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Returning 35 results for 'blows before druids cold ranger'.
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Spells
Player’s Handbook
Bludgeoning damage.
Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Species
Lorwyn: First Light
Druids. A Lorwyn boggart might alternatively find a calling as a Ranger, especially the Fey Wanderer subclass, or as a Wizard, especially the Diviner subclass, as boggarts have proven fond of
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"damage","rollAction":"Ice Sickle","rollDamageType":"cold"} cold damage.
Maul (Beast Form Only). Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Maul"} to hit
). It reverts to its humanoid form when it dies. The druid’s statistics are the same in each form, except where noted in this stat block.Frost druids are solitary defenders of nature and the
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
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
Geryon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Geryon causes a blast of cold to burst
from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving
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
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
see.
Sound the Horn (1/Day). As an action Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Geryon causes a blast of cold to burst from the ground at a point
Ranger
Legacy
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Classes
Basic Rules (2014)
wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s
Monsters
Waterdeep: Dungeon of the Mad Mage
dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within
120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected
Magic Items
Tasha’s Cauldron of Everything
saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H14. Kitchen The orcs trashed this room, destroying its furnishings and scattering debris everywhere. A cold breeze blows out of the twin fireplaces built into the south wall.
Monsters
Fizban's Treasury of Dragons
their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don’t
topaz dragon their monarch, despite the dragon’s complete lack of interest and growing annoyance toward them.
Cold, Necrotic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Monsters
Fizban's Treasury of Dragons
conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature
dragon egg, and they care for it as if it were their own.
5
A sea hag is on the hunt for a topaz dragon wyrmling, to be used as a component in a fell ritual.
6
A pirate crew keeps a curmudgeonly topaz dragon wyrmling as a beloved mascot.
Cold, Necrotic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
armor, medium armor, shields Druid Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Fighter Light armor, medium armor, shields, simple weapons, martial
weapons Monk Simple weapons, shortswords Paladin Light armor, medium armor, shields, simple weapons, martial weapons Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Protection from Energy Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration
, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Protection from Energy Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration
, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
farmers from bandits and beasts. Natural Magic. Druidic traditions play an important role in Eldeen society. If you’re a druid or ranger, are you a stoic Warden of the Wood or a grim Child of Winter? Even
independent. They broke with Aundair, and they bow to no monarch. The folk of the Reaches value talent over titles. The Eldeen people respect the guidance of the druids, but they all work together to solve their problems; no one gives orders to a Reacher.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
emotion and deep faith. The Ghaash’kala orcs of the Demon Wastes are servants of the Silver Flame who devote their lives to battling the fiends of the Wastes. The Gatekeeper druids of the Shadow
Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient
Monsters
Fizban's Treasury of Dragons
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
1d3 elephants 10–14 A circle of standing stones within which the air is utterly still, no matter how hard the wind blows outside 15–16 1 phase spider 17–18 1 gnoll pack lord with 1d4 giant hyenas 19–20
1d3 druids patrolling the wilds 90–91 1d6 scarecrows or 1 wereboar 92–93 1d3 centaurs or 1d3 griffons 94 1d3 gnoll fangs of Yeenoghu, or 1 orc Eye of Gruumsh with 2d4 + 1 orcs 95–96 1 triceratops 97 1 cyclops or 1 bulette 98–99 1d4 manticores 00 1 tyrannosaurus rex
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, martial weapons Bard Light armor, one skill of your choice, one musical instrument of your choice Cleric Light armor, medium armor, shields Druid Light armor, medium armor, shields (druids will not
weapons, martial weapons Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list Rogue Light armor, one skill from the class’s skill list, thieves’ tools Sorcerer - Warlock Light armor, simple weapons Wizard -
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Elemental Weapon Level 3 Transmutation (Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes
a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozenfar Expeditions Adventuring outfitter Run by a seasoned ranger named Atenas Swift (neutral good human scout), this shop sells adventuring gear. Attached to the shop is a locked wooden shed
feel the cold in his joints and ventures out less frequently than he once did. Nowadays, he prefers to stay indoors while offering Jarthra’s services as a wilderness guide.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
better part of an hour, then head back toward Targos with their catch.
14 A cold wind blows across the lake for the next hour. The lake’s normally still waters become choppy. Until the wind abates
, ability checks made to steer the boat and fish for trout have disadvantage, as do saving throws against the effects of extreme cold.
15 A knucklehead trout (see appendix C) leaps out of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frost Druid Frost druids are solitary defenders of nature and the natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their
more beasts, shrubs, or evergreen trees that it has made sentient using the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
agent of the house even if you don’t carry the Mark of Finding, working as a bounty hunter or a clever investigator. But there are other paths you could follow. The Gatekeeper druids of the Shadow
Marches have defended Eberron from aberrations and the daelkyr for thousands of years. As a druid, ranger, or barbarian, you could be a Gatekeeper initiate pursuing a quest in the wider world. The Cults of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wave Echo Cave Features The mine is cold, damp, and drafty. A noticeable breeze blows from area W1 toward area W16. Features of Wave Echo Cave are described below. Ceilings Tunnels are 10 feet high
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
missing enough stones that they appear pockmarked. The sky is corpse gray, and the breeze blows cold and humid, bringing a chill to the skin.
The city’s living residents include necromancers, corrupt
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
storm, slow
7th
freedom of movement, ice storm
9th
commune with nature, cone of cold
Coast Druid Level Spells 3rd
mirror image, misty step
5th
water breathing, water walk
7th






