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Returning 35 results for 'cold release gold to have require'.
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core release god to have requires
Magic Items
Dungeon Master’s Guide
(Copper);Copper
Acid
Dragon Scale Mail (Gold);Gold
Fire
Dragon Scale Mail (Green);Green
Poison
Dragon Scale Mail (Red);Red
Fire
Dragon Scale Mail (Silver);Silver
Cold
Dragon Scale Mail (White);White
Cold
Spells
Player’s Handbook
our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A Celestial might require a sizable donation of gold
typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the
Monsters
Mythic Odysseys of Theros
, crown of madness, suggestion
Insatiable Greed. The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and
can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
Magic Items
Tales from the Yawning Portal
This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were
Monsters
Mythic Odysseys of Theros
Insatiable Greed. The eater of hope can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that
site. If the gold is being moved, it knows the direction of the movement. It can’t locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold
Monsters
Icewind Dale: Rime of the Frostmaiden
Cold Absorption. Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.
Immutable Form. The golem is immune to
of its turns.
Unusual Nature. The golem doesn't require air, food, drink, or sleep.Multiattack. The golem makes three melee attacks.
Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Monsters
Strixhaven: A Curriculum of Chaos
Strixhaven.
Univocal Speech. When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says.
Unusual Nature. The guide doesn’t require air, food
campus guides lead gaggles of prospective students on tours. The guides’ gold and silver chassis are built in shapes reminiscent of the star arches surrounding Strixhaven. Embedded in their
Monsters
Spelljammer: Adventures in Space
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.Bite. Melee
","rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Bite (cold)","rollDamageType":"cold"} cold damage.
Cold Breath (Recharge 5–6);{"diceNotation
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
creature takes 78 (12d12);{"diceNotation":"12d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"cold"} cold damage. On a successful save, the creature takes half as much damage.The
Monsters
Planescape: Adventures in the Multiverse
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
solvent with a slightly stuck lid
4
A collection of menus from restaurants in Sigil
5
4d12;{"diceNotation":"4d12","rollType":"roll","rollAction":"Gold Pieces"} gold pieces amid a digested
Monsters
Acquisitions Incorporated
dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its
that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.Poison, Psychic
Monsters
Icewind Dale: Rime of the Frostmaiden
Unusual Nature. The skeleton doesn't require air, food, drink, or sleep.Multiattack. The skeleton makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to
":"damage","rollAction":"Freezing Stare","rollDamageType":"cold"} cold damage and be paralyzed until the end of its next turn.Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living.Cold, PoisonBludgeoning
Monsters
Spelljammer: Adventures in Space
Illumination. While it has at least 1 hit point, the astral blight sheds dim light in a 10-foot radius.
Unusual Nature. The blight doesn’t require air or sleep.Multiattack. The blight makes
DC 13). Until this grapple ends, the target takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Heat-Draining Vine","rollDamageType":"cold"} cold damage at the start of each of its turns. The blight has two vines, each of which can grapple one creature.Cold, Radiant
Monsters
Icewind Dale: Rime of the Frostmaiden
can't be thawed, harmed by fire, animated, or raised from the dead.
Unusual Nature. The walker doesn't require air, food, drink, or sleep.Multiattack. The walker makes two attacks.
Slam. Melee Weapon
","rollDamageType":"bludgeoning"} bludgeoning damage plus 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Slam","rollDamageType":"cold"} cold damage.
Cold Ray. Ranged Spell Attack: +3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resistance. The marut has advantage on saving throws against spells and other magical effects.
Unusual Nature. The marut doesn’t require air, food, drink, or sleep.Multiattack. The marut makes two
Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute
Monsters
Spelljammer: Adventures in Space
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn't require air.Multiattack. The
);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Bite (cold)","rollDamageType
Monsters
Icewind Dale: Rime of the Frostmaiden
success, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn't require air, food, drink, or sleep.Javelin. Melee Weapon Attack: +1;{"diceNotation":"1d20+1","rollType":"to hit
Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells. The cold climate helps to preserve their dead flesh.Poison
Monsters
Acquisitions Incorporated
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
again, and it seems like a really good idea to play up the drama of resurrection with a cool new name — and a master plan for cold, cold revenge against those who betrayed you.
Every once in a
Magic Items
Tasha’s Cauldron of Everything
color, as shown on the table below. The DM chooses the color or determines it randomly.
d10
Damage Type
Color
1
Absorbing Tattoo, Acid;Acid
Green
2
Absorbing Tattoo, Cold;Cold
7
Absorbing Tattoo, Poison;Poison
Violet
8
Absorbing Tattoo, Psychic;Psychic
Silver
9
Absorbing Tattoo, Radiant;Radiant
Gold
10
Absorbing Tattoo, Thunder;Thunder
Orange
Monsters
Planescape: Adventures in the Multiverse
overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
planes. Only when planar balance is under threat of total collapse do these elusive, gold-skinned beings leave the Outlands, manifesting gleaming blades to destroy those that threaten multiversal
Monsters
Mythic Odysseys of Theros
);{"diceNotation":"6d8","rollType":"damage","rollAction":"Fire Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.The original purpose of gold-forged
creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn’t require air, food, drink, or sleep.Fire, Poison
Monsters
Waterdeep: Dragon Heist
, sending, tongues4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere5th level (3 slots): cone of cold, geas, Rary's telepathic bond6th level (2 slots): globe of
.
She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.
She gains resistance to cold damage, and she is unharmed by temperatures as low as −50
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The ghost dragon doesn’t require air, food, drink, or sleep.Multiattack. The ghost dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11
":"cold"} cold damage, and the target’s speed is halved until the start of the dragon’s next turn.
Claw. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The scavver doesn’t require air.Swallowing Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Swallowing Bite"} to hit, reach 5 ft., one
creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark
Monsters
Planescape: Adventures in the Multiverse
in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.PsychicAssassin’s Agility. The cuprilach takes the Dash or Disengage action, or it makes one Burnished Blade attack.
Monsters
Planescape: Adventures in the Multiverse
living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.Psychic
Monsters
Spelljammer: Adventures in Space
to make an ability check.
Unusual Nature. The mage doesn’t require air or drink.Multiattack. The mage makes two Ray of Cold attacks.
Energy Drain. Melee or Ranged Spell Attack: +5
","rollDamageType":"necrotic"} necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM’s control.
Ray of Cold
Monsters
Fizban's Treasury of Dragons
often accompanied by seven ancient gold dragon;ancient gold dragons who favor disguising themselves as canaries.
In combat, Bahamut’s enemies experience the full force of his justice, while his
allies enjoy the full benefit of his mercy. His breath can wreak monumental destruction and work miraculous healing, and few things in the mortal world can cause him lasting harm.Acid, Cold, Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Dragon's Resistance"}): 1–2, acid (black or copper); 3–4, cold (silver or white); 5–6, fire (brass, gold, or red); 7–8, lightning (blue or bronze); 9–10, poison
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
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
This heavy mace has a dark oaken handle and a head of blackened steel trimmed with gold. In combat, the mace’s head is wreathed in inky black energy.
You gain a +3 bonus to attack and damage
weapon): acid, cold, fire, lightning, or poison.
Eyes of Midnight. You have darkvision with a range of 60 feet. If you already have darkvision, its range increases by 60 feet.
Midnight Shroud. The
Magic Items
Keys from the Golden Vault
This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.
Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1
Magic Items
Bigby Presents: Glory of the Giants
This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds.
Random Properties. The
). When you cast the spell this way, the spell doesn’t require concentration. Once this property is used, it can’t be used again until the next dawn.
Monsters
Tales from the Yawning Portal
can communicate but is prone to violent outbursts.
Ooze Nature. White Maw doesn’t require sleep.PoisonAcid, Cold, Fire
Magic Items
Waterdeep: Dungeon of the Mad Mage
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
the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest