Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'cold returns granting to have require'.
Other Suggestions:
could return grabbing to have require
cold return granting to have requires
cold return grasping to have requires
cold return grinding to have requires
core returns grinding to have requires
Monsters
Monster Manual
", "rollAction":"Ocean Spear", "rollDamageType":"Cold"} Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk’s hand immediately after a ranged attack.
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
Monster Manual
", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Cold
"} Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or
Monsters
Monster Manual
version), Cloudkill (level 6 version), Fly, Plane Shift, TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its
Monsters
Monster Manual
(self only), TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size
Monsters
Monster Manual
Thoughts, Mage Hand1/Day Each: Fireball, Invisibility (self only)Acid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to
Monsters
Monster Manual
DC 14):
At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)Cold, FireShape-Shift. The hag shape-shifting;shape-shifts into a
Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Spells
Player’s Handbook
change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its
, hail, or snow
5
Torrential rain, driving hail, or blizzard
Temperature
Stage
Condition
1
Heat wave
2
Hot
3
Warm
4
Cool
5
Cold
6
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
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
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
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
Bigby Presents: Glory of the Giants
":"damage", "rollAction":"Greataxe", "rollDamageType":"slashing"} slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Greataxe", "rollDamageType":"cold"} cold damage
", "rollType":"damage", "rollAction":"Freezing Ray", "rollDamageType":"cold"} cold damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target has the restrained condition
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
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
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
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
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
Van Richten’s Guide to Ravenloft
Nature. The jiangshi doesn’t require air.Multiattack. The jiangshi makes three Slam attacks and uses Consume Energy.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
within their tombs and hidden ruins to avoid the attention of the living. At night, they emerge to drain life from other creatures, these vital energies sustaining their unnatural existences and granting
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
Monstrous Compendium Vol. 2: Dragonlance Creatures
an object.
Unusual Nature. The foresworn doesn’t require air, food, drink, or sleep.Multiattack. The foresworn makes three Spectral Polearm attacks.
Spectral Polearm. Melee Weapon Attack: +8
against thieves. If a foresworn is destroyed before it can complete its duty, it returns within a few days, its strength and purpose renewed.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from
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
Van Richten’s Guide to Ravenloft
Podling Link. The plant can see through and communicate telepathically with any of its podling;podlings within 10 miles of it.
Rejuvenation. When the plant dies, it returns to life in the place
where it died 1d12 months later, unless the ground where it took root is sown with salt or soaked with poison.
Unusual Nature. The plant doesn’t require sleep.Multiattack. The plant makes three
Monsters
Strixhaven: A Curriculum of Chaos
.
Legendary Resistance (3/Day). If the archaic fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn’t require air, food, drink, or sleep.Multiattack. The
, it hovers there until the start of the archaic’s next turn, at which time gravity returns to normal and the creature falls.
Spellcasting. The archaic casts one of the following spells
Monsters
Bigby Presents: Glory of the Giants
spectral cloud emits intensely cold wind in a 60-foot line that is 10 feet wide. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 38 (7d10
);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Chilling Winds", "rollDamageType":"cold"} cold damage and has the incapacitated condition for 1 minute. The affected creature can repeat the
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
Monsters
Spelljammer: Adventures in Space
-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11;{"diceNotation
"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Bite (cold)","rollDamageType":"cold"} cold damage.
Claw. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType
Monsters
Spelljammer: Adventures in Space
-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14;{"diceNotation
"} piercing damage plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Bite (cold)","rollDamageType":"cold"} cold damage.
Claw. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
multiverse transformed into a vast necropolis populated solely by undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
into a vast necropolis populated solely by Undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these
Monsters
Spelljammer: Adventures in Space
Legendary Resistance (3/Day). If the horror fails a saving throw, it can choose to succeed instead.
Unusual Nature. The horror doesn’t require air.Multiattack. The horror makes one Bite attack
Wildspace systems and lay waste to worlds. After feeding on the minds and bodies of a world’s inhabitants until it is sated, a cosmic horror usually returns to the void, where it falls into a deep
Monsters
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
whenever a villager touches a hard surface. The villagers are also cold to the touch, which can be ascertained only through physical contact. A character who succeeds on a DC 15 Wisdom (Insight) check