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Returning 35 results for 'branch bad diffusing cold relatively'.
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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.
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races
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
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
Monsters
Princes of the Apocalypse
":"3d6","rollType":"damage","rollAction":"freezing cloud","rollDamageType":"cold"} cold damage.
Regional Effects
Olhydra’s presence in an elemental node creates a number of widespread effects
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8);{"diceNotation":"2d8+8","rollType":"damage","rollAction":"Claw","rollDamageType":"cold
"} cold damage.
Mace. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType
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
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
bandits. Others have given up relatively quickly, when the dangers become apparent. The current owner of the Wayside Inn is Martisha Vinetalker, a striking half-elf whose pleasing features contrast with
her tough demeanor. She is cold, calculating, charismatic, and knows how to run a business with ruthless efficiency and an eye for profit. The bartender is Backes Dunfield, a human with a scarred face
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
bandits. Others have given up relatively quickly, when the dangers become apparent. The current owner of the Wayside Inn is Martisha Vinetalker, a striking half-elf whose pleasing features contrast with
her tough demeanor. She is cold, calculating, charismatic, and knows how to run a business with ruthless efficiency and an eye for profit. The bartender is Backes Dunfield, a human with a scarred face
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
bandits. Others have given up relatively quickly, when the dangers become apparent. The current owner of the Wayside Inn is Martisha Vinetalker, a striking half-elf whose pleasing features contrast with
her tough demeanor. She is cold, calculating, charismatic, and knows how to run a business with ruthless efficiency and an eye for profit. The bartender is Backes Dunfield, a human with a scarred face
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
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
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
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
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
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->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
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->Icewind Dale: Rime of the Frostmaiden
Good Wolf, Bad Wolf When the characters first approach the outskirts of Dougan’s Hole or shortly after they first leave town, they encounter two winter wolves named Koran and Kanan. Here’s how the
encounter plays out: Koran acts as the “good” wolf while his brother plays the “bad” wolf. This act has worked before on the dim-witted locals; the wolves assume the characters will be fooled just as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Good Wolf, Bad Wolf When the characters first approach the outskirts of Dougan’s Hole or shortly after they first leave town, they encounter two winter wolves named Koran and Kanan. Here’s how the
encounter plays out: Koran acts as the “good” wolf while his brother plays the “bad” wolf. This act has worked before on the dim-witted locals; the wolves assume the characters will be fooled just as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Good Wolf, Bad Wolf When the characters first approach the outskirts of Dougan’s Hole or shortly after they first leave town, they encounter two winter wolves named Koran and Kanan. Here’s how the
encounter plays out: Koran acts as the “good” wolf while his brother plays the “bad” wolf. This act has worked before on the dim-witted locals; the wolves assume the characters will be fooled just as
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->Volo's Guide to Monsters
Environment Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Environment Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Environment Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. What better way to think of the big bad monster at the center of a web of even bigger and badder plans than as the CEO of a megacorporation, using every resource to dominate the market? What is an
these hired helpers to prominence for their importance to the campaign story. And, of course, for comic effect. When the characters are relatively low level, an Acquisitions Incorporated style of play can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. What better way to think of the big bad monster at the center of a web of even bigger and badder plans than as the CEO of a megacorporation, using every resource to dominate the market? What is an
these hired helpers to prominence for their importance to the campaign story. And, of course, for comic effect. When the characters are relatively low level, an Acquisitions Incorporated style of play can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
crawling masses of maggots or insects. At least one or more of the characters should wake in a cold sweat from these nightmares after every rest, feeling as though something is out there in the dark
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
crawling masses of maggots or insects. At least one or more of the characters should wake in a cold sweat from these nightmares after every rest, feeling as though something is out there in the dark
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. What better way to think of the big bad monster at the center of a web of even bigger and badder plans than as the CEO of a megacorporation, using every resource to dominate the market? What is an
these hired helpers to prominence for their importance to the campaign story. And, of course, for comic effect. When the characters are relatively low level, an Acquisitions Incorporated style of play can






