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Returning 35 results for 'bonded before diffusing cold rebuke'.
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Monsters
Monster Manual
merfolk. Response—Strength Saving Throw: DC 15, the triggering enemy. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Watery Rebuke", "rollDamageType":"Cold"} Cold
hit", "rollAction":"Aquatic Burst"}, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4", "rollType":"damage", "rollAction":"Aquatic Burst", "rollDamageType":"Cold"} Cold damage. If
Winter Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
","rollAction":"Frigid Rebuke","rollDamageType":"cold"} cold damage.Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
wind
1/day each: cone of cold, ice storm
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence. Any non-eladrin creature that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"3d8","rollType":"damage","rollAction":"Longsword","rollDamageType":"cold"} cold damage.
Longbow. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction
);{"diceNotation":"3d8","rollType":"damage","rollAction":"Longbow","rollDamageType":"cold"} cold damage.
Spellcasting. The eladrin casts one of the following spells, requiring no material components and using
Gazer Familiar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other
":"3d6","rollType":"damage","rollDamageType":"cold"} cold damage.
4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved
Monsters
Mordenkainen Presents: Monsters of the Multiverse
targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"cold"} cold damage.
4: Telekinetic Ray. If the target is a
familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as
Monsters
Icewind Dale: Rime of the Frostmaiden
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
d20; on a 1, the staff turns to water and is destroyed.Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that
Magic Items
Waterdeep: Dungeon of the Mad Mage
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded
Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"cold"} cold damage.
4: Telekinetic Ray. If the
Moonblade
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists
type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder.
95–96
You can use a bonus
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cha 15 +2 +5
Skills Perception +7
Resistances Cold
Senses Passive Perception 17
Languages Common, Primordial (Aquan)
CR 6 (XP 2,300; PB +3)
Traits
Amphibious. The merfolk can
breathe air and water.
Actions
Multiattack. The merfolk makes two Aquatic Burst attacks.
Aquatic Burst. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4) Cold damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cha 15 +2 +5
Skills Perception +7
Resistances Cold
Senses Passive Perception 17
Languages Common, Primordial (Aquan)
CR 6 (XP 2,300; PB +3)
Traits
Amphibious. The merfolk can
breathe air and water.
Actions
Multiattack. The merfolk makes two Aquatic Burst attacks.
Aquatic Burst. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4) Cold damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cha 15 +2 +5
Skills Perception +7
Resistances Cold
Senses Passive Perception 17
Languages Common, Primordial (Aquan)
CR 6 (XP 2,300; PB +3)
Traits
Amphibious. The merfolk can
breathe air and water.
Actions
Multiattack. The merfolk makes two Aquatic Burst attacks.
Aquatic Burst. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4) Cold damage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
from them as bitter cold. Winter Eladrin
Medium fey (elf), chaotic neutral
Armor Class 19 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft.
STR
11(+0)
DEX
10(+0)
CON
16(+3)
INT
18(+4)
WIS
17(+3)
CHA
13(+1)
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
from them as bitter cold. Winter Eladrin
Medium fey (elf), chaotic neutral
Armor Class 19 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft.
STR
11(+0)
DEX
10(+0)
CON
16(+3)
INT
18(+4)
WIS
17(+3)
CHA
13(+1)
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
from them as bitter cold. Winter Eladrin
Medium fey (elf), chaotic neutral
Armor Class 19 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft.
STR
11(+0)
DEX
10(+0)
CON
16(+3)
INT
18(+4)
WIS
17(+3)
CHA
13(+1)
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it
type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. 95–96 You can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it
type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. 95–96 You can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind (appears in this book) in status within a war
40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
7 (−2)
WIS
14 (+2)
CHA
9 (−1)
Saving Throws Dex +4, Con +6, Wis +5
Damage Resistances cold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it
type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. 95–96 You can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind (appears in this book) in status within a war
40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
7 (−2)
WIS
14 (+2)
CHA
9 (−1)
Saving Throws Dex +4, Con +6, Wis +5
Damage Resistances cold
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind (appears in this book) in status within a war
40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
7 (−2)
WIS
14 (+2)
CHA
9 (−1)
Saving Throws Dex +4, Con +6, Wis +5
Damage Resistances cold
Compendium
- Sources->Dungeons & Dragons->Monster Manual
: Acid, Cold, Fire, Lightning, or Thunder.
Elemental Claw. Ranged Attack Roll: +7, range 120 ft. Hit: 22 (4d10) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder. If the
the spellcasting ability (spell save DC 15):
At Will: Elementalism, Mage Hand
Reactions
Elemental Absorption (1/Day). Trigger: The cultist takes Acid, Cold, Fire, Lightning, or Thunder damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
: Acid, Cold, Fire, Lightning, or Thunder.
Elemental Claw. Ranged Attack Roll: +7, range 120 ft. Hit: 22 (4d10) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder. If the
the spellcasting ability (spell save DC 15):
At Will: Elementalism, Mage Hand
Reactions
Elemental Absorption (1/Day). Trigger: The cultist takes Acid, Cold, Fire, Lightning, or Thunder damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
: Acid, Cold, Fire, Lightning, or Thunder.
Elemental Claw. Ranged Attack Roll: +7, range 120 ft. Hit: 22 (4d10) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder. If the
the spellcasting ability (spell save DC 15):
At Will: Elementalism, Mage Hand
Reactions
Elemental Absorption (1/Day). Trigger: The cultist takes Acid, Cold, Fire, Lightning, or Thunder damage
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
CON
16(+3)
INT
11(+0)
WIS
12(+1)
CHA
13(+1)
Skills Perception +5, Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from
14(+2)
DEX
8(−1)
CON
13(+1)
INT
5(−3)
WIS
8(−1)
CHA
5(−3)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses
familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses
familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
CON
16(+3)
INT
11(+0)
WIS
12(+1)
CHA
13(+1)
Skills Perception +5, Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from
14(+2)
DEX
8(−1)
CON
13(+1)
INT
5(−3)
WIS
8(−1)
CHA
5(−3)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
CON
16(+3)
INT
11(+0)
WIS
12(+1)
CHA
13(+1)
Skills Perception +5, Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from
14(+2)
DEX
8(−1)
CON
13(+1)
INT
5(−3)
WIS
8(−1)
CHA
5(−3)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities






