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Returning 35 results for 'cold reflections grasping to have running'.
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Monsters
Tasha’s Cauldron of Everything
"} hours later.The reflections are two-dimensional, shimmering versions of the creatures that cast them.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksBludgeoning
Amorphous. The reflections can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the reflections can take the Hide action as a bonus
Monsters
Tyranny of Dragons
","rollAction":"Cold Aura","rollDamageType":"cold"} cold damage.
Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Bite
Amphibious. The toad can breathe air and water.
Cold Aura. While the toad is alive, any creature that starts its turn within 5 feet of the toad takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage
Monsters
Tales from the Yawning Portal
Aura","rollDamageType":"cold"} cold damage.
Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Bite. Melee Weapon Attack: +5
Amphibious. The toad can breathe air and water.
Cold Aura. Any creature that starts its turn within 10 feet of the toad takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Cold
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Zorak can't
, provided that it isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place
Monsters
Tasha’s Cauldron of Everything
’s long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.
Unusual Nature. The servant doesn’t require air, food, drink, or sleep.Destructive Fist
":"bludgeoning"} bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Poison, Psychic, RadiantPiercing, Slashing
Monsters
Icewind Dale: Rime of the Frostmaiden
running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger. If the vampire isn’t in sunlight, it
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
Monsters
Eberron: Rising from the Last War
. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"roll","rollAction":"Chromatic Orb"} damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.Tarkanan assassins are the
granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPC's aberrant
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections
of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.
Tales provide myriad reasons for these strange
Monsters
Princes of the Apocalypse
uses her lair action to cause one of the following effects:
Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 20 Strength
":"3d6","rollType":"damage","rollAction":"freezing cloud","rollDamageType":"cold"} cold damage.
Regional Effects
Olhydra’s presence in an elemental node creates a number of widespread effects
Vampire Spawn
Legacy
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Monsters
Basic Rules (2014)
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy
ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The
Vampire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form
Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
and its high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) cold
)
INT
8 (–1)
WIS
10 (+0)
CHA
6 (–2)
Skills Perception +2
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Ice Toad
Challenge 1 (200 XP
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
and its high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) cold
)
INT
8 (–1)
WIS
10 (+0)
CHA
6 (–2)
Skills Perception +2
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Ice Toad
Challenge 1 (200 XP
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Running This Chapter Getting off on the right foot is important. If you follow these steps, you should be all right: Before starting the adventure, read the rest of this section and the “Ten-Towns
Overview” that follows it. A description of each town appears later in this chapter, but you don’t need to commit all ten settlements to memory before running this part of the adventure. Determine the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K69. Guards’ Quarters Sickly, yellow lichen covers the ceiling of this cold, damp, ten-foot-wide passage running east and west. Opening off both sides of this passage are ten-foot-square alcoves that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
)
INT
8 (–1)
WIS
10 (+0)
CHA
6 (–2)
Skills Perception +2
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Ice Toad
Challenge 1
(200 XP)
Amphibious. The toad can breathe air and water.
Cold Aura. While the toad is alive, any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage.
Standing Leap
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar warlock formerly of the Underdark. His patron, Deep Duerra, has urged Xardorok to fulfill his destiny and become the first duergar to rule a kingdom on the surface. Icewind Dale is cold, dark
to destroy Ten-Towns. His sons, Durth and Nildar, lead teams of duergar on quests to retrieve more of this dark-colored crystal for their grasping, despotic father.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
) cold damage.
Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft
Giant Ice Toad In a cavern within the glacial rift (Against the Giants), a group of ice toads vigorously guard their territory. Waves of cold radiate from the creature, afflicting those that try to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
6 (−2)
WIS
10 (+0)
CHA
2 (−4)
Damage Resistances cold, fire, lightning, psychic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive
until the vargouille loses concentration (as if concentrating on a spell). If the target’s saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.
Adrián Ibarra Lugo
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(+4)
WIS
12(+1)
CHA
14(+2)
Saving Throws Str +9, Con +10
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.
Actions
Multiattack. The wastrilith uses Grasping Spout and makes three attacks: one with
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
½ feet per square, the hollow spaces tucked inside a massive tree trunk, and the passages running inside major branches rather than underground. A typical lair has the following features: Trapped Entrance
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(+1)
CHA
14 (+2)
Saving Throws Str +9, Con +10
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
attacks, and it uses Grasping Spout.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Compendium
- Sources->Dungeons & Dragons->Monster Manual
brute force isn’t enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated
Wis 14 +2 +2
Cha 9 −1 −1
Skills Perception +5, Stealth +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, various townsfolk can point in the direction the verbeeg went after stealing the casks. As the characters make their way to the edge of the forest, read: A figure in cold weather clothing lurches out of
the woods into plain view, running as fast as he can through the deep snow. Slung over his back are a pair of animal traps, one of which appears to contain a panicked fox.
The figure is Fef Moryn
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ritual site. 3 Grasping hands that haunt a miser’s home. 4 A grim storybook character that follows those who speak its name. 5 Its target, acting in eerie pantomime. 6 An ominous priest that haunts a
Int 6 −2 −2 Wis 10 +0 +0 Cha 8 −1 −1
Skills Stealth +6
Vulnerabilities Radiant
Resistances Acid, Cold, Fire, Lightning, Thunder
Immunities Necrotic, Poison; Exhaustion, Frightened
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Pandemonium Pandemonium is a plane of overwhelming chaos, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. Wind quickly
a random form of indefinite madness, as described in chapter 8, “Running the Game.” Finishing a long rest doesn’t reduce a creature’s exhaustion level unless the creature can somehow escape the maddening winds.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section. Step 2. Review “Frost Giant Factions” and the Key NPCs table to learn about individuals
cold. Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond: Frost Giant Ghost Mephit, Ice Priest Remorhaz, Young Shield Guardian Troll White Dragon, Adult Winter Wolf
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The
and disguise themselves as humans by standing on one another’s shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+4 +4
Ability Score Mod Save
Int 19 +4 +4
Wis 16 +3 +8
Cha 21 +5 +10
Skills Arcana +9, Perception +13, Stealth +9
Immunities Cold, Necrotic; Charmed
it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.
Vampire
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride Acolyte of Nature At 1st level, you learn one druid cantrip of your
designate. Dampen Elements Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
)
CON
24 (+7)
INT
6 (−2)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws Con +12, Wis +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing that is
.
Standing Leap. Crokek’toeck’s long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
immunity to cold damage; it otherwise has the statistics of an ordinary troll. A minimum of 2 ice trolls are here when characters first enter, but 3 or more can be placed in this area at your discretion
floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of