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Returning 35 results for 'border both diffusing cold rejoin'.
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borders both diffusing call region
borders both diffusing could region
bonded both diffusing call region
bonded both diffusing could region
broader both diffusing call region
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
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
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
. The meld 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 the other plane.A meld is formed from the faded souls of
. A side effect of this is that creatures slain by a meld cannot be resurrected or raised from the dead until the meld is destroyed.Necrotic, Poison, PsychicAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.
Tales provide myriad reasons for these strange
, they transform into sea spawn and rejoin their master in the depths. Some children return having suffered partial transformations and must conceal themselves from strangers until their full
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
who come upon Nass’s frozen remains also find her spellbook and the orb she stole from Vellynne.
Familiar. Nass’s magical familiar, a white arctic weasel acclimated to cold weather named
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
through which perpetual winds howl. It was created by frost giant cultists of the demon lord Kostchtchie around a sliver of ice from the Frostfell, the Plane of Ice that forms the border between the
Elemental Planes of Air and Water. The iceberg never melts, and its perpetual winds blow from the planes, carrying the biting cold of the Frostfell and the torturous howls of Pandemonium.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
through which perpetual winds howl. It was created by frost giant cultists of the demon lord Kostchtchie around a sliver of ice from the Frostfell, the Plane of Ice that forms the border between the
Elemental Planes of Air and Water. The iceberg never melts, and its perpetual winds blow from the planes, carrying the biting cold of the Frostfell and the torturous howls of Pandemonium.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
through which perpetual winds howl. It was created by frost giant cultists of the demon lord Kostchtchie around a sliver of ice from the Frostfell, the Plane of Ice that forms the border between the
Elemental Planes of Air and Water. The iceberg never melts, and its perpetual winds blow from the planes, carrying the biting cold of the Frostfell and the torturous howls of Pandemonium.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
8 (−1)
WIS
9 (−1)
CHA
6 (−2)
Damage Immunities cold
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
8 (−1)
WIS
9 (−1)
CHA
6 (−2)
Damage Immunities cold
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
8 (−1)
WIS
9 (−1)
CHA
6 (−2)
Damage Immunities cold
Compendium
- Sources->Dungeons & Dragons->Divine Contention
first rings the bell. As the silver bell is struck, the world fades away. Grey mist swirls into view and the temperature drops to a soul-chilling cold. Your companions and the tower you just stood in
mysterious of all, a spiral staircase rises from an archway in the wall that wasn’t present before.
Anyone who rings the bell enters the Border Ethereal as though affected by an etherealness spell. The
Compendium
- Sources->Dungeons & Dragons->Divine Contention
first rings the bell. As the silver bell is struck, the world fades away. Grey mist swirls into view and the temperature drops to a soul-chilling cold. Your companions and the tower you just stood in
mysterious of all, a spiral staircase rises from an archway in the wall that wasn’t present before.
Anyone who rings the bell enters the Border Ethereal as though affected by an etherealness spell. The
Compendium
- Sources->Dungeons & Dragons->Divine Contention
first rings the bell. As the silver bell is struck, the world fades away. Grey mist swirls into view and the temperature drops to a soul-chilling cold. Your companions and the tower you just stood in
mysterious of all, a spiral staircase rises from an archway in the wall that wasn’t present before.
