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Returning 35 results for 'class of the ice them'.
Monsters
Fizban's Treasury of Dragons
1
A towering palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has
antics sometimes cause avalanches that threaten nearby villages.
5
An adult crystal dragon enjoys shaping the ice and snow near a den of troll;trolls into a labyrinth and watching the trolls try to
Magic Items
Guildmasters’ Guide to Ravnica
know or have prepared. The spell you choose must be on your class’s spell list and of a level for which you have a spell slot, and you must provide the spell’s components.
You expend a spell
stinking cloud
4th-Level Spells
d4
Spell
1
confusion
2
conjure minor elementals
3
Evard's black tentacles
4
ice storm
5th-Level Spells
d4
Spell
1
animate objects
2
cloudkill
3
cone of cold
4
flame strike
Monsters
Icewind Dale: Rime of the Frostmaiden
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts
and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Ice Toad Ice Toad
Medium monstrosity, neutral
Armor Class 12 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., swim 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
14 (+2
)
INT
8 (–1)
WIS
10 (+0)
CHA
6 (–2)
Skills Perception +2
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Ice Toad
Challenge 1 (200 XP
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ice Toad Ice Toad
Medium monstrosity, neutral
Armor Class 12 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., swim 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
14 (+2
)
INT
8 (–1)
WIS
10 (+0)
CHA
6 (–2)
Skills Perception +2
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Ice Toad
Challenge 1 (200 XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ice Mephit Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty. Ice Mephit
Small elemental, neutral evil
Armor Class 11
Hit Points
)
Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Seal The seals native to the Sea of Moving Ice often beach themselves on ice floes and rocky shores. They are acclimated to the cold weather and feed primarily on small fish, squid, and clams. Seal
pups have yellowish-white fur, which turns silvery gray as they enter adulthood. Seal
Medium beast, unaligned
Armor Class 11
Hit Points 9 (2d8)
Speed 20 ft., swim 40 ft.
STR
10 (+0
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
ice shards. Frost Giant Ice Shaper Huge Giant (Cleric), Any Alignment
Armor Class 16 (chain mail)
Hit Points 310 (27d12 + 135)
Speed 40 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5
Frost Giant Ice Shaper Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes to a meteoric rise in the giants’ ordning. Many of them end up as jarls
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ice Toad Ice Toad
Medium monstrosity, neutral
Armor Class 12 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., swim 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
14 (+2
)
INT
8 (–1)
WIS
10 (+0)
CHA
6 (–2)
Skills Perception +2
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Ice Toad
Challenge 1
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet
researchers find that their usefulness outweighs this risk. Galvanice Weird
Medium elemental, chaotic neutral
Armor Class 12 (natural armor)
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR
14(+2
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
approach it, and anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad’s digestive juices. Giant Ice Toad Large monstrosity, neutral
Armor Class 14 (natural
Giant Ice Toad In a cavern within the glacial rift (Against the Giants), a group of ice toads vigorously guard their territory. Waves of cold radiate from the creature, afflicting those that try to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Druid Spells When druids prepare their spells, they have access to the entire spell list for their class. Given that fact, beware of making all of these new spells available to a player who is easily
(transmutation)
Thunderclap
(evocation)
1st Level Absorb elements
(abjuration)
Beast bond
(divination)
Ice knife
(conjuration)
Earth tremor
(evocation)
2nd Level
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ice Troll Ice trolls have all the meanness and hunger of common trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures. Ice Troll Hearts. An ice troll’s heart remains
cold even after the troll’s destruction. As long as the troll can’t regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll’s heart, once removed, becomes a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
while it’s in the druid’s hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle. Frost Druid
Medium humanoid (human), any alignment
Armor Class 13
spells to create illusory snowdrifts under which they can hide, or to obscure pools covered by thin ice through which others might fall. Awakened Companions. A frost druid is often accompanied by one or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
ice to help create outposts and fortresses. Frost Salamander
Huge Elemental, Unaligned
Armor Class 17 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 60 ft., burrow 40 ft., climb 40 ft
Frost Salamander Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ice to help create outposts and fortresses. Frost Salamander
Huge elemental, unaligned
Armor Class 17 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 60 ft., burrow 40 ft., climb 40 ft
Salamander, Frost Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ice Devil
Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit
Ice Devil (Gelugon) Found most commonly on the cold layers of Stygia and Cania, ice devils serve as commanders of the infernal armies of the Nine Hells, tormenting lesser devils as an outlet for
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies. Hearts of Ice. Frost giants are creatures of ice and snow. Their hair and beards
are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.
Frost giants dwell in high peaks and glacial rifts where the sun hides its golden
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
), neutral good
Armor Class 14 (studded leather)
Hit Points 82 (15d8 + 15)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
13 (+1)
INT
17 (+3)
WIS
16 (+3
him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
wreaths. High Netherese Fashion Members of the upper class tend to flaunt their wealth and dress to impress. High Netherese drape themselves in silk, satin, or linen, all in bright, rich colors. They
accessorize with extravagant fur, feathers, and expensive leather. Their jewelry often incorporates magic, with circlets, rings, necklaces, and fastenings sporting heatless flames, unmelting ice, or pure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
scores can alter a monster’s attack bonus, damage, Armor Class, or Hit Points, which in turn can alter its Challenge Rating. Languages You can change any or all of the languages the creature knows. You
freely change the name and flavor of an attack, as well as its damage type. For example, you can turn an ordinary Skeleton into an ice skeleton that deals Cold damage as it accosts characters with a blade
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
just the right moment to exploit an opponent’s weakness. Evoker Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
9 (–1
): mirror image, misty step, shatter*
3rd level (3 slots): counterspell, fireball,* lightning bolt*
4th level (3 slots): ice storm,* stoneskin
5th level (2 slots): Bigby’s hand,* cone of cold*
6th
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Bheur Hag Bheur hags live in wintry lands, favoring snowy mountains. These hags become more active during winter, using their ice and weather magic to make life miserable for nearby settlements. A
Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 50 ft. (hover, Graystaff Magic)
STR
13 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it. Spells Level Spell School Conc. Ritual Class
2nd
Nathair’s Mischief Illusion Yes No Bard, Sorcerer, Wizard
2nd Rime’s Binding Ice Evocation No No Sorcerer, Wizard
3rd Ashardalon’s Stride Transmutation Yes No Artificer,* Ranger
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
ancestors, rime hulks are roughly formed masses of frost and ice. Their vaguely giant-shaped physical forms are unstable, constantly breaking apart and reforming as clouds of frost billow off them. As a rime
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Adult Lunar Dragon Adult Lunar Dragon
Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
23 (+6
time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one Tail attack.
Treacherous Ice. Magical ice
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class AC Substance 11 Cloth, paper, rope 13 Crystal, glass, ice 15 Wood 17 Stone 19
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class AC Substance 11 Cloth, paper, rope 13 Crystal, glass, ice 15 Wood 17 Stone 19
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pillaging anew. Borthak Huge Monstrosity, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 30 ft.
STR
25 (+7)
DEX
16 (+3)
CON
22 (+6)
INT
(13,000 XP) Proficiency Bonus +5
Glacial Aura. At the end of the borthak’s turn, slippery ice covers surfaces within 10 feet of the borthak. This ice is difficult terrain. When a creature other than the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. While hidden under the ice and snow, it can lower its body temperature so that it doesn’t melt its cover.
Remorhaz
Huge monstrosity, unaligned
Armor Class 17 (natural armor)
Hit Points 195
by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice. Auril (Second Form)
Large elemental, neutral evil
Armor Class 16 (natural armor
” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Ancient Lunar Dragon Ancient Lunar Dragon
Gargantuan Dragon, Typically Neutral Evil
Armor Class 18 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one Tail attack.
Treacherous Ice
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. Titanothere Huge Beast, Unaligned
Armor Class 16 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 50 ft.
STR
25 (+7)
DEX
10 (+0)
CON
19 (+4)
INT
2 (−4)
WIS
12 (+1
creature.
Brian Valeza
I have fond memories of riding across an ice sheet on the back of a trusty, thick-furred titanothere I called Woolly. But that was thousands of years ago and many worlds away...
—Diancastra
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
combine a cultist’s fanatical devotion with a giant’s sheer power, the result can be horrifying.
—Bigby
Though primordials of frost and ice do exist (most notably Cryonax, who is sometimes considered
these giants, water is a cruel and destructive force that finds its ultimate expression in ice. These cultists of Evil Water often hide their allegiance as long as possible while urging their
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
course of 1d10 days, allowing plant life in the area to recover. Adult Lunar Dragon Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft
dragon regains spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one Tail attack.
Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point