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Returning 35 results for 'cold wakened religion'.
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Magic Items
Fizban's Treasury of Dragons
. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage
you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
Dragon-Touched Focus (Wakened);Wakened (Very Rare). The Wakened focus has the Slumbering and
Backgrounds
Curse of Strahd: Character Options
, Religion, or Survival
Languages: Choose two, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon
Equipment: A Monster Hunter's Pack;monster
cold, dark night, and you were unable to stop it.
6
You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
7
A hag kidnapped and raised you
Species
Eberron: Rising from the Last War
as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold
delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and
Backgrounds
Planescape: Adventures in the Multiverse
coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
stage of existence.
Mercykillers. Cold, relentless justice is absolute, and no one is above it.
Mind’s Eye. The multiverse exists to be explored. It shapes us, and we shape it in turn.
Society of
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults
or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart. Humanoid
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
breath weapon. Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra
(Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
breath weapon. Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra
(Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
)
INT
15 (+2)
WIS
18 (+3)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8
Senses passive Perception 12
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
)
INT
15 (+2)
WIS
18 (+3)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8
Senses passive Perception 12
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
INT
15 (+2)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
INT
15 (+2)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Score Mod Save
Int 16 +3 +6
Wis 18 +4 +7
Cha 15 +2 +2
Skills Arcana +6, Perception +7, Religion +6
Senses Darkvision 90 ft.; Passive Perception 17
Languages Common
+3 +6
Cha 14 +2 +2
Skills Insight +6, Perception +6, Religion +4
Gear Splint Armor
Senses Passive Perception 16
Languages Common
CR 8 (XP 3,900; PB +3)
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Score Mod Save
Int 16 +3 +6
Wis 18 +4 +7
Cha 15 +2 +2
Skills Arcana +6, Perception +7, Religion +6
Senses Darkvision 90 ft.; Passive Perception 17
Languages Common
+3 +6
Cha 14 +2 +2
Skills Insight +6, Perception +6, Religion +4
Gear Splint Armor
Senses Passive Perception 16
Languages Common
CR 8 (XP 3,900; PB +3)
Actions
Multiattack
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
prayer to Talos and succeeding on a DC 15 Intelligence (Religion) check, allows a creature to move normally in the room for 1 minute. Treasury. Gadrille stores her personal wealth here, including a
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
prayer to Talos and succeeding on a DC 15 Intelligence (Religion) check, allows a creature to move normally in the room for 1 minute. Treasury. Gadrille stores her personal wealth here, including a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+1 +1
Dex 11 +0 +0
Con 12 +1 +1
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 13 +1 +1
Skills Perception +6, Religion +3
Resistances Acid
, Cold
Senses Darkvision 120 ft.; Passive Perception 16
Languages Sahuagin
CR 2 (XP 450; PB +2)
Traits
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+1 +1
Dex 11 +0 +0
Con 12 +1 +1
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 13 +1 +1
Skills Perception +6, Religion +3
Resistances Acid
, Cold
Senses Darkvision 120 ft.; Passive Perception 16
Languages Sahuagin
CR 2 (XP 450; PB +2)
Traits
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Battle of the Cold Vale
Orc Eye of Gruumsh
Medium humanoid (orc), chaotic evil
Armor Class 16 (ring mail, shield)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1
)
CON
16 (+3)
INT
9 (−1)
WIS
13 (+1)
CHA
12 (+1)
Skills Intimidation +3, Religion +1
Senses darkvision 60 ft., passive Perception 11
Languages Common, Orc
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Battle of the Cold Vale
Orc Eye of Gruumsh
Medium humanoid (orc), chaotic evil
Armor Class 16 (ring mail, shield)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1
)
CON
16 (+3)
INT
9 (−1)
WIS
13 (+1)
CHA
12 (+1)
Skills Intimidation +3, Religion +1
Senses darkvision 60 ft., passive Perception 11
Languages Common, Orc
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
)
INT
17 (+3)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws Dex +5, Wis +5
Skills Arcana +7, Religion +7
Damage Immunities* fire
Damage Resistances* acid, cold, lightning, poison
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
)
INT
17 (+3)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws Dex +5, Wis +5
Skills Arcana +7, Religion +7
Damage Immunities* fire
Damage Resistances* acid, cold, lightning, poison
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
)
INT
17 (+3)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws Dex +5, Wis +5
Skills Arcana +7, Religion +7
Damage Immunities* fire
Damage Resistances* acid, cold, lightning, poison
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
)
INT
16 (+3)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws Con +4, Cha +6
Skills Arcana +6, Deception +6, History +6, Religion +6, Survival +4
Senses darkvision 60 ft., passive Perception 11
: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; 6, poison; 7, psychic; 8, thunder.
Spellcasting. Roll a d6. On a roll of 1, Simon must roll on the Wild Magic Surge table in the Player’s
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
)
INT
16 (+3)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws Con +4, Cha +6
Skills Arcana +6, Deception +6, History +6, Religion +6, Survival +4
Senses darkvision 60 ft., passive Perception 11
: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; 6, poison; 7, psychic; 8, thunder.
Spellcasting. Roll a d6. On a roll of 1, Simon must roll on the Wild Magic Surge table in the Player’s
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
)
INT
17 (+3)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws Dex +5, Wis +5
Skills Arcana +7, Religion +7
Damage Immunities* fire
Damage Resistances* acid, cold, lightning, poison
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
)
INT
17 (+3)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws Dexterity +5, Wisdom +5
Skills Arcana +7, Religion +7
Damage Immunities* fire
Damage Resistances* acid, cold
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, the nations remain in a cold war as each makes preparations and seeks advantages in the conflict that could lie ahead. Effects of the War
Here’s a few of the major effects of the Last War
into its armies. The religion was largely abandoned toward the end of the war and many of the undead were confined to crypts, but some are still in use.
Magical Innovation. Over the course of a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, the nations remain in a cold war as each makes preparations and seeks advantages in the conflict that could lie ahead. Effects of the War
Here’s a few of the major effects of the Last War
into its armies. The religion was largely abandoned toward the end of the war and many of the undead were confined to crypts, but some are still in use.
Magical Innovation. Over the course of a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
)
INT
17 (+3)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws Dexterity +5, Wisdom +5
Skills Arcana +7, Religion +7
Damage Immunities* fire
Damage Resistances* acid, cold
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Skills Arcana +22, History +22, Insight +12, Perception +12, Religion +15
Damage Resistances cold, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from
creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Skills Arcana +22, History +22, Insight +12, Perception +12, Religion +15
Damage Resistances cold, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from
creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
26 (+8)
CHA
28 (+9)
Saving Throws Str +19, Dex +9, Wis +17
Skills Arcana +17, Perception +26, Religion +17
Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing
, 88 lightning damage, 72 cold damage, and 91 fire damage — more than enough to destroy the chain’s links. Once all eight chains are destroyed, Tiamat roars in triumph and departs. Tiamat
Gargantuan
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
26 (+8)
CHA
28 (+9)
Saving Throws Str +19, Dex +9, Wis +17
Skills Arcana +17, Perception +26, Religion +17
Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing
, 88 lightning damage, 72 cold damage, and 91 fire damage — more than enough to destroy the chain’s links. Once all eight chains are destroyed, Tiamat roars in triumph and departs. Tiamat
Gargantuan
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft
)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Dark Devotion. The cultist has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
.
Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear
+1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +4
Cha 13 +1 +1
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive