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Returning 35 results for 'both before danger cold repeats'.
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boat before dagger cold reverts
body before dagger cold reverts
boat before dagger cold repeat
body before dagger cold repeat
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Piercing"} Piercing damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath
"}. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success
Monsters
Monster Manual
":"Rend"}, reach 10 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.
Cold Breath (Recharge 5–6);{"diceNotation
":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction
Monsters
Monster Manual
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC
Monsters
Monster Manual
":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 24, each creature
in a 90-foot Cone. Failure: 67 (15d8);{"diceNotation":"15d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success: Half damage.
Paralyzing Breath
Spells
Player’s Handbook
), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you
Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a
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.
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
Sleep
1
Slow
2
Teleport
3
Properties of the Eye and Hand. While attuned to both the hand and eye, you gain the following additional benefits:
Danger Sense. You have Advantage
Monsters
Forgotten Realms: Adventures in Faerûn
. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Paralyzing Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of
condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Subsequent Failures: 39 (6d12);{"diceNotation
monsters
", "rollDamageType":"Cold"} Cold damage.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC
habitats, such as ice-covered mountains or arctic plains. It has wide paws to stop it sinking into soft snow and thick fur to ward out the cold. The sphinx’s muscular wings carry the same
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
Acquisitions Incorporated
":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"slashing"} slashing damage.
Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while
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
Monsters
Tomb of Annihilation
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone
Species
Van Richten’s Guide to Ravenloft
. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still
vampiric jiangshi (described in chapter 5). You were left with a cold hunger after an encounter with one of these unquiet ancestors.
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.
Cold and Calculating
Most humanoids describe cold-blooded people as lacking in
(secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
with a weapon held by it, deals an extra 2d8 cold damage on a hit.
The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it
premonitions of danger and, unless you are incapacitated, can’t be surprise;surprised.
If you start your turn with at least 1 hit point, you regain 1d10 hit points.
If a creature has a skeleton
Spells
Tasha’s Cauldron of Everything
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th
).
Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each
Monsters
Fizban's Treasury of Dragons
, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect
—if only they would stop trying to kill the dragon’s guests.
6
A crystal dragon wyrmling is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don’t appreciate the wyrmling’s pranks.
Cold, Radiant
Spells
Fizban's Treasury of Dragons
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th
)
CON
17 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Damage Resistances (Chromatic and Metallic Only) acid, cold, fire, lightning, poison
Damage Resistances (Gem Only) force
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ability Score Mod Save
Int 12 +1 +1
Wis 11 +0 +2
Cha 15 +2 +2
Skills Perception +4, Stealth +2
Immunities Cold
Senses Blindsight 10 ft., Darkvision 60 ft
.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Perception +8, Stealth +4
Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18
Languages Common, Draconic
CR 9 (XP 5,000; PB +4)
Actions
Multiattack. The dragon makes
three Rend attacks. It can replace one attack with a use of Paralyzing Breath.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage.
Cold Breath (Recharge 5–6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dex 10 +0 +2
Con 17 +3 +3
Ability Score Mod Save
Int 12 +1 +1
Wis 11 +0 +2
Cha 15 +2 +2
Skills Perception +4, Stealth +2
Immunities Cold
, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage
Monsters
Fizban's Treasury of Dragons
the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have
’s act, in exchange for a portion of the take from the charlatan’s clients.
Cold, Radiant
Compendium
- Sources->Dungeons & Dragons->Monster Manual
13 +1 +6
Cha 22 +6 +6
Skills History +8, Perception +11, Stealth +5
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
Languages Common
+ 8) Slashing damage plus 4 (1d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wis 15 +2 +9
Cha 26 +8 +8
Skills History +11, Perception +16, Stealth +7
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common
, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
combine humanlike features with the talons and wings of avian scavengers. Their notorious songs compel listeners to follow them, heedless of danger. Creatures captivated by a harpy’s song frequently meet
and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
parenthesis. Lizardfolk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj
Common words.
Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, “This wind brings cold” rather than “I feel cold.”
Lizardfolk tend to define things in terms of actions, rather than effects.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
tries to subjugate the rest. In exchange for their lives, the survivors must agree to help the beholder find the Stone of Golorr. If they refuse, the beholder destroys another character and repeats the
majordomo, Ahmaergo, to keep an eye on them. If Xanathar is reduced to half its maximum hit points, or if it believes its life to be in mortal danger, it activates its ring of invisibility and howls
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
it sinking into soft snow and thick fur to ward out the cold. The sphinx’s muscular wings carry the same spotted markings as its fur; they are strong enough to withstand the bitter winds that whistle
Resistances: Cold, Necrotic, Radiant
Immunities: Charmed, Frightened
Senses: Truesight 60 ft, Passive Perception 12
Languages: Celestial, Common
CR: 7 (XP 2,900; PB +3)
Traits
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Score Mod Save
Int 7 −2 −2
Wis 10 +0 +0
Cha 10 +0 +0
Skills Stealth +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses
has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Shape-Shift. The
Monsters
Fizban's Treasury of Dragons
points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
Monsters
Fizban's Treasury of Dragons
clear crystalline points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and






