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Returning 35 results for 'cold when resting'.
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Monsters
Spelljammer: Adventures in Space
avoid or overcome a perilous obstacle or accomplish a difficult task. A starlight apparition comes into being when the soul of a deceased individual, from its resting place in the afterlife, projects a
; then it fades away, never to return.Poison, RadiantAcid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Tomb of Annihilation
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
Species
Eberron: Rising from the Last War
as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold
designed.
Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
17. Underground Waterfall The underground river plunges down into a dark, rocky chasm. Cold air swirls up from below like the breath of some monstrous creature. Through the gloom, you spot an ornate
treasure chest resting on a ledge opposite.
The treasure chest is a mimic in disguise. If any creature touches it, the mimic attacks in object form. Ledge The ledge is 15 feet from the lip of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+4 +4
Ability Score Mod Save
Int 19 +4 +4
Wis 16 +3 +8
Cha 21 +5 +10
Skills Arcana +9, Perception +13, Stealth +9
Immunities Cold, Necrotic; Charmed
Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(−18 degrees Celsius) or colder. Creatures outside the prison are exposed to extreme cold (see below). Lighting. Unless a location states otherwise, the courtyard, corridors, rooms, and staircases are
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and others haggle over the finer lumber here, and wagons carry supplies. See areas 2, 3, and 4 for more information about the tavern, the stable, and the shrine. The well is 40 feet deep, cold, and
, Othelstan and the veteran (his lieutenant) ride a pair of wyverns (see area 3).
Dawdling and Resting. Any party that spends an hour or more in the village asking questions, getting a meal or rest
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, cold, and pure. Five human guards loyal to the Cult of the Dragon keep an eye out here at all times, making sure that villagers do as they are told. If the guards are confronted, one runs to fetch
guards, and three dragonclaws (see appendix D for statistics). In addition, Othelstan and the veteran (his lieutenant) ride a pair of wyverns (see area 3).
Dawdling and Resting. Any party that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of flame light the corridor and the chamber beyond. The air is cold and heavy with the scent of ash.
In the barrow, the structure is made of monoliths set into the earth and capped with other
the center of the chamber is a stone bier upon which rests a broken and blackened skeleton, its skull and limbs scattered about the chamber. The air of the sepulcher is deathly cold and scented with
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
(−18 degrees Celsius) or colder. Creatures outside the prison are exposed to extreme cold (see below). Lighting. Unless a location states otherwise, the courtyard, corridors, rooms, and staircases are
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
CHA
18 (+4)
Saving Throws Dex +5, Cha +7
Skills Deception +7, History +9, Insight +6, Survival +9
Damage Immunities cold (while wearing the Ring of Winter)
Senses passive Perception 13
magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The
and disguise themselves as humans by standing on one another’s shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
day resting their horses at a stable on the north side of Waterdeep. Other wagons are already there, covertly carrying treasure from all over the Sword Coast to the collection point. During the day
of Neverwinter. A cold, coastal marsh called the Mere of Dead Men lay between the road and the coast. Over the years, the mere continually expanded. Each time it grew, it flooded the road, which had
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, shedding cold blue light. Mounted on the walls of the lodge are the severed heads of polar bears, giant walruses, young white dragons, and remorhazes. A long wooden table and four smaller round tables
is sounded, the creatures in areas 7 and area 9 act as described in the Svardborg Roster table. 2D. Jarl’s Mess This room contains a 10-foot-tall wooden table. Resting atop it is a golden platter
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to
exact her vengeance, and no dish of revenge is sweeter than one served cold and to the next three generations of her enemy’s family. Hags hate to be in debt to someone who’s done them a favor spontaneously, outside of any bargain, and so will return favors unexpectedly to such folk.
— Elminster
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
being when the soul of a deceased individual, from its resting place in the afterlife, projects a spectral copy of itself across a vast distance with the help of a deity or another powerful celestial
)
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, radiant
Condition Immunities blinded, charmed, exhaustion, frightened
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
spot by nightfall. Azbara Jos remains with the cultists during this time, and Jamna expresses her desire to stick with them until they uncover the treasure’s destination. The cultists spend a day resting
Neverwinter. A cold, coastal marsh called the Mere of Dead Men lay between the road and the coast. Over the years, the mere continually expanded. Each time it grew, it flooded the road, which had to be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no
action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trinket is found. Z3. Shrine to Yeenoghu A crude stone altar with a mountain goat’s bloody head resting atop it dominates this eight-foot-high cave. The floor around the altar is littered with gnawed
fire is a small green fish, while behind the fire, leaning against the south wall, is a blood-encrusted spear and a fishing pole.
Chyzka, a gnoll fang of Yeenoghu, is resting here unless a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
-feathered ravens tear into the flesh of the desolate creature caged within. Underneath the bridge is a worg with a rider on its back. The rider, swathed in cold weather clothing, appears to be a rather fat
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
16. Wongo’s Tomb A deep pit opens up at the entrance to this tomb, with a stone sarcophagus resting at the bottom. A snarling monkey-like creature decorates the sarcophagus lid. Beyond the pit, three
button causes any creature inside the silver chest to make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Once all three
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. At the first light of dawn, they
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with a remove curse spell or similar magic, the afflicted creature has vulnerability to cold damage. This curse negates any resistance or immunity to cold damage the creature might otherwise possess. 4B
pay. If she spots any party members, she crawls out of the bell’s cold confines and rushes forth to destroy them, thinking they have come to plunder her hoard (area 4H). She prefers to lurk among the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stat blocks in appendix C. This room contains wrecked furnishings that suggest it was once used as a frost giant’s bedchamber. A bitterly cold wind blows down a staircase to the east, at the bottom of
such an act of defilement. If enough ice is chipped away or melted to expose any portion of Vassavicken’s corpse to the air, Thrym’s visage opens its mouth and breathes a cloud of magical cold energy
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
)
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
)
INT
15 (+2)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws Wis +12, Cha +11
Skills Perception +12
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Individual kobolds might rest in a shallow pit or a personal-sized alcove, depending on the customs of the tribe. These spaces are used primarily for resting, although some kobolds might quietly work on
as hatcheries. Kobolds tend to their eggs by nesting them in a shallow pit lined with earth and dried grass. Because the eggs are susceptible to cold, they are kept near a slow-burning fire, or are
Compendium
- Sources->Dungeons & Dragons->Divine Contention
unnaturally cold. As you step onto the flagstones, a voice from nowhere whispers:
“Who is dead but cannot die, the Lord of Bones, whose embrace is patient but sure?”
A detect magic spell reveals that
to protect its resting place. If Ebondeath left the “Leilon Besieged” quest in Claugiyliamatar’s body, the party is now in trouble. Ebondeath has the statistics of Claugiyliamatar, except his breath
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
footlockers (where the cultists keep their cold weather clothing). A copper brazier full of hot coals is situated in the middle of the room. Protruding from the brazier’s base is a bellows that can be
). The secret door is spotted automatically by any character who examines that section of wall. C5. Armory In the middle of this small room is a rack of twenty spears, and resting against the back wall
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
using its Change Shape ability. The three driders squad leaders are resting away from Pandemonium’s winds here. Rachazz infiltrated the tower and is collecting information for Miska about Camlash’s
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
side of the vessel is broken and slightly bowed, as if an immense weight had been resting on top of it.
When Arveiaturace climbs onto the Dark Duchess, she does so from the forecastle. Examination of
from the cold. Mooring ropes and fishing nets hang from hooks along the back wall.
Nonperishable goods were stored in this cabin. The crew took a lot of supplies when they abandoned ship, but some
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, defilers! Now you shall join me in my eternal resting!” The monument is constructed from several parts. A great stone slab, 20 feet long by 10 feet wide, rests upon a 4-foot-thick monolith of rock of similar
. At the foot of the slab is a row of eleven of these symbols, all different in form. The carved block is the resting place of Tloques-Popolocas, a servant of the shadow-loving Zotzilaha. The glyphs on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(use the hill giant statistics, plus immunity to cold damage), and three young frost giants (use the ogre statistics, plus immunity to cold damage) call this place home. If the frost giant is killed, the
giant servants (use the hill giant statistics, plus immunity to cold damage) along with three young frost giants (use the ogre statistics, plus immunity to cold damage). 19. East Chamber This slightly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-covered book resting on it.
The caryatids flanking the south doorway depict Auril in her second form (see appendix C). Both are harmless carvings but noticeably cold to the touch. Treasure. The book
snow. Aerix has AC 10 and 3 hit points. He was born on the Midwinter holiday and as such is blessed by Auril with resistance to cold damage. He wears only a light woolen poncho, as extremely cold
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wall above a 10-foot-tall basalt table with some valuable items resting on it and a large iron chest tucked underneath it (see “Treasure”). Two wardrobes of fire-scorched wood stand against the west wall
chest, resting on a bed of ashes, is a giant-sized adamantine crown set with six black opals (worth 7,500 gp and weighing 150 pounds). Under the ashes are 6,300 gp, Duke Zalto’s conch of