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                        Returning 35 results for 'cold wakened remaining'.
                    
                
                                                     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 spellâs 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
                                                
                                            
                                        
                                                     Spells
                                                    Forgotten Realms: Heroes of Faerûn
                                                    
                                                
                                            
                                                    Six chromatic spheres orbit you for the duration.
While the spheres are present, you can expend spheres to create the following effects:
Absorb Energy. When you take Acid, Cold, Fire, Lightning, or
                                                
                                            
                                                
                                                     one sphere hurtling toward a target within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice). Regardless of
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell,* dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
5th level (2 slots): cone of cold, wall of force
6th
                                                
                                            
                                                
                                                     points. Whenever she takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, Remallia takes any remaining damage. When Remallia casts an abjuration spell of 1st level or
                                                
                                            
                                        
                                                     Magic Items
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the
                                                
                                            
                                                
                                                     quite durable.
A creature with the codicil in its possession has resistance to cold damage.
The codicil was written by followers of Auril as a primer on her worship. The first page is a title page
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victimâs personality
                                                
                                            
                                                
                                                     masters. The first breath drinker manifested in the multiverse when the Void card was first drawn from the original Deck of Many Things.Poison, RadiantAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksNecrotic
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    ":"3d6","rollType":"damage","rollAction":"freezing cloud","rollDamageType":"cold"} cold damage.
Regional Effects
Olhydraâs presence in an elemental node creates a number of widespread effects
                                                
                                            
                                                
                                                     attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    ","rollType":"to hit","rollAction":"Paralyzing Touch"} to hit, reach 5 ft., one creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Paralyzing Touch","rollDamageType":"cold"} cold
                                                
                                            
                                                
                                                     takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lichâs lair.
The lich calls forth the spirits of
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Paralyzing Touch","rollDamageType":"cold"} cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat
                                                
                                            
                                                
                                                     remaining damage. This tether lasts until initiative count 20 on the next round or until Exethanter or the target is no longer in the Exethanterâs lair.
Exethanter calls forth the spirits of
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.
Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and
                                                
                                            
                                                
                                                    , cold, fire, lightning, or thunder. This resistance lasts for 1d12 days.
Coin. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet.
Crown. You learn the
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
                                                
                                            
                                                
                                                    ): acid, cold, fire, lightning, or thunder.
Expert. Your Dexterity score increases by 2, to a maximum of 22.
Fey. A fey crossing opens into the Feywild, and youâre immediately pulled through it
                                                
                                            
                                        
                                                    Abjurer
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     cold, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. The abjurer has a magical
                                                
                                            
                                                
                                                     ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer
                                                
                                            
                                        
                                                    Lich
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ":"Paralyzing Touch"} to hit, reach 5 ft., one creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Paralyzing Touch","rollDamageType":"cold"} cold damage. The target must
                                                
                                            
                                                
                                                    , the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in
                                                
                                            
                                        
                                                    Staff of Power
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt
                                                
                                            
                                                
                                                     against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have
                                                
                                            
                                        
                                                    Valindra Shadowmantle
                                                    
    
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                                                     monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    ., one creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Paralyzing Touch","rollDamageType":"cold"} cold damage. The target must succeed on a DC 18 Constitution saving throw
                                                
                                            
                                                
                                                     damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                    Wand of Orcus
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    , remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out
                                                
                                            
                                                
                                                    âs desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor.
In order to further its masterâs goals, the wand feigns devotion to its current
                                                
                                            
                                        
                                                    Aarakocra
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
                                                
                                            
                                                
                                                     survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.
Their only remaining settlement
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     southwest section and ate several orcs before settling on the roof. With a terrible roar, the gorged dragon drove the remaining orcs out of Icespire Hold. Recently, evil mercenaries calling themselves
                                                
                                            
                                                
                                                     the Stone-Cold Reavers infiltrated the gatehouse and escaped Cryovainâs notice. They assume (incorrectly) that the dragon has amassed a hoard and hidden it in the fortress. The next time the dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Components MARTINA FAË CKOVĂ  An aasimar Wizard uses a crystal material component to focus the magic of Cone of Cold A spellâs components are physical requirements the spellcaster must meet to cast
                                                
                                            
                                                
                                                    , and rearrange the remaining letters into words. For example, remove the second l from Fireball and rearrange the remaining letters to create Ber Fila or Fel Bira.
 Somatic (S) A Somatic component
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     other important tribe members such as its shaman, its most honored hunter, its greatest warrior, and the tribeâs children. The tents in the outer circle house the clanâs remaining members, which
                                                
                                            
                                                
                                                     include crafters, weaponsmiths, and sled drivers. Sled dogs also sleep in these tents. Many of the campâs hunters and warriors prefer to sleep under the open sky, protected from the cold by thick fur
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
 The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
                                                
