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Returning 35 results for 'behind before demon cold removed'.
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being before demon core remote
beyond before demon core remote
begin before demon core remote
Monsters
Monster Manual
", "rollDamageType":"Psychic"} Psychic damage.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, ThunderRadiantShadow Stealth. While in Dim Light or Darkness, the demon takes the Hide action.
Demonic Restoration. If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Incorporeal
Monsters
Monster Manual
":"Acid"} Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Acid, Cold, Fire
the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.Pseudopod. Melee Attack
Monsters
Monster Manual
penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding
by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Split
Spells
Player’s Handbook
, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.
The wall
is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage
Feats
Player’s Handbook
Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices
within 60 feet of yourself that isn’t behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to 2d12 plus your Constitution modifier.
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
Monsters
Heroes of the Borderlands
the damage type: 1, Acid;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt: Acid","rollDamageType":"Acid"}; 2, Cold;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt
: Cold","rollDamageType":"Cold"}; 3, Fire;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt: Fire","rollDamageType":"Fire"}; 4, Lightning;{"diceNotation":"2d6","rollType":"damage
Monsters
Forgotten Realms: Adventures in Faerûn
knowledge of an even older version of himself. One of Manshoon’s enemies, Halaster Blackcloak, removed Manshoon’s left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
clandestine coup. It’s widely believed he’s turned his attentions elsewhere, but another Manshoon clone lurks in that city, manipulating the Zhentarim behind the scenes to amass
Magic Items
Baldur’s Gate: Descent into Avernus
Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist
.
You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
Monsters
Bigby Presents: Glory of the Giants
strength and ferocious bloodlust. The giants’ muscles expand, their arms extend past their knees, and bitter cold surrounds them. The demon lord’s gifts come at a cost, though, as the giants
":"Chilling Aura", "rollDamageType":"cold"} cold damage.
Magic Resistance. The fury has advantage on saving throws against spells and other magical effects.Multiattack. The fury makes two Fist or Rock
Monsters
Icewind Dale: Rime of the Frostmaiden
Cold Aura. While it's alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll's turn, all nonmagical flames in the aura are extinguished
. Any creature that starts its turn within 10 feet of the troll takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Cold Aura","rollDamageType":"cold"} cold damage.
Keen Smell. The
Monsters
Waterdeep: Dungeon of the Mad Mage
level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of
, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Summon Demon. Once per day
Ice Devil
Legacy
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Monsters
Basic Rules (2014)
","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Claws. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 10 (2d4
","rollDamageType":"cold"} cold damage.
Tail. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Tail"} to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6
Ice Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Claws. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 10 (2d4
","rollDamageType":"cold"} cold damage.
Tail. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Tail"} to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"bludgeoning"} bludgeoning damage plus 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Slam","rollDamageType":"cold"} cold damage.
Cold Ray. Ranged Spell Attack: +3
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Cold Ray"} to hit, range 60 ft., one target. Hit: 25 (4d10 + 3);{"diceNotation":"4d10+3","rollType":"damage","rollAction":"Cold Ray","rollDamageType
Ice Devil (Spear Variant)
Legacy
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Monsters
Monster Manual (2014)
hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall
":"Ice Spear","rollDamageType":"cold"} cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either
Monsters
Mordenkainen Presents: Monsters of the Multiverse
behind when one Fiend kills another.
Because of their hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, summoning a demon to another plane can bring a
vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes
Monsters
Vecna: Eve of Ruin
Heatsink. When Glaive takes cold damage, her Overdrive immediately recharges.
Pack Tactics. Glaive has advantage on attack rolls if at least one ally is within 5 feet of the creature she’s
, and the target’s speed is reduced by 10 feet until the serrated bolt is removed. A target’s speed can be reduced by only one serrated bolt at a time. A creature can use its action to
Marid
Legacy
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Monsters
Monster Manual (2014)
Amphibious. The marid can breathe air and water.
Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or
is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.Acid, Cold, Lightning
Monsters
Baldur’s Gate: Descent into Avernus
been. A redcap’s desire to slay is rooted in its will to survive.
VARIANT: MADCAPS
A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the
, the word “cool,” or the color blue.
When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Longbow","rollDamageType":"piercing"} piercing damage.When the demon lord Yeenoghu wants to create a particularly fearsome war band leader, he transforms an exceptionally strong and vicious gnoll into
a demonic warrior known as a flind.
A war band of demon-worshiping gnolls typically contains only one flind, and that creature sets the war band’s path. Because of its special connection to
Monsters
Baldur’s Gate: Descent into Avernus
.
Matalotok. Zariel recently defeated the demon lord Kostchtchie and took his hammer, Matalotok, which grants Zariel immunity to cold damage. Without this hammer, Zariel has resistance to cold damage
":"damage","rollAction":"Matalotok","rollDamageType":"fire"} fire damage. In addition, the weapon emits a burst of cold that deals 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Matalotok
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a successful one.A bodak is the undying remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.
A worshiper of Orcus can take ritual vows while carving the demon
lord’s symbol on their chest over the heart. Orcus’s power flays body, mind, and soul, leaving behind a sentient husk that consumes life energy near it. Most bodaks come into being in
Alkilith
Legacy
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Monsters
Mordenkainen’s Tome of Foes
fungus.
Foment Madness. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for
","rollAction":"Tentacle"} to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4","rollType":"damage","rollAction":"Tentacle","rollDamageType":"acid"} acid damage.PoisonAcid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Wall of Ice
Legacy
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Spells
Basic Rules (2014)
creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The
destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw
Monsters
Keys from the Golden Vault
Ashen Creature. When Jhaeros drops to 0 hit points, he explodes in a harmless cloud of ashes, leaving nothing else behind.
Berserk. Whenever Jhaeros starts his turn with 60 hit points or fewer, roll
Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the
Magic Items
Princes of the Apocalypse
Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
Water Mastery
. You gain the following benefits while you hold Drown:
You can speak Aquan fluently.
You have resistance to cold damage.
You can cast dominate monster (save DC 17) on a water elemental. Once you
Spells
Xanathar's Guide to Everything
and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Monsters
Quests from the Infinite Staircase
", "rollType":"roll", "rollAction":"Chaos Blast"} damage. Roll a d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Chaos Blast"} to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning
.
Derro
Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the
Monsters
Bigby Presents: Glory of the Giants
":"damage", "rollAction":"Greataxe", "rollDamageType":"slashing"} slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Greataxe", "rollDamageType":"cold"} cold damage
", "rollType":"damage", "rollAction":"Freezing Ray", "rollDamageType":"cold"} cold damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target has the restrained condition
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if
Teleport.
Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its
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
Magic Items
Eberron: Rising from the Last War
To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is
to the next nearest earworm until it reaches a daelkyr.
The earworm regains 1d4 expended charges daily at dawn.
Symbiotic Nature. The earworm can’t be removed from you while you






