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Returning 35 results for 'bonded blinked diffusing cold reveal'.
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blinded blinded diffusing cold repeat
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Monsters
Stranger Things: Welcome to the Hellfire Club
writhing tails, monstrous wings, and two hideous heads. Initially, each bulbous head appears featureless—a disturbing, preternatural bud yet to bloom. When threatened, however, each unfurls to reveal
, the demodragon can unleash a deluge of bone-melting acid on any who dare challenge it.PoisonAcid, Cold, Lightning
Gazer Familiar
Legacy
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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
Classes
Xanathar's Guide to Everything
are always icy cold to the touch.
2
When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3
You barely bleed, even when badly injured.
4
Your heart beats once per minute. This event sometimes surprises you.
5
You have trouble remembering that living creatures and corpses should be treated differently.
6
You blinked. Once
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
Bigby Presents: Glory of the Giants
", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"cold"} cold damage.
Hurl
":"damage", "rollAction":"Hurl Icicle", "rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Hurl Icicle", "rollDamageType":"cold"} cold damage
Monsters
Candlekeep Mysteries
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
whenever a villager touches a hard surface. The villagers are also cold to the touch, which can be ascertained only through physical contact. A character who succeeds on a DC 15 Wisdom (Insight) check
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
Monsters
Bigby Presents: Glory of the Giants
":"Ice Axe", "rollDamageType":"force"} force damage plus 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Ice Axe", "rollDamageType":"cold"} cold damage.
Slam. Melee Weapon Attack: +17
", "rollAction":"Glacier Throw", "rollDamageType":"cold"} cold damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Glacial Upheaval (Recharge 5–6
Classes
Xanathar's Guide to Everything
are always icy cold to the touch.
2
When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3
You barely bleed, even when badly injured.
4
Your heart beats once per minute. This event sometimes surprises you.
5
You have trouble remembering that living creatures and corpses should be treated differently.
6
You blinked. Once
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
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H12. Audience Chamber Three stirges flutter anxiously about this cold and dismal hall. The stirges are thirsty for blood and heedlessly attack any warm-blooded creature that attempts to cross the
Door. This room has two secret doors. The east secret door pushes open to reveal area H9. The west secret door pulls open to reveal a 3-foot-wide staircase descending 10 feet to area H21. Cryovain is too big to enter this staircase.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H12. Audience Chamber Three stirges flutter anxiously about this cold and dismal hall. The stirges are thirsty for blood and heedlessly attack any warm-blooded creature that attempts to cross the
Door. This room has two secret doors. The east secret door pushes open to reveal area H9. The west secret door pulls open to reveal a 3-foot-wide staircase descending 10 feet to area H21. Cryovain is too big to enter this staircase.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H12. Audience Chamber Three stirges flutter anxiously about this cold and dismal hall. The stirges are thirsty for blood and heedlessly attack any warm-blooded creature that attempts to cross the
Door. This room has two secret doors. The east secret door pushes open to reveal area H9. The west secret door pulls open to reveal a 3-foot-wide staircase descending 10 feet to area H21. Cryovain is too big to enter this staircase.
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->Curse of Strahd
lintel above the entrance is the word Argynvostholt. If a creature climbs the steps or sets foot on the landing, the dragon statue (area Q1) opens its mouth and exhales a 60-foot cone of harmless cold
air, then closes its mouth and doesn’t activate again until the next dawn. At one time, the statue would breathe a cone of ice and hail, but its magic has deteriorated over the years. The doors are unlocked and can be pushed open to reveal a dark foyer (area Q3).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lintel above the entrance is the word Argynvostholt. If a creature climbs the steps or sets foot on the landing, the dragon statue (area Q1) opens its mouth and exhales a 60-foot cone of harmless cold
air, then closes its mouth and doesn’t activate again until the next dawn. At one time, the statue would breathe a cone of ice and hail, but its magic has deteriorated over the years. The doors are unlocked and can be pushed open to reveal a dark foyer (area Q3).
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->Curse of Strahd
lintel above the entrance is the word Argynvostholt. If a creature climbs the steps or sets foot on the landing, the dragon statue (area Q1) opens its mouth and exhales a 60-foot cone of harmless cold
air, then closes its mouth and doesn’t activate again until the next dawn. At one time, the statue would breathe a cone of ice and hail, but its magic has deteriorated over the years. The doors are unlocked and can be pushed open to reveal a dark foyer (area Q3).
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->Curse of Strahd
between the two halves of the wine cellar can be pushed open to reveal a freezing cold passageway (area W15).
ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
between the two halves of the wine cellar can be pushed open to reveal a freezing cold passageway (area W15).
ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
between the two halves of the wine cellar can be pushed open to reveal a freezing cold passageway (area W15).
ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31a. Elevator Shaft Cold air fills this rectangular shaft, the walls of which are coated with mildew and worn smooth. Taut iron chains extend up and down the shaft. The links of the chains are thick
impossible without the aid of magic or the use of a climber’s kit, because the walls are smooth and slick with mildew, and the greasy iron chains are too thick and slippery to grasp. Set into the roof of the shaft is a 5-foot-square stone trapdoor that can be pushed open to reveal area K47.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31a. Elevator Shaft Cold air fills this rectangular shaft, the walls of which are coated with mildew and worn smooth. Taut iron chains extend up and down the shaft. The links of the chains are thick
impossible without the aid of magic or the use of a climber’s kit, because the walls are smooth and slick with mildew, and the greasy iron chains are too thick and slippery to grasp. Set into the roof of the shaft is a 5-foot-square stone trapdoor that can be pushed open to reveal area K47.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31a. Elevator Shaft Cold air fills this rectangular shaft, the walls of which are coated with mildew and worn smooth. Taut iron chains extend up and down the shaft. The links of the chains are thick
impossible without the aid of magic or the use of a climber’s kit, because the walls are smooth and slick with mildew, and the greasy iron chains are too thick and slippery to grasp. Set into the roof of the shaft is a 5-foot-square stone trapdoor that can be pushed open to reveal area K47.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Once the double doors are barred shut, only a siege engine or a creature that has the Siege Monster trait can force them open. 19b. Cold Storage This area extends under area 18b, as indicated on the
map. A magic ward keeps the temperature in this area at 10 degrees Fahrenheit. Characters who stay in this area for more than 1 hour suffer the effects of extreme cold (see chapter 5 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Once the double doors are barred shut, only a siege engine or a creature that has the Siege Monster trait can force them open. 19b. Cold Storage This area extends under area 18b, as indicated on the
map. A magic ward keeps the temperature in this area at 10 degrees Fahrenheit. Characters who stay in this area for more than 1 hour suffer the effects of extreme cold (see chapter 5 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Once the double doors are barred shut, only a siege engine or a creature that has the Siege Monster trait can force them open. 19b. Cold Storage This area extends under area 18b, as indicated on the
map. A magic ward keeps the temperature in this area at 10 degrees Fahrenheit. Characters who stay in this area for more than 1 hour suffer the effects of extreme cold (see chapter 5 of the Dungeon
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->Keys from the Golden Vault
minute can discern its cold indifference with a successful DC 10 Wisdom (Insight) check. Abilities such as truesight and magic that detects illusions reveal the true nature of the simulacrum: an elf made
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q6. Dragon’s Den This wood-paneled den has been ransacked, its furnishings tossed about. A cold, dark hearth dominates the west wall between two narrow windows. Standing upright against the north
open to reveal a storage room (area Q11). Living Fire If the beacon of Argynvostholt (area Q53) has not been lit, read the following text when the characters approach the fireplace for the first time: A






