Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'cold radius great to her ranged'.
Other Suggestions:
cold readies great to her ranger
Monsters
Monster Manual
":"damage", "rollAction":"Frost Axe", "rollDamageType":"Cold"} Cold damage.
Great Bow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Great Bow"}, range 150/600 ft
", "rollAction":"Great Bow", "rollDamageType":"Cold"} Cold damage, and the target’s Speed decreases by 10 feet until the end of its next turn.ColdWar Cry (Recharge 5–6);{"diceNotation":"1d6", "rollType
Spells
Player’s Handbook
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then
explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
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
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until
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
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
attacks.
Elemental Burst. Melee or Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Elemental Burst"}, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of
a type chosen by the cataclysm: Acid;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Acid)", "rollDamageType":"Acid"}, Cold;{"diceNotation":"5d6+8", "rollType":"damage
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Cold"} Cold
damage.
Ice Throw. Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Ice Throw"}, range 60/240 ft. Hit: 12 (2d4 + 7);{"diceNotation":"2d4+7", "rollType":"damage
Spells
Player’s Handbook
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a
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
Spells
Player’s Handbook
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.
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
Spells
Player’s Handbook
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn
, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spells
Player’s Handbook
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Cold"} Cold damage
.
Ice Throw. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Ice Throw"}, range 30/120 ft. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage
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.
Monsters
Monster Manual
", "rollAction":"Ocean Spear", "rollDamageType":"Cold"} Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk’s hand immediately after a ranged attack.
Amphibious. The merfolk can breathe air and water.Ocean Spear. Melee or Ranged Attack Roll: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Ocean Spear"}, reach 5 ft. or range 20/60
Monsters
Monster Manual
.
Chromatic Spittle. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Chromatic Spittle"}, range 30 ft. Hit: 6 (1d6 + 3) damage of a type chosen by the kobold: Acid
;{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Chromatic Spittle (Acid)", "rollDamageType":"Acid"}, Cold;{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Chromatic Spittle
Monsters
Monster Manual
)", "rollDamageType":"Acid"}, Cold;{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Elemental Flail (Cold)", "rollDamageType":"Cold"}, Fire;{"diceNotation":"6d6+4", "rollType":"damage", "rollAction
;{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Elemental Flail (Thunder)", "rollDamageType":"Thunder"}.
Elemental Claw. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
Monsters
Monster Manual
attack.
Ice Spear. Melee or Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Ice Spear"}, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5
", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Cold
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
Monsters
Monster Manual
Amphibious. The merfolk can breathe air and water.Multiattack. The merfolk makes two Aquatic Burst attacks.
Aquatic Burst. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to
hit", "rollAction":"Aquatic Burst"}, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4", "rollType":"damage", "rollAction":"Aquatic Burst", "rollDamageType":"Cold"} Cold damage. If
Spells
Player’s Handbook
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for
an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack
Monsters
Monster Manual
":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Illumination. The skeleton sheds Bright Light in a 15-foot radius and Dim Light for an additional 15
);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Flame Scepter", "rollDamageType":"Fire"} Fire damage.
Hurl Flame. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
Monsters
Monster Manual
Multiattack. The lizardfolk makes two Earth Burst attacks.
Earth Burst. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Earth Burst"}, reach 5 ft. or
":"1d6", "rollType":"recharge", "rollAction":"Hail of Stone"}. Constitution Saving Throw: DC 12, each creature in a 20-foot-radius, 40-foot-high Cylinder centered on a point the lizardfolk can see within
Monsters
Monster Manual
. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Object Slam"}, reach 5 ft. or range 30 ft. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage
poltergeist.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, ThunderVanish. The poltergeist gives itself the Invisible condition or ends that condition on itself.
Monsters
Monster Manual
Illumination. The flameskull sheds Bright Light in a 15- foot radius and Dim Light for an additional 15 feet.
Magic Resistance. The flameskull has Advantage on saving throws against spells and other
on them.Multiattack. The flameskull makes two Fire Ray attacks.
Fire Ray. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Ray"}, reach 5 ft. or range
Monsters
Monster Manual
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack
Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9
Monsters
Monster Manual
":"claw", "rollDamageType":"Fire"} Fire damage.
Fire Ray. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"fire ray"}, range 120 ft. Hit: 13 (3d6 + 3);{"diceNotation
Charisma as the spellcasting ability (spell save DC 14):
2/Day Each: Alter Self, Command (level 3 version), Detect Magic1/Day Each: Dominate Person (level 8 version), Plane Shift (self only)Cold, Fire, Lightning, Poison
Magic Items
Dungeon Master’s Guide
arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
Monsters
Monster Manual
Multiattack. The mage makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft. or
), Invisibility 1/Day Each: Cone of Cold, FlyProtective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
effects.Multiattack. The salamander makes two Flame Trident attacks.
Flame Trident. Melee or Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Flame Trident"}, reach 5 ft. or
":"damage", "rollAction":"Flame Trident", "rollDamageType":"Fire"} Fire damage. Hit or Miss: The trident magically returns to the salamander’s hand immediately after a ranged attack.
Inferno
Monsters
Monster Manual
Multiattack. The bandit makes three Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit
creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Blinding Flash