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Returning 35 results for 'born been down cold remains'.
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Monsters
Monster Manual
killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move
", "rollDamageType":"Poison"} Poison damage, or 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Vile Slime", "rollDamageType":"Poison"} Poison damage if the swarm is Bloodied.Fire, PoisonBludgeoning, Cold, Piercing, Slashing
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
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
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
Stranger Things: Welcome to the Hellfire Club
a flower-like arrangement of glistening flesh and teeth around two crushing jaws.
Though the head of the dragon from which the demodragon spawned is long gone, its breath remains. Without warning
, 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
.
History
Sammaster was a keenly intelligent wizard born centuries ago. A quick study throughout his itinerant apprenticeship, Sammaster primarily studied magic relating to dragons. After learning all
circle of the Cult of the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as
Equipment
remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold (see “Extreme Cold”).
This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves.
As long as cold weather clothing
Ice Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
":"damage","rollAction":"Death Burst","rollDamageType":"slashing"} slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it
","rollAction":"Claws","rollDamageType":"slashing"} slashing damage plus 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Frost Breath (Recharge 6
Ice Mephit
Legacy
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Monsters
Basic Rules (2014)
":"damage","rollAction":"Death Burst","rollDamageType":"slashing"} slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it
","rollAction":"Claws","rollDamageType":"slashing"} slashing damage plus 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Frost Breath (Recharge 6
Monsters
Icewind Dale: Rime of the Frostmaiden
trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures.
Ice Troll Hearts. An ice troll's heart remains cold even after the troll's destruction. As long as the troll
Cold Aura. While it's alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll's turn, all nonmagical flames in the aura are extinguished
Ice Devil (Summoner Variant)
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Monsters
Monster Manual (2014)
","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Claws. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 10 (2d4
","rollDamageType":"cold"} cold damage.
Tail. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Tail"} to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6
Feats
Bigby Presents: Glory of the Giants
maximum of 20.
Born of Ice. You have resistance to cold damage.
Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can
). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Psychic Gray Ooze
Legacy
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Monsters
Monster Manual (2014)
after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet
make a DC 10 Intelligence saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Psychic Crush","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Acid, Cold, Fire
Magic Items
Curse of Strahd
one.
Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia
, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.
The essence of Markovia&rsquo
Gray Ooze
Legacy
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Monsters
Basic Rules (2014)
after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet
the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.Acid, Cold, Fire
Monsters
The Book of Many Things
target doesn’t have. During any night when there’s a full moon in the sky, the target becomes an NPC under the DM’s control and remains so until the night ends. A Remove Curse spell
Bitterwind—have noticed he’s become more reclusive recently, and when he does appear, he’s restless.
Augustus is a natural-born lycanthrope, born to werewolf parents. His parents
Monsters
Icewind Dale: Rime of the Frostmaiden
in battle. The strain of his long years of rule is etched on his weather-worn face.
Jarund's late son, Jarund Twice-Born, was killed almost a decade ago while trying to bring down a cave bear, leaving
Jarund without an heir. He has failed to produce another child with his wife, Wynneth, and his mistress, Froya, so the future of his royal line remains uncertain.
Auril's unyielding winter concerns
Monsters
Icewind Dale: Rime of the Frostmaiden
False Appearance. While the ice piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.
Spider Climb. The ice piercer can climb difficult surfaces, including
","rollAction":"Drop","rollDamageType":"cold"} cold damage. Miss: The ice piercer takes half the normal falling damage for the distance fallen. Auril the Frostmaiden has transformed icicles into creatures that
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
Acquisitions Incorporated
False Appearance. While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction
that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.Poison, Psychic
Blue Slaad (control gem variant)
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Monsters
Monster Manual (2014)
possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it
","rollType":"damage","rollDamageType":"psychic"} psychic damage to the slaad.Acid, Cold, Fire, Lightning, Thunder
Monsters
Tales from the Yawning Portal
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Reduced Threat
","rollAction":"Pseudopod","rollDamageType":"acid"} acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.Acid, Cold, Fire
Monsters
Tales from the Yawning Portal
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.Pseudopod. Melee
wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.Acid, Cold, Fire
Monsters
Out of the Abyss
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.Pseudopod. Melee
","rollAction":"Psychic Crush","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Acid, Cold, Fire
Monsters
Ghosts of Saltmarsh
":"Bite","rollDamageType":"piercing"} piercing damage plus 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Claws. Melee Weapon Attack: +4
":"slashing"} slashing damage plus 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Whirlpool (1/day). The wave shaper targets a body of water
Monsters
Fizban's Treasury of Dragons
of the aspect’s choosing: acid;{"diceNotation":"11d12", "rollType":"damage", "rollAction":"Chromatic Flames (Acid)", "rollDamageType":"acid"}, cold;{"diceNotation":"11d12", "rollType":"damage
", "rollAction":"Chromatic Flames (Cold)", "rollDamageType":"cold"}, fire;{"diceNotation":"11d12", "rollType":"damage", "rollAction":"Chromatic Flames (Fire)", "rollDamageType":"fire"}, lightning
Monsters
Tales from the Yawning Portal
dealing damage.
White Maw can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While White Maw remains motionless, it is indistinguishable from white stone.
Killer Response
can communicate but is prone to violent outbursts.
Ooze Nature. White Maw doesn’t require sleep.PoisonAcid, Cold, Fire
Backgrounds
Curse of Strahd: Character Options
1
A monster that slaughtered dozens of innocent people spared your life, and you don’t know why.
2
You were born under a dark star. You can feel it watching you, coldly and distantly
cold, dark night, and you were unable to stop it.
6
You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
7
A hag kidnapped and raised you
Monsters
Mordenkainen Presents: Monsters of the Multiverse
influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow
and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
indefinitely so long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, PiercingNimble Escape. The vegepygmy takes the Disengage or Hide action.
Monsters
Quests from the Infinite Staircase
points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its
long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
Monsters
Waterdeep: Dungeon of the Mad Mage
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Enlarge
":"acid"} acid damage while the ooze is enlarged. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.Acid, Cold, Fire
Monsters
Candlekeep Mysteries
":"Breath Weapon"}. Miirym uses one of the following breath weapons:
Cold Breath. Miirym exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw
, taking 67 (15d8);{"diceNotation":"15d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Necrotic Breath
Species
One Grung Above
. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.
Green grungs are the tribe’s warriors, hunters, and laborers
warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe’s sovereign is always a gold grung.
A grung normally remains in its
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains
Gray Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are
requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType":"psychic"} psychic damage to the slaad.Acid, Cold, Fire, Lightning, Thunder






