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                        Returning 35 results for 'cold whisper running'.
                    
                
                        
                            
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                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    ","rollAction":"Cold Aura","rollDamageType":"cold"} cold damage.
Standing Leap. The toadâs long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Bite
                                                
                                            
                                                
                                                    Amphibious. The toad can breathe air and water.
Cold Aura. While the toad is alive, any creature that starts its turn within 5 feet of the toad takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     Aura","rollDamageType":"cold"} cold damage.
Standing Leap. The toadâs long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Bite. Melee Weapon Attack: +5
                                                
                                            
                                                
                                                    Amphibious. The toad can breathe air and water.
Cold Aura. Any creature that starts its turn within 10 feet of the toad takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Cold
                                                
                                            
                                        
                                                     Monsters
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    âs long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.
Unusual Nature. The servant doesnât require air, food, drink, or sleep.Destructive Fist
                                                
                                            
                                                
                                                    ":"bludgeoning"} bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isnât knocked prone.Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Poison, Psychic, RadiantPiercing, Slashing
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"roll","rollAction":"Chromatic Orb"} damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.Tarkanan assassins are the
                                                
                                            
                                                
                                                     granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPC's aberrant
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     than a blurry streak of color. Only when it stops running do its small, slender form and cold, cruel eyes become apparent.
Quicklings owe their existenceâand their plightâto the Queen of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesnât function at the start of his next turn. Titivilus dies only if
                                                
                                            
                                                
                                                     authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, scrying
6th level (2 slot): chain lightning, circle of death, create undead
7th level (2 slot): finger of death, forcecage
                                                
                                            
                                                
                                                    ":"cold"} cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     take in the breathtaking view.A Crystal Dragonâs Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
                                                
                                            
                                                
                                                     row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     central spireâthe highest point in the local landscapeâto take in the breathtaking view.A Crystal Dragonâs Lair
Crystal dragons dwell in cold regions, where they construct ice and
                                                
                                            
                                                
                                                     actions; the dragon canât take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature
                                                
                                            
                                        
                                                     Backgrounds
                                                    Curse of Strahd: Character Options
                                                    
                                                
                                            
                                                     with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
                                                
                                            
                                                
                                                     cold, dark night, and you were unable to stop it.
6
You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
7
A hag kidnapped and raised you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     and its high jump is up to 10 feet, with or without a running start.
 Actions
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) cold
                                                
                                            
                                                
                                                    )
 
  INT
 8 (â1)
 
  WIS
 10 (+0)
 
  CHA
 6 (â2)
Skills Perception +2
 Damage Immunities cold
 Senses darkvision 60 ft., passive Perception 12
 Languages Ice Toad
 Challenge 1 (200 XP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     and its high jump is up to 10 feet, with or without a running start.
 Actions
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) cold
                                                
                                            
                                                
                                                    )
 
  INT
 8 (â1)
 
  WIS
 10 (+0)
 
  CHA
 6 (â2)
Skills Perception +2
 Damage Immunities cold
 Senses darkvision 60 ft., passive Perception 12
 Languages Ice Toad
 Challenge 1 (200 XP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Running This Chapter Getting off on the right foot is important. If you follow these steps, you should be all right: Before starting the adventure, read the rest of this section and the âTen-Towns
                                                
                                            
                                                
                                                     Overviewâ that follows it. A description of each town appears later in this chapter, but you donât need to commit all ten settlements to memory before running this part of the adventure. Determine the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K69. Guardsâ Quarters Sickly, yellow lichen covers the ceiling of this cold, damp, ten-foot-wide passage running east and west. Opening off both sides of this passage are ten-foot-square alcoves that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Cellar (C1-C3) C1. Storage Cellar To reach this cellar, the characters must descend a flight of stone steps from area C4. This cold, damp, oddly shaped cellar has an eight-foot-high wooden ceiling
                                                
                                            
                                                
                                                     characters hear a whisper coming from that direction. Characters who have a passive Wisdom (Perception) score of 14 or higher hear what sounds like a man whispering, âI canât get out.â To others, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    ) 
 
