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Returning 35 results for 'cold reduced guard to have requires'.
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cold reduced guild to have requires
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cold reduced guards to have require
cold reduced guard to have required
cold reduced guards to have requires
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
Monsters
Monster Manual
use its Nightmare Haunting action.
The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are
5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Nightmare Haunting (1/Day; Requires Soul Bag). While on the
Magic Items
Dungeon Master’s Guide
damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the
guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
Magic Items
Dungeon Master’s Guide
). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0
Monsters
Monster Manual
Claw action.
The tome has AC 17; HP 35; and Immunity to Necrotic, Poison, and Psychic damage. The tome regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit
. It can replace one attack with a Banishing Claw attack.
Banishing Claw (Requires Soul Tome). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Banishing Claw"}, reach
Monsters
Monster Manual
Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more
":"Necrotic"} Necrotic damage.
Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
Magic Items
Dungeon Master’s Guide
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
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
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
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
Monster Manual
jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak.
The region containing a demilich’s lair is twisted by its
DC 20 Constitution saving throw or have its Hit Point maximum reduced by 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Enervating Domain"}. This reduction lasts until the creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
","rollDamageType":"bludgeoning"} bludgeoning damage.A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
","rollDamageType":"bludgeoning"} bludgeoning damage.A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
of 30 feet and resistance to fire damage.
White Guard Drake. The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
Magic Items
Dungeon Master’s Guide
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
damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3) that covers the ground in its
Magic Items
Dungeon Master’s Guide
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
Bigby Presents: Glory of the Giants
until the end of its next turn. On a successful save, the target’s speed is reduced by 10 feet until the end of its next turn.
Ice Wolves (Requires Frost Rune). The giant magically summons 1d4
, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a frost rune on an object in its possession when it finishes a short or long
Monsters
Bigby Presents: Glory of the Giants
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If
Magic Items
Tyranny of Dragons
the cold damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge
attuned to it, you gain the following benefits.
Damage Absorption. You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to
Vampiric Mist
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Tales from the Yawning Portal
without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight
":"damage","rollAction":"Life Drain","rollDamageType":"necrotic"} necrotic damage, the mist regains 10 hit points, and the target’s hit point maximum is reduced by an amount equal to the necrotic
Monsters
Strixhaven: A Curriculum of Chaos
;{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Elemental Strike (Fire)", "rollDamageType":"fire"} or cold;{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Elemental Strike (Cold
)", "rollDamageType":"cold"} damage (the apprentice’s choice).
Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Charisma as the
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"damage", "rollAction":"Freezing Breath", "rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as
", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"cold"} cold damage.
Hurl
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollType":"damage","rollAction":"Chromatic Bolt","rollDamageType":"acid"}, cold;{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Chromatic Bolt","rollDamageType":"cold"}, fire;{"diceNotation":"2d6
requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became
Magic Items
Storm King's Thunder
, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in
a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight
hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In
Monsters
Curse of Strahd
reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
);{"diceNotation":"3d6","rollType":"damage","rollAction":"Life Drain","rollDamageType":"cold"} cold damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
A duplicate reduced to 0 hit points or targeted by a dispel magic spell vanishes in a
":"2d6+2","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic"} necrotic damage, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll
Spells
Fizban's Treasury of Dragons
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice
formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a
Monsters
Strixhaven: A Curriculum of Chaos
":"Elemental Strike (Fire)", "rollDamageType":"fire"} or cold;{"diceNotation":"3d6+2", "rollType":"damage", "rollAction":"Elemental Strike (Cold)", "rollDamageType":"cold"} damage (the pledgemage&rsquo
save, the target takes 28 (8d6) fire;{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Showstopper (Fire)", "rollDamageType":"fire"} or cold;{"diceNotation":"8d6", "rollType":"damage
Water Elemental Myrmidon
Legacy
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Monsters
Princes of the Apocalypse
","rollType":"damage","rollAction":"Freezing Strikes","rollDamageType":"cold"} cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn.PoisonAcid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
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
failure, an affected creature’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its
Monsters
Mythic Odysseys of Theros
necrotic damage, its Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise, the reduction
lasts until the target finishes a short or long rest.These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would
Magic Items
Icewind Dale: Rime of the Frostmaiden
I saved the life of an orc, who gave me a stone with the symbol of the Many-Arrows tribe (a humanoid skull pierced by three arrows) carved into it. The stone is an uncommon magic item that requires
the Monster Manual and disappears after 10 minutes or when reduced to 0 hit points. The spirit understands any language I speak and obeys my commands.
After the stone is used three times, it turns to dust.
(See Appendix B of Icewind Dale: Rime of the Frostmaiden)