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Returning 35 results for 'both before defense cold respond'.
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both before defense core respond
Monsters
Icewind Dale: Rime of the Frostmaiden
","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
from ordinary rock formations.
Patient Hunters. Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer
Monsters
Mordenkainen Presents: Monsters of the Multiverse
mount. These steeds are bound by infernal tack and must respond to the summons and commands of the spurs’ wearer.Fire, PoisonAcid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chosen by the tortle: cold;{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Nature's Wrath (Cold)", "rollDamageType":"cold"}, fire;{"diceNotation":"2d6+2", "rollType":"damage", "rollAction
;{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Nature's Wrath (Thunder)", "rollDamageType":"thunder"}.
Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to
Monsters
Bigby Presents: Glory of the Giants
":"damage", "rollAction":"Greataxe", "rollDamageType":"slashing"} slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Greataxe", "rollDamageType":"cold"} cold damage
", "rollType":"damage", "rollAction":"Freezing Ray", "rollDamageType":"cold"} cold damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target has the restrained condition
Monsters
Bigby Presents: Glory of the Giants
-defense, channeling the power it absorbs into a magical blast to drive off predators.
If the fleece is shorn from the ram without damaging the creature, it can be made into a protective magical
garment. When woven into cloth, the fleece serves as a cloak of protection. It can also be woven into the lining of armor to make armor of resistance that protects against cold, fire, or lightning damage.Cold, Fire, Lightning
Monsters
Eberron: Rising from the Last War
, and only half damage if it fails. It can't use this trait if it's incapacitated.
Unarmored Defense. While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom
into intelligent, cold, and efficient killers.
When the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging
Monsters
Storm King's Thunder
human.
As an action, Harshnag can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the
some and a hero to others. In Waterdeep, he’s remembered as the largest member of Force Grey, a notoriously destructive adventuring company that came to the city’s defense on more than one
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hit
", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.
Shell Defense
Species
Sword Coast Adventurer's Guide
“But you do see the way people look at you, devil’s child.”
Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice
personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others
Feats
Planescape: Adventures in the Multiverse
resistance to either acid, cold, or fire damage (your choice) until you finish your next long rest.
Portal Cracker. Your experience with portals allows you to open them without a portal key. As an
use this benefit on that portal again until you finish a long rest. On a successful check, you can force the portal open or closed for 1 hour. For that duration, the portal doesn’t respond to
Magic Items
Waterdeep: Dragon Heist
defense against the axe, which passes through that spell’s barrier of magical force.
When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6
defense. The weapon is patient and takes its time finding its ideal wielder.
If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically
Backgrounds
Sword Coast Adventurer's Guide
few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe
defense of others. (Good)
2
Responsibility. I do what I must and obey just authority. (Lawful)
3
Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.
The anarch casts the creation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If the githzerai fails a saving throw, it can choose to succeed instead.
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC
. The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than
Monsters
Icewind Dale: Rime of the Frostmaiden
Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see “Actions” below).
Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting
family, based in the town of Longsaddle. Cold and dispassionate, she took to magic only a decade ago in her late forties and is skilled in the arcane tradition of necromancy. She has a lifelong struggle
Hobgoblin
Legacy
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Species
Volo's Guide to Monsters
two and the more frequently honored. He is seen as a stoic, cold-blooded, and tyrannical leader, and hobgoblins believe he expects the same behavior from them. Bargrivyek is a god of duty, unity, and
a powerful magic item), by fine performances (writing and performing a great ballad about the legion), by designing and constructing a great defense or monument, and through other means. But the
Ranger
Legacy
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Classes
Basic Rules (2014)
wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
respond to intruders. If the characters spend a few minutes searching the area, a successful DC 12 Intelligence (Investigation) check suggests that approximately two dozen kobolds live in this chamber
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (above) for guidelines on how the kobolds respond to intruders
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
fleece’s magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators. If the fleece is shorn from the ram without damaging the creature, it can be made into a
protective magical garment. When woven into cloth, the fleece serves as a cloak of protection. It can also be woven into the lining of armor to make armor of resistance that protects against cold, fire
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Boranel respond to this treachery? Will the nations come to the defense of the displaced prince? Will Oargev’s scheming result in all of eastern Breland being swathed in the same gray mist that consumed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. SUNLESS CITADEL OVERVIEW
A dragon cult that valued privacy and defense built the Sunless Citadel on the surface long ago. All record of the cult’s name has vanished, though various sources believe
. He orders the goblins to distribute the midsummer fruit each year, and the goblins obey him out of fear.
Monsters on Alert. The kobolds and the goblins respond similarly if attacked. Intruders who
Compendium
- Sources->Dungeons & Dragons->Monster Manual
surroundings. Some gain reputations as oracles and might respond to questions posed to them in Primordial. Since water weirds don’t speak, they often communicate using spouts of water or objects submerged in
. Hit: 13 (3d6 + 3) Cold damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.
Crystal Sully
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
to mount a mass attack against the party, the characters would be quickly overwhelmed. Your job here is to find a balance and respond to the party’s actions accordingly. If the characters try to
in cold weather might say, “This wind brings cold” rather than “I feel cold.” Lizardfolk tend to express concepts in terms of actions, rather than effects.
Parley and Surrender The lizardfolk are
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
energy of air and water to wield ice in both offense and defense. They summon ice elementals in the shape of wolves, cloak themselves in icy armor, and just as quickly turn that armor into a hail of deadly
)
INT
11 (+0)
WIS
19 (+4)
CHA
16 (+3)
Saving Throws Str +12, Con +11, Wis +10, Cha +9
Skills Athletics +12, Perception +10
Damage Immunities cold
Senses passive Perception 20
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and must respond to summons and commands from the wearer of the spurs. Narzugon
Medium fiend (devil), lawful evil
Armor Class 20 (plate armor, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft
acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bearded Devil (Barbazu) Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined
(−1)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws Str +5, Con +4, Wis +2
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
always do exactly as asked—never any more, never any less. With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges
)
DEX
10 (+0)
CON
17 (+3)
INT
5 (-3)
WIS
17 (+3)
CHA
12 (+1)
Skills Investigation +3, Perception +9
Damage Resistances cold, fire, lightning; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They’re stubborn, they’re vicious, and they rarely go down without bashing you several times in the
40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
17 (+3)
INT
8 (-1)
WIS
9 (-1)
CHA
6 (-2)
Damage Resistances cold, fire, lightning
Damage Immunities
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to
)
CON
17(+3)
INT
5(−3)
WIS
17(+3)
CHA
12(+1)
Skills Investigation +3, Perception +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
two hands in melee.
Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
Shell Defense. The tortle withdraws into its shell. Until it emerges
hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Nature’s Wrath. Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 9 (2d6 + 2) damage of a type chosen by the tortle: cold
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
transformed that land’s indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them into intelligent, cold, and efficient killers. When
Corruptor. Dolgaunt
Medium aberration, lawful evil
Armor Class 16 (Unarmored Defense)
Hit Points 33 (6d8 + 6)
Speed 40 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT






