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Returning 35 results for 'cold weakened religious'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control
":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Talons","rollDamageType":"cold"} cold damage.
Touch of Frost. Melee Spell Attack: +13;{"diceNotation
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
Monsters
Icewind Dale: Rime of the Frostmaiden
Morningstar","rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Ice Morningstar","rollDamageType":"cold"} cold damage.
Ice Dart. Ranged Weapon
Dart","rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Ice Dart","rollDamageType":"cold"} cold damage.
Cone of Cold (Recharges after a
Monsters
Fizban's Treasury of Dragons
":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics
Monsters
Fizban's Treasury of Dragons
is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on
Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, Perception +8, Stealth +4
Damage Resistances cold, necrotic
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic, telepathy 120 ft.
Challenge 7 (2,900 XP
(8d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, Perception +8, Stealth +4
Damage Resistances cold, necrotic
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic, telepathy 120 ft.
Challenge 7 (2,900 XP
(8d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
religious significance. Most kobold sorcerers are of the draconic bloodline origin and specialize in either damaging magic (which can also be used in mining), augmentation (of materials or allies), or
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->Fizban's Treasury of Dragons
Intimidation +17, Perception +16, Stealth +7
Damage Resistances cold, necrotic
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic, telepathy 120 ft.
Challenge
Constitution saving throw. On a failed save, the creature takes 49 (14d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, Perception +13, Stealth +6
Damage Resistances cold, necrotic
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic, telepathy 120 ft.
Challenge 13 (10,000 XP
a failed save, the creature takes 35 (10d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Intimidation +17, Perception +16, Stealth +7
Damage Resistances cold, necrotic
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic, telepathy 120 ft.
Challenge
Constitution saving throw. On a failed save, the creature takes 49 (14d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, Perception +13, Stealth +6
Damage Resistances cold, necrotic
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic, telepathy 120 ft.
Challenge 13 (10,000 XP
a failed save, the creature takes 35 (10d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
6. The Chute This narrow cavern is the access point to the lair of Arauthator below. This chamber feels far colder than any area of the ice caves you’ve explored so far. The cold issues from a
without difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
6. The Chute This narrow cavern is the access point to the lair of Arauthator below. This chamber feels far colder than any area of the ice caves you’ve explored so far. The cold issues from a
without difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
6. The Chute This narrow cavern is the access point to the lair of Arauthator below. This chamber feels far colder than any area of the ice caves you’ve explored so far. The cold issues from a
difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
6. The Chute This narrow cavern is the access point to the lair of Arauthator below. This chamber feels far colder than any area of the ice caves you’ve explored so far. The cold issues from a
difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Auril the Frostmaiden Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank
Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Auril the Frostmaiden Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank
Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of corpses. It feels cold to the touch. Magic Item’s History 1d8 History 1 Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol. 2 Bane. This item was
destined to play a key role in future events. 6 Religious. This item was used in religious ceremonies dedicated to a particular deity. It has religious symbols worked into it. 7 Sinister. This item is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the impenetrable woods on both sides of the road, are high stone buttresses looming gray in the fog. Huge iron gates hang on the stonework. Dew clings with cold tenacity to the rusted bars. Two
. Decrease the DC by 5 if the door is made of glass or amber, or if the door is weakened in some manner (such as by rot or corrosion).
Secret Doors. If there are obvious clues to a secret door’s presence
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter’s fury, has withdrawn to this cold corner of the world to live among mortals
, turning midday into twilight and trapping Icewind Dale in winter’s dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of corpses. It feels cold to the touch. Magic Item’s History 1d8 History 1 Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol. 2 Bane. This item was
destined to play a key role in future events. 6 Religious. This item was used in religious ceremonies dedicated to a particular deity. It has religious symbols worked into it. 7 Sinister. This item is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the impenetrable woods on both sides of the road, are high stone buttresses looming gray in the fog. Huge iron gates hang on the stonework. Dew clings with cold tenacity to the rusted bars. Two
. Decrease the DC by 5 if the door is made of glass or amber, or if the door is weakened in some manner (such as by rot or corrosion).
Secret Doors. If there are obvious clues to a secret door’s presence
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter’s fury, has withdrawn to this cold corner of the world to live among mortals
, turning midday into twilight and trapping Icewind Dale in winter’s dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Dwarves who live in cold climates don’t usually have to cope with as many predators and marauders as do their kin in more hospitable terrain. But a white dragon patrols its territory relentlessly
dwarves must be to blame, the dragon engages them in a wider conflict, and the dwarves respond in kind. Even if neither side destroys the other, both will be severely weakened, after which the rival
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Dwarves who live in cold climates don’t usually have to cope with as many predators and marauders as do their kin in more hospitable terrain. But a white dragon patrols its territory relentlessly
dwarves must be to blame, the dragon engages them in a wider conflict, and the dwarves respond in kind. Even if neither side destroys the other, both will be severely weakened, after which the rival
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
immunity to cold damage automatically succeeds on the saving throw. Because of her weakened state, the Frostmaiden can’t create another such manifestation until the next dawn. Second, Auril
the top of the island, but she died before getting any farther. The Frostmaiden has created beautiful ice sculptures all over the island. One would weep at the very sight of them if it were not so cold
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
immunity to cold damage automatically succeeds on the saving throw. Because of her weakened state, the Frostmaiden can’t create another such manifestation until the next dawn. Second, Auril
the top of the island, but she died before getting any farther. The Frostmaiden has created beautiful ice sculptures all over the island. One would weep at the very sight of them if it were not so cold
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Roof. Nakari has carefully weakened the cave’s roof so she can burrow through it quickly to reach the surface (see “Lair Features”). Treasure. Nakari has gathered an assortment of baubles into three
, north, and southeast.
Breakaway Roof. Nakari has carefully weakened the roof of this cave so she can burrow through it quickly to reach the surface (see “Lair Features”). Laughing Gas. This area is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
cold to the touch. What Is a Detail from Its History? d8 History 1 Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol. 2 Bane. This item was created
might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item’s bearer. 6 Religious. This item was used in religious ceremonies dedicated
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
cold to the touch. What Is a Detail from Its History? d8 History 1 Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol. 2 Bane. This item was created
might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item’s bearer. 6 Religious. This item was used in religious ceremonies dedicated
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sundering, weakened by Mystra’s death, rebirth, and withdrawal from the world. Laeral’s magic isn’t as great as it once was, though she does her utmost to hide this fact. Only Elminster, her trusted friend
): banishment, greater invisibility, Otiluke’s resilient sphere
5th level (3 slots): cone of cold, geas, Rary’s telepathic bond
6th level (2 slots): globe of invulnerability, mass suggestion
7th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sundering, weakened by Mystra’s death, rebirth, and withdrawal from the world. Laeral’s magic isn’t as great as it once was, though she does her utmost to hide this fact. Only Elminster, her trusted friend
): banishment, greater invisibility, Otiluke’s resilient sphere
5th level (3 slots): cone of cold, geas, Rary’s telepathic bond
6th level (2 slots): globe of invulnerability, mass suggestion
7th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Roof. Nakari has carefully weakened the cave’s roof so she can burrow through it quickly to reach the surface (see “Lair Features”). Treasure. Nakari has gathered an assortment of baubles into three
, north, and southeast.
Breakaway Roof. Nakari has carefully weakened the roof of this cave so she can burrow through it quickly to reach the surface (see “Lair Features”). Laughing Gas. This area is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
churning cauldron of black clouds fills the sky as thunder peals and lightning flashes. Half buried in the cold dunes is a crumbling amphitheater adorned with statues, many of them broken, the rest
these locations on the map. Iymrith has weakened the ceilings in these places so that she can collapse them, either to cut off escape routes or to trap intruders. A creature can trigger a collapse by