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Returning 35 results for 'beyond both dies cold remain'.
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Magic Items
Dungeon Master’s Guide
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.
No object created by a pot of pigment can have a value greater than 25 GP, and the
Monsters
Monster Manual
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if
damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for
Monsters
Monster Manual
Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4);{"diceNotation":"2d4", "rollType
":"damage", "rollAction":"Death Burst", "rollDamageType":"Cold"} Cold damage. Success: Half damage.Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5
Monsters
Monster Manual
Amphibious. The marid can breathe air and water.
Elemental Restoration. If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in 1d4
", "rollAction":"Aquatic Lash", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Aquatic Lash", "rollDamageType":"Cold"} Cold damage.
Water
Monsters
Monster Manual
Invisible in Water. The water weird has the Invisible condition while fully immersed in water.
Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is
", "rollDamageType":"Cold"} Cold damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.PoisonFire
Magic Items
Dungeon Master’s Guide
attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Cold
Spells
Player’s Handbook
creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full
Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak
Monsters
Monster Manual
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
", "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.
Monsters
Monster Manual
Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hellish Restoration"} days unless it is
", "rollDamageType":"Poison"} Poison damage, or 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Vile Slime", "rollDamageType":"Poison"} Poison damage if the swarm is Bloodied.Fire, PoisonBludgeoning, Cold, Piercing, Slashing
Monsters
Monster Manual
"}. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe"} hours
later.Necrotic, PoisonAcid, Cold, Fire, Lightning, ThunderRadiantShadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Shock", "rollDamageType":"Lightning"} Lightning damage.Lightning, PoisonAcid, Bludgeoning, Cold, Fire, Necrotic, Piercing, SlashingConsume Life. Constitution
Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
until the end of its turn. Success: The target is immune to this devil’s Unnerving Gaze for 24 hours.Fire, PoisonBludgeoning, Cold, Piercing, Slashing
Magic Items
Dungeon Master’s Guide
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
. This enmity lasts until either you or the devil dies.
A Question of Enmity
Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
Monsters
Forgotten Realms: Adventures in Faerûn
, ancient forests, and miasmic lagoons touched by Abyssal evil.
A spore of Moander has no grand agenda beyond spreading death and sorrow. Still, cultists of Moander look on these terrible creatures
with reverence, believing that each spore is a window into the unknowable mind of Moander.Fire, PoisonAcid, Cold, Lightning
Monsters
Stranger Things: Welcome to the Hellfire Club
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by
this attack, a Shadow rises from the corpse 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe"} hours later.Disembodied, Life-Drinking ShadeNecrotic, PoisonAcid, Cold, Fire, Lightning, ThunderRadiantShadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Paralyzing Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of Sammaster’s next turn.
Spellcasting. Sammaster casts one of the
following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21):
At Will: Cone of Cold, Detect Magic, Dispel Magic, Invisibility, Mage Hand
Magic Items
Forgotten Realms: Adventures in Faerûn
This heavy tome is bound in dragonhide and reinforced with thick bands of cold iron. The original copies were made by wyrmspeakers of the Cult of the Dragon and bear that cult’s symbol on their
control.
At the end of the ritual, the target transforms into a Dracolich. If the ritual’s target was a living dragon, that dragon dies instantly, and its spirit is transferred to the gem
Monsters
Forgotten Realms: Adventures in Faerûn
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, Psychic
Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, Psychic
Monsters
Forgotten Realms: Adventures in Faerûn
. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Paralyzing Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of
, Prestidigitation
2/Day Each: Animate Dead, Plane Shift
1/Day Each: Cone of Cold (level 8 version), Finger of Death, Power Word Kill, ScryingProtective Magic. Valindra casts Counterspell or Shield in response
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious. Biha Babir can breathe air and water.
Elemental Restoration. If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in 1d4
":"Marine Burst"}, reach 5 ft. or range 60 ft. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Marine Burst", "rollDamageType":"Cold"} Cold damage.
Tail (Marid Form
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond
eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, PsychicShape-Shift. The dragon Shape-Shifting;shape-shifts into a Small or Medium
Monsters
Forgotten Realms: Adventures in Faerûn
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
presence of any creature that eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, PsychicShape-Shift. The dragon Shape-Shifting;shape
Monsters
Fizban's Treasury of Dragons
knocked unconscious.
Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.
At the end of its turn, the dracohydra grows two
. For each head the dracohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the dracohydra sleeps, at least one of its heads is
Hydra
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of
.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
spoken commands, and take their turns immediately after the ogre’s turn on the same initiative count. The rats remain for 1 hour, until the ogre dies, or until the ogre dismisses them as a bonus action.
havoc in the wilds and beyond.
An ogre chitterlord exercises control over the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid
Ice Devil (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a
","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
Ice Mephit
Legacy
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Monsters
Basic Rules (2014)
Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8);{"diceNotation":"1d8","rollType
","rollAction":"Claws","rollDamageType":"slashing"} slashing damage plus 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Frost Breath (Recharge 6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
","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
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars.
Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps
Monsters
Quests from the Infinite Staircase
points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its
russet mold, a poisonous fungus rumored to have originated from beyond the stars.
Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While
Ice Mephit (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8);{"diceNotation":"1d8","rollType
","rollAction":"Claws","rollDamageType":"slashing"} slashing damage plus 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Frost Breath (Recharge 6
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
fungus rumored to have originated from beyond the stars.
Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain






