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Returning 22 results for 'blocking before down cold reflecting'.
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Compendium
- Sources->Dungeons & Dragons->Monster Manual
treacherous coasts. Marids vary in appearance, their bodies reflecting the colors of the waves while distinctive fins and scales accent their features. Marids lend their powers and knowledge of the
+8
Resistances Acid, Cold, Lightning
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 13
Languages Primordial (Aquan)
CR 11 (XP 7,200; PB +4)
Traits
Amphibious. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
settlement and giving it the name “Rockblight.” ROCKBLIGHT: GENERAL FEATURES
Unlike the reclaimed parts of Blingdenstone, Rockblight is barren, cold, and hostile.
Light. All parts of Rockblight
Kobold
Legacy
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Species
Volo's Guide to Monsters
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
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->Fizban's Treasury of Dragons
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
Challenge — Proficiency Bonus (PB) equals your bonus
Draconic Essence. When you summon the drake, choose a damage type: acid, cold
your drake is summoned, you and the drake gain the following benefits: Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
come closer.
Firelight illuminates massive columns with structures built around their bases. The cold air of the Underdark is becoming warmer even at this distance, and you can now see a variety of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
Stain • Lord’s Favor • Little Dagger • Mother Tongue • Cold Comfort • Summer Gold • Widow’s Wake
Reservation on Hold. The three people at the table nearest the door include Luna and Thalen (CG female
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her feet to fight off the cold. Barred Openings. Vertical iron bars spaced 6 inches apart are embedded in the stone frames of three 5-foot-tall rectangular openings. As an action, a character can try
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city reflecting the first days of a glorious empire. The sun never sets here. Positive energy flows into Eberron from Irian, and the denizens of Irian believe that the simple fact of their existence
collapse, only to slowly reassemble over the course of days. 3 Packs of slaadi erupt from inside a local cave networks at random intervals, terrorizing travelers. 4 Any spell that deals acid, cold, fire
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
the southeast (area X31). Northwest and Northeast Rooms. The temple is flanked by L-shaped rooms to the northwest and northeast. The northwest room contains heaps of cold weather clothing and a dozen
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams. Living Treasures. A green
, 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->Dragons of Stormwreck Isle
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
command (see appendix A), sealed in a leather case C9: Hold As the cold water engulfs you, a strange undersea world is revealed. Colorful seaweed grows over the shattered hull, especially around the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, also known as eyebinders—entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has
Resistances cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to 40 pounds within 2 cubic feet. Bedroll (1 GP) A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon
against extreme cold (see the Dungeon Master’s Guide). Block and Tackle (1 GP) A Block and Tackle allows you to hoist up to four times the weight you can normally lift. Book (25 GP) A Book contains
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
succeed on saving throws against extreme cold (see the Dungeon Master’s Guide). Bell (1 GP) When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away. Blanket (5 SP
) While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master’s Guide). Block and Tackle (1 GP) A Block and Tackle allows you to hoist up to four times
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, blocking a short staircase that climbs to a turret, is a ten-foot-tall marble statue of a reindeer.
The statue is a stone golem that guards the way to area P12. Zorhanna, her simulacrum, or someone
throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. No more than once per day, while Zorhanna is immersed in the pool, she can use it to contact the Prince
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faulty well is a 10-foot-high gelatinous cylinder (use the gelatinous cube stat block) that’s blocking the normal flow of water. The creature’s presence has also contaminated the water above it
poisoned condition. B12. Meat Locker The door to this room is closed and cold to the touch. This room is freezing. Chunks of frozen meat dangle from the ceiling on hooks and chains. Along the walls, more
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
, causing bits of debris to ricochet off the walls, exploding into dust from the impact. In the middle of the cavern a stone brazier is lit with a steady green flame. Blocking the tunnel to the north
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
scrolls (arms of Hadar, bane, and dimension door) and a bag containing six pieces of jewelry worth 100 gp each. D8a: Tower Ground Floor A cold wind descends this tower staircase.
The stairs here
represent the casks in area D23, the crossed-out one representing the cask blocking a secret door.) A bubbling green potion contains
a Far Realm surprise D20: Component Storage This walk-in closet contains
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
20–24 5 (1d10) 500 gp 25–29 — 1,000 gp 30 or higher — 5,000 gp 3: Fool The face of the Fool card silently jeers from the walls of this room, and shimmering fields of light hang in the air, reflecting
also has immunity to cold damage. If a single character defeats the elemental unaided, that character immediately gains the benefits of finishing a long rest. 23: Void The only way to reach this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
rises from the goblet’s contents and dissipates in the cold air.
Each window in the auditorium depicts a wizard casting a spell from one of the eight schools of magic. The spells depicted are blade
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
auras of blue and pink light. Many-faceted crystals grow around the periphery, reflecting the light in scintillating patterns.
This dimly lit cave is a planar nexus through which Iggwilv once
successful DC 25 Strength (Athletics) check. Destroying the Book. The book has Armor Class 15, 50 hit points, resistance to cold and fire damage, and immunity to poison and psychic damage. Dispelling the