                                            
                                                
                                                     Unrecognizable figures in cold weather clothing advance until they form a line twenty feet away from you. Each one clutches a handaxe threateningly. One of them points a gloved finger at you and shouts, âKill
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    . 
   2  Shorter-lived species often have difficulty perceiving the full scope of timeâs tapestry and lack the patience for my appropriately thorough explanations. 
   3  Others might find me cold and
                                                
                                            
                                                
                                                     whatâs fair or necessary. (Lawful) 
   5  Isolation. Every interaction has ramifications that stretch on into infinity. I curate my impact on the world by remaining aloof and self-reliant. (Any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     other activity in the community ceased; the forges grew cold, and the temples to Moradin stood empty. Every dwarf old enough to hold a pick or shovel worked the mines. The dwarves relentlessly dug
                                                
                                            
                                                
                                                     was the product of their obsession weeded out all but the best specimens for their slave pens. The illithids had no trouble overwhelming the remaining dwarves with their psionic power and soon put
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    . Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5
                                                
                                            
                                                
                                                     strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of
                                                
                                            
                                                
                                                     charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    ,* invisibility
 3rd level (3 slots): counterspell,* dispel magic,* fireball
 4th level (3 slots): banishment,* stoneskin*
 5th level (2 slots): cone of cold, wall of force
 6th level (1 slot): flesh to
                                                
                                            
                                                
                                                     takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, Remallia takes any remaining damage. When Remallia casts an abjuration spell of 1st level or higher, the ward
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . Krentz has only 3 hit points remaining and is trying to escape from underneath Yagra, but the four other Xanathar Guild members are poised to tackle her. Pulling Yagra away from Krentz requires a
                                                
                                            
                                                
                                                     knocks Krentz out cold but is then beaten unconscious by his companions. Durnan, the proprietor of the Yawning Portal, points toward the door. âOut!â he snarls, and the Xanathar Guild members flee carrying Krentzâs unconscious form.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     the characters free the prisoners, to get back at Garagai for his abuse. If the characters believe this story, Koran leads them to the lodge while Kanan follows their tracks and their scent, remaining
                                                
                                            
                                                
                                                     thirteen miles west of Douganâs Hole, they drop their act and try to appeal to the charactersâ consciences. âItâs awfully cold in that lodge,â says Koran, to which his brother adds, âThey wonât suffer much
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    )
Saving Throws Con +5
 Skills Deception +5, Perception +5
 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
 Senses darkvision 60 ft., passive Perception 15
                                                
                                            
                                                
                                                     flesh. A bheur carries a twisted gray wooden staff, which she can ride like a flying broom and augments her magical powers. Cold Hearts. Bheur hags are attracted to selfish actions justified by deadly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell. Once battle is joined, the predator
                                                
                                            
                                                
                                                    
  22 (+6) 
 
  INT
  4 (â3) 
 
  WIS
  14 (+2) 
 
  CHA
  6 (â2)
Skills Perception +7, Stealth +8, Survival +7
 Damage Resistances cold, lightning, necrotic, thunder
 Damage Immunities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     can appear cold and emotionless in the face of tragedy. They do feel the same pain that others feel, and they do mourn their losses. But they also understand, in a way that other creatures canât, that
                                                
                                            
                                                
                                                     second nature. When enemies threaten to invade their domain, elves are just as often satisfied to wait out the danger in their concealed strongholds as to come forth and fight. Remaining out of harmâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     amphitheater half-buried in the cold desert sands northeast of Ascore, an ancient and abandoned dwarven city. She is a spellcaster and, like all blue dragons, is immune to lightning damage. Armed with this
                                                
                                            
                                                
                                                    , see area 15 in chapter 10 for modifications to her statistics. The storm giants ride whales to the Whalebones. At the islands, they mount rocs and fly the remaining distance to Anauroch. Once they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight
                                                
                                            
                                                
                                                    )
 
  CHA
 6(â2)
Skills Perception +7, Stealth +8, Survival +7
 Damage Resistances cold, lightning, necrotic, thunder
 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     failed save, or half as much damage on a successful one. If this effect reduces a creature to 0 hit points and there is damage remaining, the creature is turned to ashes if the remaining damage equals or
                                                
                                            
                                                
                                                    , taking 49 (14d6) bludgeoning damage and landing prone. On a successful save, the creature grabs hold of the edge of the remaining floor and is hanging from it. The creature can use an action to try
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     melee attack, plus 11 (2d10) cold damage if Bjornhild uses Aurilâs Blessing.
 Tribe of the Wolf The Wolf Tribe is the smallest of the four remaining Reghed tribes, and even its most optimistic
                                                
                                            
                                                
                                                     masks made of animal hide, to protect themselves from the bitter cold. Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have
                                                
                                            
                                        






