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Returning 35 results for 'both before degrees cold reveals'.
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Magic Items
Dungeon Master’s Guide
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees
Magic Items
Dungeon Master’s Guide
If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.
In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Ring of Warmth
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
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
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and
Monsters
Icewind Dale: Rime of the Frostmaiden
Innate Spellcasting. Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma.
Cold Regeneration. If the temperature around
him is 0 degrees Fahrenheit or lower, Sephek regains 5 hit points at the start of his turn. If he takes fire damage, this trait doesn't function at the start of Sephek's next turn. Sephek dies only if
Magic Items
Tomb of Annihilation
the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to
Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer&rsquo
Monsters
Infernal Machine Rebuild
","rollAction":"Fire Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Cold Breath"}. The ettin’s left head exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 45 (10d8);{"diceNotation":"10d8
Monsters
Waterdeep: Dragon Heist
, sending, tongues4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere5th level (3 slots): cone of cold, geas, Rary's telepathic bond6th level (2 slots): globe of
.
She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.
She gains resistance to cold damage, and she is unharmed by temperatures as low as −50
Monsters
Storm King's Thunder
as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.Multiattack. Harshnag makes two greataxe attacks.
Gurt's Greataxe
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
Magic Items
Storm King's Thunder
target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
As an action, you 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 next dawn.
Major Image
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal
example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if
acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who understands Dwarvish knows that the oversized rune on the north wall is an ancient symbol meaning “cold.” A detect magic spell reveals an aura of conjuration magic around the rune. The
rune’s magic lowers the room’s temperature to 0 degrees Fahrenheit. When a spell is cast in this room (including one cast from a magic item), the giant rune flashes and deals 36 (8d8) cold damage to
Monsters
The Book of Many Things
Heat Regeneration. If the temperature around it is 100 degrees Fahrenheit or higher, Aurnozci regains 15 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Extreme Cold When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1
Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Extreme Cold When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1
Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow.
Boots of the Winterlands Wondrous Item, Uncommon (Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow.
Boots of the Winterlands Wondrous Item, Uncommon (Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
–12 None 13–17 Light rain or light snowfall 18–20 Heavy rain or heavy snowfall Extreme Cold Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on
creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Extreme Heat When the temperature is at or above 100 degrees Fahrenheit, a creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Warmth Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Warmth Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Warmth Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Warmth Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but
this cold ceases to be felt by one who is attuned to the ring. The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
below 0 degrees Fahrenheit must make a DC 10 Constitution saving throw at the end of each hour. Characters without cold weather gear automatically fail this save. On a failed saving throw, a character
floor and frozen into the walls of this vast chamber. It is noticeably colder here than anywhere else in the iceberg, reaching –10 degrees Fahrenheit. Any character in an area where the temperature is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(−18 degrees Celsius) or colder. Creatures outside the prison are exposed to extreme cold (see below). Lighting. Unless a location states otherwise, the courtyard, corridors, rooms, and staircases are
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
(−18 degrees Celsius) or colder. Creatures outside the prison are exposed to extreme cold (see below). Lighting. Unless a location states otherwise, the courtyard, corridors, rooms, and staircases are
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
into the walls of this vast chamber. It is noticeably colder here than anywhere else in the iceberg, reaching –10 degrees Fahrenheit. Any character in an area where the temperature is below 0 degrees
Fahrenheit must make a DC 10 Constitution saving throw at the end of each hour. Characters without cold weather gear automatically fail this save. On a failed saving throw, a character suffers one
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Amber Temple is a cold, dark place carved out of the snowy slope of Mount Ghakis. The temperature throughout the complex is −10 degrees Fahrenheit (−23 degrees Celsius). Characters who don’t have
then took it upon himself to watch over the temple, not to hoard its evil secrets but to share them openly. Meanwhile, the evils within the temple fed on each other, growing in power. EXTREME COLD
The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
prisoner, but the kobold reveals its secrets anyway while shrieking at the top of its lungs, alerting other nearby monsters. By putting the choice of success at a cost in the players’ hands, and even
letting them choose the setbacks, you can give players more agency in crafting the story of their characters’ deeds. Degrees of Failure Sometimes a failed D20 Test has different consequences depending
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
CHA
18 (+4)
Saving Throws Dex +5, Cha +7
Skills Deception +7, History +9, Insight +6, Survival +9
Damage Immunities cold (while wearing the Ring of Winter)
Senses passive Perception 13
magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of tunnel can detach from one another. When 50 pounds or more of weight is applied to the floor at the midpoint of tunnel A, a mechanism causes the tunnel to quickly rotate 90 degrees clockwise and
90 degrees clockwise and sinks into place, positioned where tunnel A used to be. Characters who are flying, in gaseous form, or otherwise effectively weightless do not trigger the trap and can move
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions. As an
action, you 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 next dawn.






