Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both branch diffusing cold refugees'.
Other Suggestions:
both branches diffusing core refugees
both branch diffusing call refuges
both branch diffusing could refuges
both branch diffusing clad refuges
both branch diffusing core refugees
Monsters
Bigby Presents: Glory of the Giants
or take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Death Burst", "rollDamageType":"cold"} cold damage.Multiattack. The rime hulk makes two Slam attacks.
Slam. Melee Weapon
", "rollDamageType":"bludgeoning"} bludgeoning damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"cold"} cold damage.
Trail of Frost (Recharge 5–6
races
The snowborn are a young species, and have existed for less than fifty years. They first appeared during a notably long and cold winter, which snowborn commonly refer to as “The First Flurry
their life and rebirth remains a mystery even to them. Each fleeting snowborn lives for up to 20 years.
A snowborn’s body is formed of compacted snow. They have a small sphere for a head, branch
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
beyond — from the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War The influx of Cyran refugees promises to reshape Q’barra. Most of the settlers are peaceful people searching for a homes and opportunities, but some among them chose Q’barra
with the Cold Sun Federation, the prospectors of Hope regularly violate this treaty. The Poison Dusk lizardfolk are hostile to both the settlers and the Cold Sun Federation. Conflicts between settlers and scales have escalated over the last four years, and many fear that worse is yet to come.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War The influx of Cyran refugees promises to reshape Q’barra. Most of the settlers are peaceful people searching for a homes and opportunities, but some among them chose Q’barra
with the Cold Sun Federation, the prospectors of Hope regularly violate this treaty. The Poison Dusk lizardfolk are hostile to both the settlers and the Cold Sun Federation. Conflicts between settlers and scales have escalated over the last four years, and many fear that worse is yet to come.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War The influx of Cyran refugees promises to reshape Q’barra. Most of the settlers are peaceful people searching for a homes and opportunities, but some among them chose Q’barra
with the Cold Sun Federation, the prospectors of Hope regularly violate this treaty. The Poison Dusk lizardfolk are hostile to both the settlers and the Cold Sun Federation. Conflicts between settlers and scales have escalated over the last four years, and many fear that worse is yet to come.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the war. As this settlement expanded, the settlers discovered massive deposits of Eberron dragonshards (see chapter 5). Over the past decade, a wave of prospectors, wandslingers, refugees, and fortune
civilizations humans know nothing about: the lizardfolk of the Cold Sun Federation, the dragonborn of Ka’rhashan, and the confederacy of the Poison Dusk lizardfolk. Most settlers refer to them collectively
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the war. As this settlement expanded, the settlers discovered massive deposits of Eberron dragonshards (see chapter 5). Over the past decade, a wave of prospectors, wandslingers, refugees, and fortune
civilizations humans know nothing about: the lizardfolk of the Cold Sun Federation, the dragonborn of Ka’rhashan, and the confederacy of the Poison Dusk lizardfolk. Most settlers refer to them collectively
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the war. As this settlement expanded, the settlers discovered massive deposits of Eberron dragonshards (see chapter 5). Over the past decade, a wave of prospectors, wandslingers, refugees, and fortune
civilizations humans know nothing about: the lizardfolk of the Cold Sun Federation, the dragonborn of Ka’rhashan, and the confederacy of the Poison Dusk lizardfolk. Most settlers refer to them collectively
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the war. As this settlement expanded, the settlers discovered massive deposits of Eberron dragonshards. Over the last decade, a wave of prospectors, wandslingers, refugees, and fortune-seekers have
humans know nothing about: the lizardfolk of the Cold Sun Federation, the dragonborn of Ka’rhashan, and the confederacy of the Poison Dusk. Most settlers know very little about these cultures, and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
8 (−1)
WIS
9 (−1)
CHA
6 (−2)
Damage Immunities cold
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
8 (−1)
WIS
9 (−1)
CHA
6 (−2)
Damage Immunities cold
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the war. As this settlement expanded, the settlers discovered massive deposits of Eberron dragonshards. Over the last decade, a wave of prospectors, wandslingers, refugees, and fortune-seekers have
humans know nothing about: the lizardfolk of the Cold Sun Federation, the dragonborn of Ka’rhashan, and the confederacy of the Poison Dusk. Most settlers know very little about these cultures, and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
8 (−1)
WIS
9 (−1)
CHA
6 (−2)
Damage Immunities cold
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the war. As this settlement expanded, the settlers discovered massive deposits of Eberron dragonshards. Over the last decade, a wave of prospectors, wandslingers, refugees, and fortune-seekers have
humans know nothing about: the lizardfolk of the Cold Sun Federation, the dragonborn of Ka’rhashan, and the confederacy of the Poison Dusk. Most settlers know very little about these cultures, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are under the effect of a spider climb spell) can move through the tunnels at a normal pace. A thin layer of frost coats the walls, floor, and ceiling throughout. The westernmost tunnel branch opens
easternmost tunnel branch opens into the back wall of a giant dormitory (area 8). Tunnel Intersections. The first time one or more party members reach a tunnel intersection, four ice spiders come
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are under the effect of a spider climb spell) can move through the tunnels at a normal pace. A thin layer of frost coats the walls, floor, and ceiling throughout. The westernmost tunnel branch opens
easternmost tunnel branch opens into the back wall of a giant dormitory (area 8). Tunnel Intersections. The first time one or more party members reach a tunnel intersection, four ice spiders come
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are under the effect of a spider climb spell) can move through the tunnels at a normal pace. A thin layer of frost coats the walls, floor, and ceiling throughout. The westernmost tunnel branch opens
easternmost tunnel branch opens into the back wall of a giant dormitory (area 8). Tunnel Intersections. The first time one or more party members reach a tunnel intersection, four ice spiders come
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
leader of the Dark Lanterns, with four subordinate knights marshal leading branch offices across Breland, in Sharn, Starilaskur, and Xandrar. A much smaller branch office keeps an eye on Brelish
wrongdoing. New Cyre. One of the world’s largest concentrations of Cyran refugees settled in eastern Breland under the leadership of Oargev ir’Wynarn, the last prince of Cyre. Many voices among the Cyrans
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
leader of the Dark Lanterns, with four subordinate knights marshal leading branch offices across Breland, in Sharn, Starilaskur, and Xandrar. A much smaller branch office keeps an eye on Brelish
wrongdoing. New Cyre. One of the world’s largest concentrations of Cyran refugees settled in eastern Breland under the leadership of Oargev ir’Wynarn, the last prince of Cyre. Many voices among the Cyrans
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
leader of the Dark Lanterns, with four subordinate knights marshal leading branch offices across Breland, in Sharn, Starilaskur, and Xandrar. A much smaller branch office keeps an eye on Brelish
wrongdoing. New Cyre. One of the world’s largest concentrations of Cyran refugees settled in eastern Breland under the leadership of Oargev ir’Wynarn, the last prince of Cyre. Many voices among the Cyrans
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
)
CHA
1 (–5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
)
CHA
1 (-5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
)
CHA
1 (–5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
)
CHA
1 (-5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
)
CHA
1 (-5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
)
CHA
1 (–5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Brotherhood. She is cocooned in cold weather clothing, her face all but hidden behind a wool muffler. Her snowy owl familiar is perched on her shoulder. Her sled has two Icewind kobold zombies riding
for last, because Xardorok knows that refugees from the smaller towns have nowhere else to go but there. Bryn Shander’s walls provide no defense against the dragon’s attacks from the sky, and the closer Ten-Towners huddle together, the easier it becomes for the dragon to annihilate them.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
outcome. No one won the war, and deep scars remain. War-torn villages and towns are still rebuilding. Once fertile farmlands are scorched and ruined. There are refugees in every major city. And even
, the nations remain in a cold war as each makes preparations and seeks advantages in the conflict that could lie ahead. Effects of the War
Here’s a few of the major effects of the Last War
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
outcome. No one won the war, and deep scars remain. War-torn villages and towns are still rebuilding. Once fertile farmlands are scorched and ruined. There are refugees in every major city. And even
, the nations remain in a cold war as each makes preparations and seeks advantages in the conflict that could lie ahead. Effects of the War
Here’s a few of the major effects of the Last War
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Brotherhood. She is cocooned in cold weather clothing, her face all but hidden behind a wool muffler. Her snowy owl familiar is perched on her shoulder. Her sled has two Icewind kobold zombies riding
for last, because Xardorok knows that refugees from the smaller towns have nowhere else to go but there. Bryn Shander’s walls provide no defense against the dragon’s attacks from the sky, and the closer Ten-Towners huddle together, the easier it becomes for the dragon to annihilate them.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Brotherhood. She is cocooned in cold weather clothing, her face all but hidden behind a wool muffler. Her snowy owl familiar is perched on her shoulder. Her sled has two Icewind kobold zombies riding
for last, because Xardorok knows that refugees from the smaller towns have nowhere else to go but there. Bryn Shander’s walls provide no defense against the dragon’s attacks from the sky, and the closer Ten-Towners huddle together, the easier it becomes for the dragon to annihilate them.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
outcome. No one won the war, and deep scars remain. War-torn villages and towns are still rebuilding. Once fertile farmlands are scorched and ruined. There are refugees in every major city. And even
, the nations remain in a cold war as each makes preparations and seeks advantages in the conflict that could lie ahead. Effects of the War
Here’s a few of the major effects of the Last War
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and passengers. Passenger Passenger ships carry travelers. Such vessels are chartered for journeys or pleasure cruises or carry refugees, religious missionaries, or some other peaceful group traveling
thunder, as well as bludgeoning, piercing, and slashing from nonmagical attacks. The ship is immune to cold, necrotic, poison, and psychic damage. The ship can move through other creatures and objects
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and passengers. Passenger Passenger ships carry travelers. Such vessels are chartered for journeys or pleasure cruises or carry refugees, religious missionaries, or some other peaceful group traveling
thunder, as well as bludgeoning, piercing, and slashing from nonmagical attacks. The ship is immune to cold, necrotic, poison, and psychic damage. The ship can move through other creatures and objects






