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Returning 14 results for 'coffin cold'.
Other Suggestions:
coin cold
coffee cold
coffin core
Monsters
Spelljammer: Adventures in Space
to make an ability check.
Unusual Nature. The mage doesnât require air or drink.Multiattack. The mage makes two Ray of Cold attacks.
Energy Drain. Melee or Ranged Spell Attack: +5
","rollDamageType":"necrotic"} necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DMâs control.
Ray of Cold
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
niche on the east wall holds a humble coffin.
If a creature touches the coffin, the lid flips open, and a cheery wooden jester on a spring pops up and does a little jig. The prop then hangs lifelessly
until the trick is reset by shoving the prop back into the coffin, which also contains the jesterâs ashes. Ramp. A portion of the ceiling can swing down on a hinge, forming a ramp leading from area
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
from within the coffin and help guide the expedition, the coffin obeys only the commands of the party members. Cold, calculating, and manipulative, the vampire aids the party as long as he believes he
ranger. The vampire has long been imprisoned within a magical iron coffin mounted atop animated golem legs (an early Kwalish design), forced to atone for his evil deeds by working for the Cartophile
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
might be crafted to look like a coffin or a mausoleum, and that of a gluttonous one might look like a tavern or a gingerbread house. Because such places are convenient for them, sea hags often establish
exact her vengeance, and no dish of revenge is sweeter than one served cold and to the next three generations of her enemyâs family. Hags hate to be in debt to someone whoâs done them a favor spontaneously, outside of any bargain, and so will return favors unexpectedly to such folk.
â Elminster
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hearts of all who knew ye.â Lifting a sarcophagus lid requires a successful DC 20 Strength check. Treasure The dry-rotted remains of a smaller coffin sits within each sarcophagus. The gold and silver
trim and fittings of each coffin are worth 150 gp total. Desiccated skeletal remains rest under the coffin remains. Each wears a finely wrought funerary mask of gold inlaid with garnets and sapphires
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
those of the four elemental cults â the symbol of the Elder Elemental Eye (see chapter 1). The cultists believe the coffin is holy and left it undisturbed. A character who succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
successful DC 25 Strength (Athletics) check. Destroying the Book. The book has Armor Class 15, 50 hit points, resistance to cold and fire damage, and immunity to poison and psychic damage. Dispelling the
Coffin. The interior of the marble dais is hollow. Drelnzaâs coffin is hidden within. A character who searches the dais and succeeds on a DC 20 Intelligence (Investigation) check notices hair-thin gaps
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
heads pointed north. The floor is covered with human bones and rusty swords. If a character teleports into a coffin from one of the teleport traps that protect Strahdâs tomb (area K86), read the
wights (one per coffin), minus any that have been teleported away (see âTeleport Trapsâ at the start of this section). Lifting a coffinâs lid requires an action and a successful DC 15 Strength check
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is now a desert. Northernmost Anauroch is a cold land of frost-rimed rock and the black glacier known as the High Ice. Farther south lies the waterless Plain of Standing Stones, where winds scour
lies half-buried in the cold northern sands of Anauroch, its mighty stone docks still thrusting eastward, pointing toward the empty hulks of colossal stone ships lying half-buried in the sand. Dwarven
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only
cold-storage facility where heâs using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan Generations ago, a fleet of Calishite refugees fleeing war in
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
itâs not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by
spends entirely too much time in the cultâs trophy locker, a cold-storage facility where heâs using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
marble staircase that started on the first floor continues its upward spiral to area D11. A cold draft flows down the steps. D7aâD7b: Servantsâ Room and Closet An undecorated bedroom contains a pair of
crypts in areas D23a and D23b are empty, and the slabs for these crypts are unmarked. The remaining crypts (areas D23câD23f) each contain an empty coffin on a stone bier. D24: Cult Initiates
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
The temperature in the region drops by 10 degrees Fahrenheit every hour for the next 1d6 hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns
and unsettling, revealing some element of the environmentâs history and putting the character in the place of someone who suffered a grim fate there. 81â85 A coffin or small enclosed space in the region
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows,cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze
succeeds on a DC 15 Dexterity saving throw. 5. Secret Pocket This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and






