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Returning 35 results for 'before both defenses cold reside'.
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Feats
Forgotten Realms: Heroes of Faerûn
turn when you hit a creature with an attack roll and deal Cold damage, you can temporarily negate the creature’s defenses. The creature subtracts 1d4 from the next saving throw it makes before the end of your next turn.
Monsters
Guildmasters’ Guide to Ravnica
equipment he is wearing or carrying isn't transformed.
Psychic Defenses. Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is
21 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8","rollType":"roll"} damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic.PoisonNecrotic, Psychic
Monsters
Planescape: Adventures in the Multiverse
overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
":"Invoke Weakness"}. The aurumach attempts to use its magic to weaken the defenses of a creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or become
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H9. Outer Defenses These cold, empty halls are hidden behind secret doors and have arrow slits along their outer walls. The orcs never entered or inhabited these areas.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, the kobolds are usually put to work enlarging their masters’ living area and protecting vital areas of the lair with traps and other defenses.
Some human communities hire kobolds to dig their
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
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->Curse of Strahd
slightly smaller twin, Mount Ghakis, is mostly bald with tufts of trees here and there. Between these two mountains stands Lake Zarovich, which is fed by streams of ice-cold water pouring down the face
his army. East of the mountains lies the village of Barovia, shrouded in mist and bereft of walls and defenses. The dark silhouette of Castle Ravenloft looks down on this village from its perch atop a 1,000-foot-high column of rock known as the Pillarstone of Ravenloft.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
are twenty feet away from the tree trunk and pushing a wheelbarrow filled with bodies toward it.
Two black puddings reside within the hollow, petrified tree. Bak Mei uses these oozes to dispose of
, configuration, defenses, and leaders. No ability check is needed to follow the monks’ tracks back the way they came, since the wheelbarrow leaves a deep furrow in the earth. Characters who follow these tracks
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->Tyranny of Dragons
, cold, and pure. Five human guards loyal to the Cult of the Dragon keep an eye out here at all times, making sure that villagers do as they are told. If the guards are confronted, one runs to fetch
addition to dealing with the castle’s defenses, they must also contend with reinforcements from Parnast. Such reinforcements include Captain Othelstan (see appendix D for statistics), one veteran, six
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and others haggle over the finer lumber here, and wagons carry supplies. See areas 2, 3, and 4 for more information about the tavern, the stable, and the shrine. The well is 40 feet deep, cold, and
dealing with the castle’s defenses, they must also contend with reinforcements from Parnast. Such reinforcements include Captain Othelstan, one veteran, six guards, and three dragonclaws. In addition
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->Tales from the Yawning Portal->a6
giants, or if survivors from the steading reached them, they will be on the alert. Furthermore, the frost giants will organize traps, ambushes, and last-ditch defenses against continuing forays into
fails, the character slips and falls. If the check fails by 5 or more, the character goes over the edge of the rift. The whole place is windy and very cold. Visibility atop the rift is about 150 feet
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
an outsider. Based on the complex’s defenses, Laysa believes something valuable is held within. Nikki Dawes Laysa Matulin Some Progress. Laysa’s crew uncovered the complex’s entrance, as well as two
and Vogren are well versed in the religious history of the island. If asked, they provide the following advice: Reciprocity. Powerful nature spirits reside on the island and don’t take kindly to those
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
touching it. CANDLEKEEP DEFENSES
Attacking Candlekeep would be foolhardy. Although most of the monks are simple scholars, a few are powerful spellcasters. If any trouble occurs, an archmage and 1d4
should not be taken to any place where thousands of mortals reside. It needs to be locked away in an extradimensional space, away from corruptible souls.”
If the characters consider leaving the
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->Baldur's Gate: Descent into Avernus
reactions, and the only action he can take is to emerge from his shell.
In addition to its undead defenses, the tower has four smaller dragons living inside it: a young black dragon named Slarkas
(Battleaxe). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (1d8 + 12) slashing damage, or 17 (1d10 + 12) slashing damage when used with two hands, plus 9 (2d8) cold damage. If the
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
found its defenses lacking. An invasion is imminent. The capture of Skullport will give the drow a firm base from which to strike into the heart of Undermountain. What’s next? Waterdeep?” 10d. Water
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
cold, and the mines around the stronghold are worked every hour of every day. Beautiful on the Inside Dwarves are acutely aware that their reputation as skilled miners and crafters of beautiful works
. Dwarves use a variety of approaches and devices in setting their defenses. The strongholds of many clans are honeycombed with secret passages designed to enable the dwarves to ambush and flank enemies
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
off, the dragon might start to test its outer defenses in advance of mounting a larger assault. This strategy can take years to come to fruition, but from the dragon’s perspective it is time well
. Dwarves who live in cold climates don’t usually have to cope with as many predators and marauders as do their kin in more hospitable terrain. But a white dragon patrols its territory relentlessly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses. Lair Actions. On initiative count 20 (losing initiative ties), Zariel
Intimidation +18, Perception +16
Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities necrotic, poison
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
+16, Cha +18
Skills Intimidation +18, Perception +16
Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities
structure, ensuring that no intruders breach their defenses. Lair Actions On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can’t take the same
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(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
giant servants (use the hill giant statistics, plus immunity to cold damage) along with three young frost giants (use the ogre statistics, plus immunity to cold damage). 19. East Chamber This slightly
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and
, Cha +8
Skills Perception +13, Stealth +6
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic
Challenge 20 (25,000 XP
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
others, becoming petty tyrants. When Maglubiyet conquered the bugbears’ gods, he taught the bugbears the practicality of cold brutality. When Maglubiyet conquered the hobgoblins’ gods, he knew he had to
penetrate the foe’s defenses. Murderers carry many javelins with them, which they throw from hiding and wield in melee, and they also carry garrotes to cut off sounds of screaming.
The Host on the March
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is now a desert. Northernmost Anauroch is a cold land of frost-rimed rock and the black glacier known as the High Ice. Farther south lies the waterless Plain of Standing Stones, where winds scour
lies half-buried in the cold northern sands of Anauroch, its mighty stone docks still thrusting eastward, pointing toward the empty hulks of colossal stone ships lying half-buried in the sand. Dwarven
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->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->Icewind Dale: Rime of the Frostmaiden
teeth typical of that town’s inbred stock. Pekoe says that the duergar abducted him and asked him a lot of questions about his town’s defenses. The doppelganger knows the settlements of Ten-Towns well
result, the character senses that something is off about Pekoe but can’t tell what. The doppelganger tries to acquire some cold weather clothing and remains with the party until it reaches Ten-Towns
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
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
while engaging in telepathic conversation, but they aren’t expecting an attack. The fanatics have told the mind flayers to expect surface cultists, such as the aberrant zealots who reside elsewhere in
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->Tales from the Yawning Portal->a6
increase his challenge rating to 11 (7,200 XP): He has 187 (15d12 + 90) hit points. He has resistance to cold damage. He can speak Common and Giant. His greatsword deals an extra 7 (2d6) fire damage on a hit
gp, and his girdle is decorated with sixty-six garnets (worth 10 gp each). His magic cape grants resistance to cold damage. The gems embedded in Snurre’s throne include twelve pieces of sard (worth
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Intrigue and treachery abound, blanketed behind the sumptuous veils of high society: masked balls, gambling houses, and private banquets. The Lady of Pain doesn’t reside in the ward that bears her name, but
for 300 gp apiece. Barracks Riccardo Moscatello Factol Sarin of the Harmonium Hushed streets surround the Barracks, a wide compound of cold granite at the opposite end of the Lady’s Ward from the