Anyone who rings the bell enters the Border Ethereal as though affected by an etherealness spell. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of
Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of
Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of
Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other activity in the community ceased; the forges grew cold, and the temples to Moradin stood empty. Every dwarf old enough to hold a pick or shovel worked the mines. The dwarves relentlessly dug
Lord of the Nine, the dwarves overthrew their illithid masters in a great uprising. At last, Laduguer could bring his clan upward to rejoin the world they had left behind.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the grounds and many of the castle’s rooms. The fog is a side effect of the ritual. As long as Gremorly’s ritual remains in effect, the keep remains cold, foggy, and inhospitable. Trapped Ghosts Three
the ghosts is difficult, as they remain on the Border Ethereal and can’t affect—or be affected by—anything on the Material Plane. The ghosts defend themselves if the characters attack them.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the grounds and many of the castle’s rooms. The fog is a side effect of the ritual. As long as Gremorly’s ritual remains in effect, the keep remains cold, foggy, and inhospitable. Trapped Ghosts Three
the ghosts is difficult, as they remain on the Border Ethereal and can’t affect—or be affected by—anything on the Material Plane. The ghosts defend themselves if the characters attack them.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the grounds and many of the castle’s rooms. The fog is a side effect of the ritual. As long as Gremorly’s ritual remains in effect, the keep remains cold, foggy, and inhospitable. Trapped Ghosts Three
the ghosts is difficult, as they remain on the Border Ethereal and can’t affect—or be affected by—anything on the Material Plane. The ghosts defend themselves if the characters attack them.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other activity in the community ceased; the forges grew cold, and the temples to Moradin stood empty. Every dwarf old enough to hold a pick or shovel worked the mines. The dwarves relentlessly dug
Lord of the Nine, the dwarves overthrew their illithid masters in a great uprising. At last, Laduguer could bring his clan upward to rejoin the world they had left behind.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other activity in the community ceased; the forges grew cold, and the temples to Moradin stood empty. Every dwarf old enough to hold a pick or shovel worked the mines. The dwarves relentlessly dug
Lord of the Nine, the dwarves overthrew their illithid masters in a great uprising. At last, Laduguer could bring his clan upward to rejoin the world they had left behind.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 8: The Village of Krezk The fortified village of Krezk lies near the edge of Strahd’s domain, and the wall of mist that marks the border is clearly visible above the treeline. Yet even here
wood to keep them warm on cold nights, and they draw water from a blessed pool. They have chickens, hares, and small pigs, as well as gardens of beets and turnips. The only thing they depend on from
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 8: The Village of Krezk The fortified village of Krezk lies near the edge of Strahd’s domain, and the wall of mist that marks the border is clearly visible above the treeline. Yet even here
wood to keep them warm on cold nights, and they draw water from a blessed pool. They have chickens, hares, and small pigs, as well as gardens of beets and turnips. The only thing they depend on from
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 8: The Village of Krezk The fortified village of Krezk lies near the edge of Strahd’s domain, and the wall of mist that marks the border is clearly visible above the treeline. Yet even here
wood to keep them warm on cold nights, and they draw water from a blessed pool. They have chickens, hares, and small pigs, as well as gardens of beets and turnips. The only thing they depend on from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deeper extents of the plane, where no sunlight reaches, are called the Darkened Depths. Horrid creatures dwell here, and the absolute cold and crushing pressure mean a swift end to creatures accustomed
extreme of the plane is the Sea of Ice, bordering the Frostfell. The frigid water is choked with icebergs and sheet ice, inhabited by the cold-loving creatures that inhabit the Frostfell. Drifting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deeper extents of the plane, where no sunlight reaches, are called the Darkened Depths. Horrid creatures dwell here, and the absolute cold and crushing pressure mean a swift end to creatures accustomed
extreme of the plane is the Sea of Ice, bordering the Frostfell. The frigid water is choked with icebergs and sheet ice, inhabited by the cold-loving creatures that inhabit the Frostfell. Drifting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deeper extents of the plane, where no sunlight reaches, are called the Darkened Depths. Horrid creatures dwell here, and the absolute cold and crushing pressure mean a swift end to creatures accustomed
extreme of the plane is the Sea of Ice, bordering the Frostfell. The frigid water is choked with icebergs and sheet ice, inhabited by the cold-loving creatures that inhabit the Frostfell. Drifting
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tools Primordial Nexus You grew up surrounded by powerful elemental magic. Maybe you lived in a place where the border between the Material Plane and an Elemental Plane was thin. Or perhaps you spent
Mark 1 Small, benign motes of elemental energy, like pebbles or water droplets, float around your head. 2 Your skin harmlessly feels blazing hot or freezing cold (your choice). 3 You have a faint
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tools Primordial Nexus You grew up surrounded by powerful elemental magic. Maybe you lived in a place where the border between the Material Plane and an Elemental Plane was thin. Or perhaps you spent
Mark 1 Small, benign motes of elemental energy, like pebbles or water droplets, float around your head. 2 Your skin harmlessly feels blazing hot or freezing cold (your choice). 3 You have a faint
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.






