Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'cold radius grasping to have remain'.
Other Suggestions:
cold radius grasping to have remains
cold radius grappling to have remain
cold radius granting to have remains
Monsters
Monster Manual
damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Cold Breath
Spells
Player’s Handbook
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as
you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee
Monsters
Monster Manual
damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Cold Breath
Magic Items
Dungeon Master’s Guide
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear
.
Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action
Magic Items
Dungeon Master’s Guide
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.
In freezing
temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.
Monsters
Monster Manual
":"1d10", "rollType":"damage", "rollAction":"Fire Form", "rollDamageType":"Fire"} Fire damage.
Illumination. The elemental sheds Bright Light in a 30- foot radius and Dim Light for an additional 30 feet
.
Water Susceptibility. The elemental takes 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Water Susceptibility", "rollDamageType":"Cold"} Cold damage for every 5 feet the elemental
Monsters
Monster Manual
a type chosen by the cataclysm: Acid;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Acid)", "rollDamageType":"Acid"}, Cold;{"diceNotation":"5d6+8", "rollType":"damage
", "rollAction":"Elemental Burst (Cold)", "rollDamageType":"Cold"}, Fire;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Fire)", "rollDamageType":"Fire"}, Lightning
Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid
Spells
Player’s Handbook
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6
Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
Spells
Player’s Handbook
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot
, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.
The wall
Monsters
Monster Manual
Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can
", "rollType":"damage", "rollAction":"Shock", "rollDamageType":"Lightning"} Lightning damage.Lightning, PoisonAcid, Bludgeoning, Cold, Fire, Necrotic, Piercing, SlashingConsume Life. Constitution
Spells
Player’s Handbook
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution
Bludgeoning damage.
Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Magic Items
Dungeon Master’s Guide
Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
Magic Items
Dungeon Master’s Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
Magic Items
Dungeon Master’s Guide
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10
Spells
Player’s Handbook
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
Mordenkainen Presents: Monsters of the Multiverse
saving throws against spells and other magical effects.Multiattack. The wastrilith makes one Bite attack and two Claw attacks, and it uses Grasping Spout.
Bite. Melee Weapon Attack: +9
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Grasping Spout. The wastrilith magically launches a spout of water at one creature it can see within 60 feet of
Magic Items
Baldur’s Gate: Descent into Avernus
.
You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
Classes
Xanathar's Guide to Everything
transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy
are always icy cold to the touch.
2
When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3
You barely bleed, even when badly injured.
4
Fire Elemental Myrmidon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Princes of the Apocalypse
Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Magic Weapons. The myrmidon’s weapon attacks are magical.
Water Susceptibility. For every
5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Water Susceptibility","rollDamageType":"cold"} cold damage.Multiattack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Water Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2
(1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Water Susceptibility","rollDamageType":"cold"} cold damage.Multiattack. The myrmidon makes three Scimitar attacks.
Scimitar. Melee Weapon
Monsters
Spelljammer: Adventures in Space
Illumination. While it has at least 1 hit point, the astral blight sheds dim light in a 10-foot radius.
Unusual Nature. The blight doesn’t require air or sleep.Multiattack. The blight makes
DC 13). Until this grapple ends, the target takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Heat-Draining Vine","rollDamageType":"cold"} cold damage at the start of each of its turns. The blight has two vines, each of which can grapple one creature.Cold, Radiant
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
Bigby Presents: Glory of the Giants
":"Ice Axe", "rollDamageType":"force"} force damage plus 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Ice Axe", "rollDamageType":"cold"} cold damage.
Slam. Melee Weapon Attack: +17
", "rollAction":"Glacier Throw", "rollDamageType":"cold"} cold damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Glacial Upheaval (Recharge 5–6
Backgrounds
The Wild Beyond the Witchlight
your time in the carnival. You know the other hands well, but the carnival’s owners—Mister Witch and Mister Light—remain mysterious to you even after all these years.
Maybe you
of light (no stat block required) that has a flying speed of 30 feet, can hover, and sheds bright light in a 5-foot radius and dim light for an additional 5 feet
Monsters
Waterdeep: Dungeon of the Mad Mage
thoughts, mirror image, misty step
3rd level (3 slots): animate dead, counterspell, lightning bolt
4th level (3 slots): blight, fire shield, stoneskin
5th level (3 slots): cone of cold, Rary's telepathic
damage.The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body.
Spells
Elemental Evil Player's Companion
Until the spell ends, ice rimes your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can move across difficult terrain
created by ice or snow without spending extra movement.
The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
You can
Monsters
Bigby Presents: Glory of the Giants
Death Burst. When the rime hulk dies, it explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a DC 15 Constitution saving throw
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"3d8","rollType":"damage","rollAction":"Longsword","rollDamageType":"cold"} cold damage.
Longbow. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction
);{"diceNotation":"3d8","rollType":"damage","rollAction":"Longbow","rollDamageType":"cold"} cold damage.
Spellcasting. The eladrin casts one of the following spells, requiring no material components and using
Magic Items
Icewind Dale: Rime of the Frostmaiden
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also glows with a purplish
Bright light in a 5-foot radius and dim light for an additional 5 feet
psi-crystal-int-12-15;12–15
60 feet
Bright light in a 10-foot radius and dim light for an additional 10 feet
psi
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollType":"damage", "rollAction":"Elemental Strike (Acid)", "rollDamageType":"acid"}, cold;{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"Elemental Strike (Cold)", "rollDamageType":"cold
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
Monsters
Mordenkainen Presents: Monsters of the Multiverse
–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Sculpted Explosion"}. The evoker unleashes a magical explosion of a particular damage type: cold;{"diceNotation":"9d8", "rollType
":"damage", "rollAction":"Sculpted Explosion (Cold)", "rollDamageType":"cold"}, fire;{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Sculpted Explosion (Fire)", "rollDamageType":"fire"}, lightning
Monsters
The Wild Beyond the Witchlight
sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.Shock. Melee
check, attack roll, or saving throw made by it. No creature can have more than one of these magic boons at a time.Lightning, PoisonAcid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks