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Returning 35 results for 'cold returned gain to have require'.
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Equipment
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Spells
Player’s Handbook
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early
if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
Classes
Player’s Handbook
Create Explosive Elemental Effects
Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid
. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.
Magic Items
Dungeon Master’s Guide
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees
Monsters
Monster Manual
space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two
":"Rend", "rollDamageType":"Slashing"} Slashing damage, or 9 (3d4 + 2);{"diceNotation":"3d4+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage if the swarm is Bloodied.PoisonBludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Monsters
Monster Manual
through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two Vile Slime attacks.
Vile Slime. Melee
", "rollDamageType":"Poison"} Poison damage, or 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Vile Slime", "rollDamageType":"Poison"} Poison damage if the swarm is Bloodied.Fire, PoisonBludgeoning, Cold, Piercing, Slashing
Magic Items
Dungeon Master’s Guide
either case, Dragon Scale Mail is highly valued.
While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have
(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
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
. Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm’s purpose is to protect dwarves. Conflict arises if the
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
Monsters
Mythic Odysseys of Theros
identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're
disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants.
Of the
Monsters
Acquisitions Incorporated
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
staff. When that happens, the collateral damage sometimes inspires some collateral damage of its own. No one is entirely sure how many times Splugoth the Returned has actually returned from the dead
Magic Items
Tyranny of Dragons
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
cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half
Monsters
Mythic Odysseys of Theros
, it has advantage on the attack roll.When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While
death. They care nothing for morbid reunions with their lost bodies or Returned remnants.
Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose.
Undead
Monsters
Waterdeep: Dragon Heist
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit
points.
Mechanical. The swarm is made up of Tiny constructs and doesn't require air, food, drink, or sleep.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
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
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
Magic Items
Waterdeep: Dungeon of the Mad Mage
When you drink this potion, you gain the following benefits for the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves.
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
against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her talons.
Talons. Melee Weapon Attack: +7
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
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
Tomb of Annihilation
":"to hit","rollAction":"Touch"} to hit, reach 5 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Touch","rollDamageType":"necrotic"} necrotic damage.
Ray of Cold
. Ranged Spell Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Ray of Cold"} to hit, range 120 ft., one target. Hit: 21 (6d6);{"diceNotation":"6d6","rollType":"damage
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
Journeys through the Radiant Citadel
wide. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Plague Winds","rollDamageType":"cold"} cold
damage and become poisoned.
While poisoned in this way, the creature can’t regain hit points. At the end of every hour, the creature must succeed on a DC 13 Constitution saving throw or gain 1
Spells
Elemental Evil Player's Companion
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that
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
Icewind Dale: Rime of the Frostmaiden
effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack
Morningstar","rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Ice Morningstar","rollDamageType":"cold"} cold damage.
Ice Dart. Ranged Weapon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Claws"} to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9);{"diceNotation":"4d6+9","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage. If the target is Large or smaller
);{"diceNotation":"6d8","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Stinger. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Stinger
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
Dragonlance: Shadow of the Dragon Queen
, Wisdom, Charisma, and immunity to being charmed and frightened. She otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class
forever as a death knight. As part of his curse, Leedara and several of her companions returned as deathless spirits devoted to ensuring Soth never finds peace.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
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
Spells
Elemental Evil Player's Companion
Until the spell ends, ice rimes your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can move across difficult terrain
takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Monsters
Spelljammer: Adventures in Space
Nature. The apparition doesn’t require air, drink, food, or sleep.Radiant Eruption. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Radiant Eruption
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts