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                        Returning 32 results for 'cold warren ranger'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
                                                
                                            
                                                
                                                     central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Protection from Energy Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: Touch
 Components: V, S
 Duration: Concentration, up to 1 hour
 For the duration
                                                
                                            
                                                
                                                    , the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Protection from Energy Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: Touch
 Components: V, S
 Duration: Concentration, up to 1 hour
 For the duration
                                                
                                            
                                                
                                                    , the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Frozenfar Expeditions Adventuring outfitter Run by a seasoned ranger named Atenas Swift (neutral good human scout), this shop sells adventuring gear. Attached to the shop is a locked wooden shed
                                                
                                            
                                                
                                                     feel the cold in his joints and ventures out less frequently than he once did. Nowadays, he prefers to stay indoors while offering Jarthra’s services as a wilderness guide.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Elemental Weapon Level 3 Transmutation (Druid, Paladin, Ranger) Casting Time: Action
 Range: Touch
 Components: V, S
 Duration: Concentration, up to 1 hour
 A nonmagical weapon you touch becomes
                                                
                                            
                                                
                                                     a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
                                                
                                            
                                                
                                                     them.
Environment
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Ranger  Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
                                                
                                            
                                                
                                                     off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Ranger  Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
                                                
                                            
                                                
                                                     off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     squat or crawl in order to fit through the tunnels of a kobold warren, which by itself is enough to deter most hostile humanoids (such as orcs or hobgoblins) from trying to invade the kobolds
                                                
                                            
                                                
                                                     deadfalls, which the kobolds set up either to kill intruders or to block off key areas of the warren as invaders approach those places. Since the tribe is continually migrating and expanding its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Summon Elemental Level 4 Conjuration (Druid, Ranger, Wizard) Casting Time: Action
 Range: 90 feet
 Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP
                                                
                                            
                                                
                                                     equal to half this spell’s level (round down).
 Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Ranger: Drakewarden They say that rangers tend to look a lot like their bestial companions. That makes Drakewardens among the most attractive of humanoids!
 -Fizban
 Your connection to the natural
                                                
                                            
                                                
                                                     gain the following benefits: Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you. Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     a Medium object with AC 13, 6 hit points, and resistance to cold and fire damage. Reducing an egg to 0 hit points kills the unborn remorhaz inside it. Left alone, the eggs won’t hatch until they are
                                                
                                            
                                                
                                                     on map 6.1. Auril the Frostmaiden has transformed ten of the icicles that cling to the ceiling into creatures resembling piercers. They use the piercer stat block, have immunity to cold damage, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     Scion of the Outer Planes feat. Warren Mahy  In the struggle between chaos and order, two gith warriors battle slaadi on the plane of Limbo Planar Wanderer Prerequisites: 4th Level, Scion of the Outer
                                                
                                            
                                                
                                                     gain resistance to either acid, cold, or fire damage (your choice) until you finish your next long rest. Michele Giorgi  A planar cartographer
 on a Lower Plane asks
 a pit fiend for directions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     breathe, exhaling a large cloud of steam and then slowly inhaling, like a person breathing on a cold day. Each cycle takes about 30 seconds. Approaching the cave, the party will hear a whistling noise
                                                
                                            
                                                
                                                     does make the cave very uncomfortable, like a hot sauna bath interrupted by blasts of cold air. The ceiling and walls of the cave are slick with the condensed steam that runs down them. The floor is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Hill Scion Warren Mahy  A slumbering scion of
                                                
                                            
                                                
                                                    )
 CON
 24 (+7)
 INT
 9 (−1)
 WIS
 16 (+3)
 CHA
 10 (+0)
 
 Saving Throws Wis +10, Cha +7
 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Blue Dragon Lairs Blue dragons make their lairs in deserts and other arid landscapes. They prefer warm climates, but if an otherwise ideal potential lair presents itself in a cold environment, they
                                                
                                            
                                                
                                                     find ways to adapt. Instead of seeking out lofty domiciles, blue dragons build their lairs underground, burrowing beneath sand or using magic to hew rock into an intricate warren of rooms and tunnels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     ability to rally in the face of certain death, inspiring other kobolds to follow it in a charge against the invaders of their warren. Kobold Dragonshield
 Small humanoid (kobold), lawful evil
 Armor
                                                
                                            
                                                
                                                     resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     perils.
 15. The Cold Stream If the characters take the steps down from area 10, they emerge into a narrow tunnel with a subterranean stream flowing across it. The stairway twists and turns a long way
                                                
                                            
                                                
                                                     through the cold, swift stream, you emerge in a huge cavern. The ceiling must be thirty feet overhead, and the far end of the cave is lost in darkness. A foul stench assaults your nostrils immediately
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     ranger. The vampire has long been imprisoned within a magical iron coffin mounted atop animated golem legs (an early Kwalish design), forced to atone for his evil deeds by working for the Cartophile
                                                
                                            
                                                
                                                     from within the coffin and help guide the expedition, the coffin obeys only the commands of the party members. Cold, calculating, and manipulative, the vampire aids the party as long as he believes he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     slumbering for centuries, a scion of Grolantor (described in chapter 6), begins to stir. The residents of the farming village built on the sleeping giant’s back seek help evacuating.  Warren Mahy  A giant
                                                
                                            
                                                
                                                     mountains as the bitter cold freezes steaming geysers into sprays of ice shards. Earthquakes and volcanic eruptions reshape the landscape almost daily. Avalanches of snow and broken rock tumble down
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     sometimes called the Ghostwood for two reasons. First, its proximity to the Ice Mountains leaves it constantly shrouded in cold mists. Second, undead are known to haunt the Vordrorn Forest, particularly
                                                
                                            
                                                
                                                     ranger who knows the forest pretty well and has friends among the wood elves who live there. Weathercote Forest For reasons unknown, no divination spell or scrying sensor can penetrate the dry patch of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . She’s heard many tales about fogs that persist in the Sumber Hills even in bright sunlight, and sudden gusts of hot wind sweeping west out of the hills where breezes have always been cold. There have
                                                
                                            
                                                
                                                     shows up hooded or masked.  4. Mother Yalantha’s This three-story, dilapidated boarding house has many balconies and outside staircases. Inside, the place is a warren of narrow, creaky-floored passages
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     and twisted are they that a palpable sense of foreboding haunts those who intrude upon a meenlock lair. Inside the warren, black moss covers every surface, muffling sound. A large central chamber
                                                
                                            
                                                
                                                     shriveled and sunken. Both of these clues are easily missed by someone who hasn’t seen a mind flayer. However, in short order, an alhoon’s flesh withers away and its empty eye sockets gleam with cold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     firepit that can spit six goats at a time to feed the cold and hungry crews that arrive after unloading their ships at the docks. Locals come here as well to hear the latest news from the mainland
                                                
                                            
                                                
                                                    . Characters traveling the Iron Trail in wintertime are subject to extreme cold temperatures (see the “Wilderness Survival” section in chapter 5 of the Dungeon Master’s Guide). Ironmaster The dwarven
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     to 40 pounds within 2 cubic feet. Bedroll (1 GP) A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon
                                                
                                            
                                                
                                                     against extreme cold (see the Dungeon Master’s Guide). Block and Tackle (1 GP) A Block and Tackle allows you to hoist up to four times the weight you can normally lift. Book (25 GP) A Book contains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     succeed on saving throws against extreme cold (see the Dungeon Master’s Guide). Bell (1 GP) When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away. Blanket (5 SP
                                                
                                            
                                                
                                                    ) While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master’s Guide). Block and Tackle (1 GP) A Block and Tackle allows you to hoist up to four times
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     touches (or passes through) the pillar gains 5 temporary hit points. A non-undead creature that touches a pillar takes 5 (1d10) necrotic damage and 5 (1d10) cold damage. A creature can take this damage
                                                
                                            
                                                
                                                     a glyph key attuned to every zone in this sector. The troll has a glyph key attuned to this zone. White Gates. A white gate is located in the corridor to the south, leading to the Warren of Eyes. Another white gate is in the passage to the north that connects with the Hall of Necromancy.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     spends entirely too much time in the cult’s trophy locker, a cold-storage facility where he’s using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan
                                                
                                            
                                                
                                                     to their intended destination. Second only to the Wide in the chaos and liveliness of its markets, Little Calimshan opens its gates to outsiders for just a few hours each day. Inside its warren of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     cold-storage facility where he’s using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan Generations ago, a fleet of Calishite refugees fleeing war in
                                                
                                            
                                                
                                                     and liveliness of its markets, Little Calimshan opens its gates to outsiders for just a few hours each day. Inside its warren of bazaars, local merchants have a near-monopoly on many southern imports
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Greater Caverns Locations The following locations are keyed to map 6.3. Mike Schley  Map 6.3: Greater Caverns View Player Version G1: Warren Tunnels The domed ceiling of this chamber drips with
                                                
                                            
                                                
                                                     successful DC 25 Strength (Athletics) check. Destroying the Book. The book has Armor Class 15, 50 hit points, resistance to cold and fire damage, and immunity to poison and psychic damage. Dispelling the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     DC 14 Wisdom (Perception) check. The spellbook contains the following spells: cone of cold, control water, counterspell, detect magic, fireball, fly, greater invisibility, ice storm, mage armor
                                                
                                            
                                                
                                                     a life-size mechanical unicorn ridden by a mechanical drow ranger waving two scimitars (when a lever under the float is pulled, the unicorn farts a 15-foot cone of confetti, which it can do twice
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows,cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze
                                                
                                            
                                                
                                                     succeeds on a DC 15 Dexterity saving throw. 5. Secret Pocket This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and
                                                
                                            
                                        





