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Returning 35 results for 'bone being don cold rules'.
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Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
’s level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.
Spells
Player’s Handbook
glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Magic Items
Dungeon Master’s Guide
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
Classes
Player’s Handbook
an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
Equipment
Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master's Guide for rules on extreme cold. One pound of fungus is sewn into
Monsters
Stranger Things: Welcome to the Hellfire Club
, the demodragon can unleash a deluge of bone-melting acid on any who dare challenge it.PoisonAcid, Cold, Lightning
Monsters
Forgotten Realms: Adventures in Faerûn
":"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
again until the start of her next turn.Scheming Marid Ruler
The calculating Biha Babir rules the pelagic city of Maran Saya in Calimshan. Though her physical form is as fluid as the ocean itself, she
Skull Lord
Legacy
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Monsters
Mordenkainen’s Tome of Foes
level (2 slots): cloudkill, cone of cold
6th level (1 slot): eyebite
7th level (1 slot): finger of deathMultiattack. The skull lord makes three bone staff attacks.
Bone Staff. Melee Weapon Attack: +8
;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bone Staff"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Bone Staff
Monsters
Mordenkainen Presents: Monsters of the Multiverse
against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control
the remains back to a semblance of life in the form of a gnoll witherling.
Witherlings travel with their comrades and try to kill anything in their path. They don’t eat and aren’t motivated
Monsters
Spelljammer: Adventures in Space
two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize
chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A generic thri
Monsters
Spelljammer: Adventures in Space
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
weapon called a chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A
Monsters
Spelljammer: Adventures in Space
eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To
of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
Orcus
Legacy
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Monsters
Out of the Abyss
. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of
creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
Monsters
Mordenkainen Presents: Monsters of the Multiverse
River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains
creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
Monsters
Icewind Dale: Rime of the Frostmaiden
into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow
these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another’s
Magic Items
Tasha’s Cauldron of Everything
With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you
Monsters
Icewind Dale: Rime of the Frostmaiden
Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape.
Most of the cultists are Icewind Dale natives who would
-shaped amulet of chardalyn. Each of these amulets has an inner radiance that provides warmth and aid, protecting its wearer against the cold while guiding them safely back to civilization. Once its
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollType":"damage", "rollAction":"Elemental Strike (Acid)", "rollDamageType":"acid"}, cold;{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"Elemental Strike (Cold)", "rollDamageType":"cold
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
Monsters
Bigby Presents: Glory of the Giants
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
":"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
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"cold"} cold damage.
Hurl
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"piercing"} piercing damage.The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the
warmth and aid, protecting its wearer against the cold while guiding them safely back to civilization. Once its wearer reaches Ten-Towns, the talisman loses its inner radiance, yet the cultists keep their
Control Weather
Legacy
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Spells
Basic Rules (2014)
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell
1
Unbearable heat
2
Hot
3
Warm
4
Cool
5
Cold
6
Arctic cold
Wind
Stage
Condition
1
Calm
2
Moderate wind
3
Strong wind
4
Gale
5
Storm
Species
Fizban's Treasury of Dragons
order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game
forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.
Creating Your Character
When you create your D&D character, you decide whether your
Monsters
Eberron: Rising from the Last War
, polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, scrying
6th level (2 slot): chain lightning, circle of death, create undead
7th level (2 slot): finger of death, forcecage
":"cold"} cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the
Monsters
Curse of Strahd
light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don’t deserve it or who would abuse it.
A Kindness of Wereravens. Wereravens
, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters
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
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
","rollDamageType":"cold"} cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 14 Charisma saving throw, escaping the prison on a success and
Monsters
The Wild Beyond the Witchlight
","rollType":"spell","rollAction":"Freezing Ray"} to hit, range 120 ft., one creature. Hit: 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Freezing Ray","rollDamageType":"cold"} cold
spells from it (spell save DC 14, +8;{"diceNotation":"1d20+8","rollType":"spell","rollAction":"Staff Spell"} to hit with spell attacks): cone of cold (8d8;{"diceNotation":"8d8","rollType":"damage
Vampiric Mist
Legacy
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Monsters
Tales from the Yawning Portal
), several clouds of vampiric mist appear and attempt to engulf any who don’t escape the place quickly.
Undead Nature. A vampiric mist doesn’t require air or sleep.PoisonAcid, Cold, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Candlekeep Mysteries
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
regardless of their apparent origin.
Constructed commoners don’t bleed or feel pain like flesh-and-blood humanoids. If a villager’s hit points drop to 0, its true form is revealed: that of
Monsters
Vecna: Eve of Ruin
Heatsink. When Glaive takes cold damage, her Overdrive immediately recharges.
Pack Tactics. Glaive has advantage on attack rolls if at least one ally is within 5 feet of the creature she’s
, and fellow blades don’t dare call her anything else. Mournland adventurers, however, refer to the terrifying commander by another name: Kill Switch.PoisonOverdrive (Recharges after Finishing a
Monsters
Acquisitions Incorporated
can then be retracted automatically at the end of the attacking creature’s turn.
I’m going to give you a piece of advice. Don’t trust Acquisitions Incorporated. And never, ever, ever
again, and it seems like a really good idea to play up the drama of resurrection with a cool new name — and a master plan for cold, cold revenge against those who betrayed you.
Every once in a
Spells
Elemental Evil Player's Companion
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends
, you gain the following benefits:
You are immune to fire damage and have resistance to cold damage.
Any creature that moves within 5 feet of you for the first time on a turn or ends its turn
Magic Items
Tomb of Annihilation
immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide).
Magic. The Ring of Winter has 12 charges and
the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to






