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Returning 35 results for 'cold rangers great to her rain'.
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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
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.
. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each
Spells
Player’s Handbook
, hail, or snow
5
Torrential rain, driving hail, or blizzard
Temperature
Stage
Condition
1
Heat wave
2
Hot
3
Warm
4
Cool
5
Cold
6
stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain
Magic Items
Dungeon Master’s Guide
, and you gain the following benefits:
Great Strength. Your Strength becomes 20 unless it is already 20 or higher.
Icy Touch. Any melee spell attack you make with the hand and any melee attack made
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
Monsters
Acquisitions Incorporated
foliage, heavy rain, falling snow, mist, and other natural phenomena.
Wild Shape (Recharges after a Short or Long rest). As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in
rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and
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
Storm King's Thunder
be on the front lines in this great conflict!
Ideal: “Giants are made for war—storm giants most of all!”
Bond: “Ostoria is gone, yet I long for the return of a mighty giant
empire.”
Flaw: “I like to rain destruction down upon my enemies, and I never show them mercy.”Lightning, ThunderCold
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Hailstone", "rollDamageType":"bludgeoning"} bludgeoning damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Hailstone", "rollDamageType":"cold"} cold damage
path of destruction. Massive hailstones and lightning infused with necrotic energy rain from tempest spirits on those that get too close to them.Lightning, ThunderCold, Necrotic, Poison; Bludgeoning
Monsters
Bigby Presents: Glory of the Giants
":"damage", "rollAction":"Slam", "rollDamageType":"cold"} cold damage.
Hideous Wailing (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Hideous Wailing"}. The mist hulk releases
hint of their ancestors’ physical form, and even less of the giants’ culture.
A mist hulk resembles a bipedal figure made of dark rain clouds. Parts of its body seem more solid than others
Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"cold"} cold damage
cone of cold. Each creature in that area must make a DC 14 Constitution saving throw, taking 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Rime Breath", "rollDamageType":"cold
Monsters
Bigby Presents: Glory of the Giants
":"bludgeoning"} bludgeoning damage plus 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Hailstone", "rollDamageType":"cold"} cold damage, and the target must succeed on a DC 26
cloud up to 30 feet and cause one of the following effects in a 30-foot-radius, 120-foot-high cylinder directly below it; the scion can’t choose the same effect two rounds in a row:
Acid Rain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept
of the following effects:
Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow
Classes
Sword Coast Adventurer's Guide
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a
Monsters
Fizban's Treasury of Dragons
(1d12);{"diceNotation":"1d12", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"cold"} cold damage.
Constrict. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit
5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Rime Breath"}. The sea serpent exhales a 60-foot cone of cold. Each creature in that area must make a DC 18 Constitution saving throw
Classes
Sword Coast Adventurer's Guide
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a
Monsters
Strixhaven: A Curriculum of Chaos
", "rollAction":"Tidal Strike", "rollDamageType":"cold"} cold damage.
Spellcasting. The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting
with precise, forceful physical motion. Their sweeping gestures and dance-like steps gather the power of crashing waves, conjure the protection of unyielding stone, and shape great structures of ice
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
civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either
Monsters
Icewind Dale: Rime of the Frostmaiden
Brave. The great warrior has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the great warrior hits with it (included in the attack
).Multiattack. The great warrior makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spear"} to hit
Monsters
Fizban's Treasury of Dragons
rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers to partake in
“the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun.
4
A crystal
Monsters
Mythic Odysseys of Theros
":"1d8","rollType":"damage","rollAction":"Ray of Frost","rollDamageType":"cold"} cold damage, and the target's speed is reduced by 10 feet until the start of the hoplite's next turn.Meletian hoplites
typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider
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
even the great Gadwick himself seem little more than a clumsy apprentice.”
—Chulane, Teller of Tales
High Fae
Ageless and inhuman, high fae are the oldest creatures in Eldraine
Magic Items
Waterdeep: Dungeon of the Mad Mage
) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
Monsters
Mordenkainen Presents: Monsters of the Multiverse
than a blurry streak of color. Only when it stops running do its small, slender form and cold, cruel eyes become apparent.
Quicklings owe their existence—and their plight—to the Queen of
rain drifts earthward like lazy snowflakes, and lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, sonorous speech
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
Monsters
Icewind Dale: Rime of the Frostmaiden
). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control
":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Talons","rollDamageType":"cold"} cold damage.
Touch of Frost. Melee Spell Attack: +13;{"diceNotation
Goliath
Legacy
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Species
Elemental Evil Player's Companion
goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great
physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with
Monsters
Icewind Dale: Rime of the Frostmaiden
Morningstar","rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Ice Morningstar","rollDamageType":"cold"} cold damage.
Ice Dart. Ranged Weapon
Dart","rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Ice Dart","rollDamageType":"cold"} cold damage.
Cone of Cold (Recharges after a
Magic Items
Mythic Odysseys of Theros
cold damage.
Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
Piety 10+. You can breathe underwater, and you gain a
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either
Backgrounds
Ghosts of Saltmarsh
home, the rain your shelter, and the crashing waves your battle cry.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (water, land)
Equipment: A dagger that
;You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you’re dead.
4
Juggernaut. No reasonable explanation can explain
Monsters
Fizban's Treasury of Dragons
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers
to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun
Monsters
Bigby Presents: Glory of the Giants
creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while playing mischievous pranks on each
is destroyed, the scion of Memnor emerges from the dissipating cloud, often laughing as if it just heard a great joke. Incredibly tall and lanky, the scion towers 75 feet tall and wields a morningstar
Monsters
Bigby Presents: Glory of the Giants
a constantly overcast sky. Sapient creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while
enemies from the sky.
If the cradle is destroyed, the scion of Memnor emerges from the dissipating cloud, often laughing as if it just heard a great joke. Incredibly tall and lanky, the scion towers 75
Monsters
Mordenkainen Presents: Monsters of the Multiverse
which even nastier demons can invade.
The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a
other escape routes out of their native plane.PoisonAcid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fallen civilizations and great calamities.
Nagpas still fear the Raven Queen and do their best to avoid her and her agents. When it’s impossible to do so, they become cringing, fawning things, eager
to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive
Monsters
Mordenkainen Presents: Monsters of the Multiverse
out the day’s heat or the night’s cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves.
Tlincallis stay in one
sun sets, the newly hatched young emerge from the lair to eat the captives alive.
These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more