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Returning 35 results for 'border being deals cold rather'.
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Monsters
Monster Manual
components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can’t affect or be affected by anything on
for 24 hours.
Success: The target is immune to this ghost’s Possession for 24 hours.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
Spells
Player’s Handbook
on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage the wall deals when it
, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.
The wall
Spells
Player’s Handbook
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 chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage
Feats
Player’s Handbook
maximum of 20.
Energy Mastery. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you
roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
Repeatable. You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.
Spells
Player’s Handbook
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature
in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Spells
Player’s Handbook
), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for
your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Monsters
Monster Manual
). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.Multiattack. The cataclysm makes two Elemental Burst
a type chosen by the cataclysm: Acid;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Acid)", "rollDamageType":"Acid"}, Cold;{"diceNotation":"5d6+8", "rollType":"damage
Magic Items
Dungeon Master’s Guide
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
Magic Items
Netheril’s Fall
see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Species
Lorwyn: First Light
, but the flames they conjure burn icy blue rather than red hot. Further, these “flames” emanate a chilling cold rather than blazing heat. This effect extends, superficially, to the items
cold logic and rejected reactionary responses. As a result, the magical flames that engulfed their bodies took on a frigid air, and they became rimekin.
Like flamekin, rimekin possess innate magic
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Paralyzing Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of Sammaster’s next turn.
Spellcasting. Sammaster casts one of the
following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21):
At Will: Cone of Cold, Detect Magic, Dispel Magic, Invisibility, Mage Hand
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
a cunning mind. Biha Babir is politically savvy and prefers to outsmart her opponents rather than battle them, though she doesn’t shy from combat if necessary.
Biha Babir covets opulence, but
Elemental Adept (Cold)
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Feats
Player’s Handbook (2014)
roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Prerequisite: The ability to cast at least one spell
When you gain this feat, you gain the following benefits:
Spells you cast ignore resistance to cold damage. In addition, when you
Magic Items
Baldur’s Gate: Descent into Avernus
.
You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
Spy
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Monsters
Basic Rules (2014)
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6);{"diceNotation":"2d6","rollType
cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Candlekeep Mysteries
Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Spellcasting. The ghost casts one of the following spells, using Charisma as the spellcasting
"}. The ghost emits a dreadful howl that summons a cold, biting wind. This wind engulfs up to three creatures of the ghost’s choice that it can see within 60 feet of it. Each target is pulled up
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving
);{"diceNotation":"3d8","rollType":"damage","rollAction":"Longsword","rollDamageType":"cold"} cold damage.
Longbow. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction
Monsters
Bigby Presents: Glory of the Giants
or take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Death Burst", "rollDamageType":"cold"} cold damage.Multiattack. The rime hulk makes two Slam attacks.
Slam. Melee Weapon
", "rollDamageType":"bludgeoning"} bludgeoning damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"cold"} cold damage.
Trail of Frost (Recharge 5–6
Monsters
Waterdeep: Dragon Heist
spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Sneak Attack
gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Tomb of Annihilation
Cunning Action. On each of his turns, Orvex can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Orvex deals an extra 7 (2d6);{"diceNotation":"2d6","rollType
politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Hailstone", "rollDamageType":"bludgeoning"} bludgeoning damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Hailstone", "rollDamageType":"cold"} cold damage
energy and doesn’t disperse into the elements. Rather, it absorbs the elemental energy around it, and its lower body becomes a storm cloud. The resulting tempest spirit is similar in appearance
Elemental Weapon
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Spells
Player’s Handbook (2014)
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 chosen type when it hits.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra
Fire Elemental Myrmidon
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Monsters
Princes of the Apocalypse
5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Water Susceptibility","rollDamageType":"cold"} cold damage.Multiattack
":"Fiery Strikes"}. The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Fiery Strikes","rollDamageType":"fire"} fire damage.Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Elemental Adept
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Feats
Player’s Handbook (2014)
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when
you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Monsters
Icewind Dale: Rime of the Frostmaiden
Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
Monsters
Princes of the Apocalypse
Chilling Mist. While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5
(1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Chilling Mist","rollDamageType":"cold"} cold damage.
Spellcasting. The one-eyed shiver is a 5th-level spellcaster. Its spellcasting
Monsters
Eberron: Rising from the Last War
Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction
trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Water Susceptibility","rollDamageType":"cold"} cold damage.Multiattack. The myrmidon makes three Scimitar attacks.
Scimitar. Melee Weapon
deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Fiery Strikes","rollDamageType":"fire"} fire damage.Elemental myrmidons are Elementals conjured and bound by magic into
Monsters
Baldur’s Gate: Descent into Avernus
","rollAction":"Matalotok","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 (3d6);{"diceNotation":"3d6","rollType":"damage
","rollAction":"Matalotok","rollDamageType":"cold"} cold damage to each creature within 30 feet of it.Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action
Water Elemental Myrmidon
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Monsters
Princes of the Apocalypse
Strikes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Strikes"}. The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10);{"diceNotation":"1d10
","rollType":"damage","rollAction":"Freezing Strikes","rollDamageType":"cold"} cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn.PoisonAcid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Spelljammer: Adventures in Space
to make an ability check.
Unusual Nature. The mage doesn’t require air or drink.Multiattack. The mage makes two Ray of Cold attacks.
Energy Drain. Melee or Ranged Spell Attack: +5
","rollDamageType":"necrotic"} necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM’s control.
Ray of Cold
Monsters
Icewind Dale: Rime of the Frostmaiden
Auril's Blessing (3/Day). When Bjornhild hits a creature with a weapon attack, the attack deals an extra 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Auril","rollDamageType
":"cold"} cold damage.Multiattack. Bjornhild makes two melee attacks.
Greataxe. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Greataxe"} to hit, reach 5 ft., one target
Monsters
Dragon of Icespire Peak
-Level Spell Slot). The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction
creature. Hit: 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Ray of Frost","rollDamageType":"cold"} cold damage, and the target’s speed is reduced by 10 feet until the start of
Monsters
Curse of Strahd
","rollDamageType":"slashing"} slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"2 Greatsword","rollDamageType":"slashing
failure, the target is paralyzed until the Vladimir deals damage to it, or until the end of Vladimir next turn. When the paralysis ends, the target is frightened of Vladimir for 1 minute. The
Thorny
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Monsters
Volo's Guide to Monsters
turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate
.
Thorny Body. At the start of its turn, the thorny deals 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Thorny Body","rollDamageType":"piercing"} piercing damage to any creature






