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Returning 35 results for 'cold walker remote'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see
and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker's next turn.
Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it
Monsters
Storm King's Thunder
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Cold Aura. Any creature that starts its turn within 5 feet of
the queen takes 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Cold Aura","rollDamageType":"cold"} cold damage.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Monsters
Storm King's Thunder
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
, range 30/60 ft., one creature. Hit: The target is restrained by webbing. While restrained in an ice spider’s web, a creature takes 1 cold damage at the start of each of its turns. As an action, the
Monsters
Waterdeep: Dungeon of the Mad Mage
): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): confusion, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Waterdeep: Dungeon of the Mad Mage
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank
from it, using your spell 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
Monsters
Waterdeep: Dungeon of the Mad Mage
thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): confusion, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of
arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their
Monsters
Waterdeep: Dungeon of the Mad Mage
): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): dimension door, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying
the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
same web.
Web Walker. The chitine ignores movement restrictions caused by webbing.Multiattack. The chitine makes three Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4
, colonies can be found in remote, gloomy areas of the surface world, warring against Lolth’s enemies.
The cult of Lolth still creates chitines as the need arises. Outside the presence of a choldrith
Monsters
Waterdeep: Dungeon of the Mad Mage
level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The
sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): fire shield, polymorph, stoneskin
5th level (3 slots): cone of cold, scrying, wall of
and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
shield, Otiluke's resilient sphere, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind
and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage
Monsters
Tomb of Annihilation
thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of
themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Out of the Abyss
step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of
pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Keys from the Golden Vault
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The simulacrum casts these
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Waterdeep: Dungeon of the Mad Mage
level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Bigby Presents: Glory of the Giants
only), mage hand, prestidigitation
1/day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)Before their banishment to the Underdark
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
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
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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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
, the hermit, and the sage.
The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more
Archmage
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
Adult Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
);{"diceNotation":"13d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales
Ancient Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
);{"diceNotation":"15d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Coldlight Walker Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
can be. When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead.
Coldlight Walker
Medium undead, chaotic evil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Coldlight Walker Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
can be. When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead.
Coldlight Walker
Medium undead, chaotic evil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frostmaiden’s Revenge The Frostmaiden is aware when someone uses the Summer Star to cast the control weather spell. She responds by sending a coldlight walker (see appendix C) and three ice mephits
to kill the characters and anyone else at the Black Cabin. If the party is 6th level or higher, add another coldlight walker to the attacking force. If the characters have a goliath werebear on their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frostmaiden’s Revenge The Frostmaiden is aware when someone uses the Summer Star to cast the control weather spell. She responds by sending a coldlight walker (see appendix C) and three ice mephits
to kill the characters and anyone else at the Black Cabin. If the party is 6th level or higher, add another coldlight walker to the attacking force. If the characters have a goliath werebear on their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born. You have resistance to cold damage. You’re also
between them is remote, because goliaths like to hold grudges. Goliath Warrior
Medium humanoid (goliath), any alignment
Armor Class 12 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Clans KEV WALKER Jace had never seen, or for that matter smelled, a Gruul war party at all. Their armor was made from animal hides and bones, and their weaponry was heavy pieces of scavenged
was called the Lord of Chaos, and his guild’s original function as maintainers of Ravnica’s natural places meant keeping his faction as remote as possible from the civilized parts of the world. The
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Clans KEV WALKER Jace had never seen, or for that matter smelled, a Gruul war party at all. Their armor was made from animal hides and bones, and their weaponry was heavy pieces of scavenged
was called the Lord of Chaos, and his guild’s original function as maintainers of Ravnica’s natural places meant keeping his faction as remote as possible from the civilized parts of the world. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born. You have resistance to cold damage. You’re also
between them is remote, because goliaths like to hold grudges. Goliath Warrior
Medium humanoid (goliath), any alignment
Armor Class 12 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
went cold in Neverwinter, but recently you’ve learned of a remote island cloister called Dragon’s Rest. The cloister holds a temple to the dragon god Bahamut, who is a patron of heroes and a champion of
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
went cold in Neverwinter, but recently you’ve learned of a remote island cloister called Dragon’s Rest. The cloister holds a temple to the dragon god Bahamut, who is a patron of heroes and a champion of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
)
CON
14 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
23 (+6)
Saving Throws Dex +11, Con +8, Wis +9
Skills Perception +9, Stealth +11
Damage Immunities cold, fire, lightning, poison
ability check.
Web Sense. When in contact with a web, the raklupis knows the exact location of any other creature in contact with the same web.
Web Walker. The raklupis ignores movement restrictions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
can be found in remote, gloomy areas of the surface world, warring against Lolth’s enemies. The cult of Lolth still creates chitines as the need arises. Outside the presence of a choldrith, chitines
Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
Web Walker. The chitine ignores movement restrictions caused by webbing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ettercap Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests. Fine strands of silk stream from glands
ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
Web Walker. The