern tunnel. Two dark creatures resembling flying squids dart just out






