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Returning 34 results for 'both blinding devious cold refine'.
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Classes
Player’s Handbook
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
12
+4
Ability Score Improvement
6d6
13
+5
Subclass feature
7d6
14
+5
Devious Strikes
7d6
15
+5
Slippery Mind
8d6
16
+5
Ability Score Improvement
8d6
17
+6
Spells
Player’s Handbook
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Monsters
Icewind Dale: Rime of the Frostmaiden
Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see
","rollDamageType":"bludgeoning"} bludgeoning damage plus 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Slam","rollDamageType":"cold"} cold damage.
Cold Ray. Ranged Spell Attack: +3
Monsters
Icewind Dale: Rime of the Frostmaiden
Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forsaken Deep The coral-covered ruins of a storm giant retreat cling to the ocean floor at the edge of an undersea trench. Storm giants once used this place as a haven to contemplate omens, to refine
inhabitants. Portions of the retreat still hold foul air, but most areas have been flooded by the cold deep. The retreat’s runic circle still channels elemental power from a portal to the Plane of Water deep in the trench, and crystalline archives hold lost knowledge of the giants who built them.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Abominable Yeti Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy’s camp, sowing chaos and thinning
(+0)
CON
22 (+6)
INT
9 (−1)
WIS
13 (+1)
CHA
9 (−1)
Skills Perception +5, Stealth +4
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 15
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Coldlight Walker Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
Throws Int +2, Wis +3
Damage Immunities cold
Condition Immunities blinded, charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws Dex +7, Con +9, Wis +7, Cha +10
Skills Perception +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that
magical effects.
Actions
Multiattack. The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks.
Taskmaster Whip. Melee Weapon Attack: +11 to hit
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted the stream from area 18 to power the waterwheel here. That in turn operated the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall.
The cook, Lorga, prepares bland mushroom stew. Despite his blinding cataracts, he knows his way around the kitchen and the adjoining pantry. If he hears one or more characters enter, he
-stained natural cave roughly 50 feet square. The cave contains nothing of interest. Turning the handle on the faucet opens a valve that allows fresh, cold water from an underground stream to pour
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
additional lair actions while in its lair: Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that
. Regional Effects Any of these effects might appear in the area around a white dragon’s lair, in addition to or instead of the effects described in the Monster Manual: Biting Chill. Extreme cold envelops
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest To begin this quest, read the following boxed text to the players: Just another gruesome day in Ten-Towns: howling wind, bitter cold, foul tempers, and snowdrifts big enough to bury
Dale?” Now the question is, “Will I be the killer’s next victim?” Nothing breeds fear and paranoia like a murderer with no face.
Three cold-blooded murders have been committed in the past month: a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Score Mod Save
Int 3 −4 −4
Wis 5 −3 −3
Cha 3 −4 −4
Skills Stealth +4
Resistances Acid, Cold, Fire, Lightning, Thunder
Senses Darkvision 60 ft.; Passive Perception
another creature’s turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of each of its turns.
Blinding Gaze. Constitution Saving Throw
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+ 2) Slashing damage.
Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit’s next
−1
Wis 11 +0 +0
Cha 12 +1 +1
Skills Perception +2, Stealth +3
Vulnerabilities Fire
Immunities Cold, Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
Polar Ray. Auril uses Polar Ray.
Intensify Aura (Costs 2 Actions). Auril’s Frigid Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form
Auril the Frostmaiden Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found
the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage. Languages. You can speak, read, and write Common and Primordial. Spell: Wall of Water
3rd-level evocation
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves
the serpent folk were left in the ruins of their great capitals, far removed from other races. Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Dwarves who live in cold climates don’t usually have to cope with as many predators and marauders as do their kin in more hospitable terrain. But a white dragon patrols its territory relentlessly
by creatures it can catch in the open, including the travelers that enter and exit the place. On occasion, this state of (relatively) peaceful coexistence is shattered when a devious rival dragon with
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
+4, Cha +5
Skills Deception +7, Investigation +4, Performance +5, Persuasion +5
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common
bite attack and, if it can, uses its Blinding Spittle.
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws Str +17, Con +16, Wis +14, Cha +16
Skills Athletics +17, Intimidation +16, Perception +14
Damage Resistances cold, fire, lightning
thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite, staggering smite
Legendary Resistance (3/Day). If Rak Tulkhesh fails a saving throw, he can choose to succeed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Actions
Dagger. Melee or Ranged Weapon Attack
level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic
Actions
Multiattack. Ziraj makes three attacks with his glaive or with his oversized longbow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+1 +1
Cha 17 +3 +3
Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed
, leaving only equipment behind.
Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
paraphrase the following: A blinding flash leaves an indelible mark in your brain as you step into the lens. When your vision clears, you find yourselves in the corner of a stone chamber filled with
lightning bolt or cone of cold to get down to business. (At your discretion, give Hoobur a spell save DC of 15 and +7 to hit with spell attacks because he’s a little out of it. Maybe there’s more in that tea
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(Perception) check. Old stone bunks in orderly rows line the walls of this chamber, and a corroded iron brazier full of cold coals stands near the middle of the room. The bones of a half-dozen dwarves
mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Headquarters: Prison Aligned Plane: Acheron Members: Bounty hunters, executioners, vigilantes Epithet: Jailers The Mercykillers believe that cold, relentless justice is absolute and that no one is above
refine themselves in turn. The Mind’s Eye arose when two former factions, the Believers in the Source and the Sign of One, merged their philosophies together into a formula by which individuals seek to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
type (roll a d10: 1–2, acid; 3–4, cold; 5–6, fire; 7–8, lightning; 9–10, thunder). Any creature that enters the rift can choose to remain here or go to an elemental plane. Characters who go to an
. The dread warriors attempt to drag any helpless characters to the pit in the intersection near this room or to area 9, where they throw open the doors. Devious and arrogant, Tarul Var thinks all other
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
touches (or passes through) the pillar gains 5 temporary hit points. A non-undead creature that touches a pillar takes 5 (1d10) necrotic damage and 5 (1d10) cold damage. A creature can take this damage
, he provides information that decreases the Doomvault’s alert level by 1. Hall of Necromancy Red Wizards practice and refine their darkest magic in the Hall of Necromancy. 31. Undying Laboratory If
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
end that spell, so you might not want to take them and keep the spell going instead, so as to continue benefiting from the cold damage it delivers. How does barkskin work with shields, cover, and
AC is 17; barkskin isn’t relevant in this case. Does the blinding smite spell deal extra radiant damage on every successful attack I make while I’m concentrating on the spell, or only on the first
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
): lesser restoration, scorching ray
3rd level (3 slots): blinding smite, crusader’s mantle, revivify
4th level (3 slots): banishment, wall of fire
5th level (1 slot): flame strike
Actions
chosen by Lazav: acid, cold, fire, lightning, or necrotic.
YONGJAE CHOI
Mind Mage Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of






