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Returning 35 results for 'cold reflections guard to have roiling'.
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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
Mordenkainen Presents: Monsters of the Multiverse
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.
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
Bigby Presents: Glory of the Giants
", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"cold"} cold damage.
Hurl
":"damage", "rollAction":"Hurl Icicle", "rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Hurl Icicle", "rollDamageType":"cold"} cold damage
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
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
Bigby Presents: Glory of the Giants
;{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Elemental Breath (Acid)", "rollDamageType":"acid"}, cold;{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Elemental Breath (Cold
)", "rollDamageType":"cold"}, fire;{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Elemental Breath (Fire)", "rollDamageType":"fire"}, or lightning;{"diceNotation":"9d8", "rollType":"damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with
as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.PoisonEnlarge (Recharges after a Short or Long Rest). For 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training
geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying
may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their
blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as
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
other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration
Monsters
Mordenkainen Presents: Monsters of the Multiverse
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their
may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.Poison
Monsters
Bigby Presents: Glory of the Giants
":"Spit Hailstone", "rollDamageType":"cold"} cold damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.
Lightning Barrage (Recharge 5–6);{"diceNotation":"1d6
first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See
Monsters
Mordenkainen Presents: Monsters of the Multiverse
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in
their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.PoisonEnlarge (Recharges after a Short or Long
Monsters
The Book of Many Things
her finger is a well-rehearsed ploy, a gesture she has weaponized to put her targets off guard.
Hulgaz is a charmer in both the common and magical sense. She effortlessly ingratiates herself
them.Fire, PoisonAcid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
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
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
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
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
fire with cold in attacks and immunities. Tooth-N-Claw is ferociously protective of Gadrille. If there are more than four characters, excluding sidekicks, add a second pet called “Frost-N-Fang
.” Swirling Pool Chamber In the center of this chamber is a large roiling boil of water. Gadrille likes to soak in it, feeling the power of Talos course through her when she does. If a creature not favored
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
approaching from the south can see the prison’s south entrance and the trail that leads up to it. Extreme Cold The temperature outside is at or below 0 degrees Fahrenheit (−18 degrees Celsius) while
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
approaching from the south can see the prison’s south entrance and the trail that leads up to it. Extreme Cold The temperature outside is at or below 0 degrees Fahrenheit (−18 degrees Celsius) while
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to a gatehouse (areas T1–T3) and a guard tower (areas T4–T6), as well as a stone bridge (areas T7–T9) that spans the Luna River. Wind and snow make the journey treacherous. Without some way to keep
warm, characters who aren’t dressed for cold weather suffer the effects of extreme cold at night (see “Weather” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). The road curved and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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.
Guard Drake
Medium Dragon
Guard Drake 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 territorial, which makes it an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
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
approach it, and anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad’s digestive juices. Giant Ice Toad Large monstrosity, neutral
Armor Class 14 (natural
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T4. Guard Tower, Ground Floor The tower door is made of ironbound wood and barred from within. A character can force open the door with a successful DC 22 Strength (Athletics) check. A cold hearth
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are chanting in unison. Each one stands next to a black stone pillar and is focused on a roiling fog cloud, 8 feet in diameter, that floats at the center of the room 10 feet above the floor. Lines of
that “birthed” it. The shadow assassins guard the room thereafter. Treasure Each cult fanatic carries an obsidian holy symbol of Shar (25 gp each). The leader, Abberoch, also has a silver rod with one end formed in the shape of a key (70 gp). The rod unlocks the double door in area 18.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Guard Drake
Guard Drake
Medium dragon, unaligned
Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
16(+3)
DEX
11(+0)
CON
16(+3)
INT
4
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T6. Guard Tower Rooftop Ten-foot-tall, gold-plated statues stand atop the battlements, facing outward. Each one depicts a female human knight holding a lance. The cold wind stirs the snow, under
ours!” The forms are six snow maidens. Use the specter statistics, with the following modifications: The snow maidens have immunity to cold damage. The snow maidens’ Life Drain attack deals cold
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->Mythic Odysseys of Theros
prides guard their lands implacably, and without a good reason to be there—or a leonin guide to vouch for one’s presence—outsiders are often chased away. Tethmos Tethmos serves as the default capital for
reflects the sunlight so brightly that it’s difficult to look at. Those who approach the lake and gaze into its waters usually see their own reflections, but on rare occasions, they see visions of places
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Young Remorhaz Young Ones. Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the
Immunities cold, fire
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages —
Challenge 5 (1,800 XP)
Heated Body. A creature that touches the remorhaz or hits it with a melee
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frostbite to ravage their faces and bodies to prove their devotion. As a reward for their fealty and their willingness to suffer the cold, the Frostmaiden gave these mad servants a stone brazier that
emits a cold, blue flame. As long as the flame burns, the berserkers can’t be killed inside their lair (see area Q5). The berserkers share their cave with two white dragon wyrmlings, which hatched from
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Encounters d10 Encounter or Event 1–2 Fog 3–5 Kobolds (3d6) 6–8 Ice toads (1d6) 9 Maccath the Crimson 10 Ice trolls (1d2) Fog. The air is suddenly filled with roiling vapor. Visibility is reduced
frigid cold ever since. In the event of an encounter, a squad of 3d6 kobolds is working in or passing through the area. If the characters are dressed as Ice Hunter villagers or are wearing some other
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Encounters d10 Encounter or Event 1–2 Fog 3–5 Kobolds (3d6) 6–8 Ice toads (1d6) 9 Maccath the Crimson 10 Ice trolls (1d2) Fog The air is suddenly filled with roiling vapor. Visibility is reduced to 5
frigid cold ever since. In the event of an encounter, a squad of 3d6 kobolds is working in or passing through the area. If the characters are dressed as Ice Hunter villagers or are wearing some other
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Strength (Athletics) check. It can also be raised with a knock spell or by moving an iron lever hidden in one of two secret rooms (area 5A or 5B, whichever is closer). The bars of the portcullis are ice cold
to the touch and spaced far enough apart that a Small creature can squeeze between them. 5A. Northeast Guard Room This square room is hidden behind a secret door (see area 6 for details) and