  INT
  8 (â1) 
 
  WIS
  10 (+0) 
 
  CHA
  6 (â2)
Skills Perception +2
 Damage Immunities cold
 Senses darkvision 60 ft., passive Perception 12
 Languages Ice Toad
 Challenge 1
                                                
                                            
                                                
                                                     (200 XP)
 Amphibious. The toad can breathe air and water.
 Cold Aura. While the toad is alive, any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage.
 Standing Leap
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    ) cold damage.
 Standing Leap. The toadâs long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
 Actions
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft
                                                
                                            
                                                
                                                    Giant Ice Toad In a cavern within the glacial rift (Against the Giants), a group of ice toads vigorously guard their territory. Waves of cold radiate from the creature, afflicting those that try to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     unwelcome path, but not as unwelcome as the cold, howling wind that buffets you.
 If Cryovain is alive, the young white dragon is sleeping on the rooftop of the main fortress (area H20), where it can
                                                
                                            
                                                
                                                     enjoy the cold mountain air while surveying its domain from over the battlements. It sleeps in a 10-foot-square area in the middle of the roof, away from obstacles, and awakes if one of the following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Pandemonium Pandemonium is a plane of overwhelming chaos, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. Wind quickly
                                                
                                            
                                                
                                                     a random form of indefinite madness, as described in chapter 8, âRunning the Game.â Finishing a long rest doesnât reduce a creatureâs exhaustion level unless the creature can somehow escape the maddening winds.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , various townsfolk can point in the direction the verbeeg went after stealing the casks. As the characters make their way to the edge of the forest, read: A figure in cold weather clothing lurches out of
                                                
                                            
                                                
                                                     the woods into plain view, running as fast as he can through the deep snow. Slung over his back are a pair of animal traps, one of which appears to contain a panicked fox.
 The figure is Fef Moryn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    Preparation Before running the adventure, prepare as follows: Step 1. Read the âAdventure Backgroundâ section. Step 2. Review âFrost Giant Factionsâ and the Key NPCs table to learn about individuals
                                                
                                            
                                                
                                                     cold. Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:  Frost Giant Ghost Mephit, Ice Priest Remorhaz, Young Shield Guardian Troll White Dragon, Adult Winter Wolf
                                                
                                            
                                        
                                                     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 anotherâs 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->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
                                                
                                            
                                                
                                                     it is in running water or sunlight. If it canât teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.
 Vampire
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    . These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circleâs wisest members preside as the chief priests of their communities. Level 3: Circle
                                                
                                            
                                                
                                                     Fog Cloud, Hold Person, Ray of Frost 5 Sleet Storm 7 Ice Storm 9 Cone of Cold   Temperate Land   Druid Level Circle Spells   3 Misty Step, Shocking Grasp, Sleep 5 Lightning Bolt 7 Freedom of Movement 9
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive. Chromatic Dragonborn Traits You have the following racial traits. Creature Type. You are a Humanoid. Size. You
                                                
                                            
                                                
                                                        Dragon Damage Type 
     Black  Acid 
   Blue  Lightning 
   Green  Poison 
   Red  Fire 
   White  Cold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    , which also contains a bed and brazier. A badly disheveled dwarf lies bound and unconscious on the cold stone floor.
 This room formerly belonged to the priest in charge of Dumathoinâs temple (area 19
                                                
                                            
                                                
                                                     information. See the âNPC Party Membersâ sidebar for tips on running Nundro. If the characters deal with Nezznar and his minions, this area serves as a safe and comfortable place to rest before
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    )
 
  CON
 24 (+7)
 
  INT
 6 (â2)
 
  WIS
 10 (+0)
 
  CHA
 13 (+1)
Saving Throws Con +12, Wis +5
 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing that is
                                                
                                            
                                                
                                                    .
 Standing Leap. Crokekâtoeckâs long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.
 Actions
 Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     immunity to cold damage; it otherwise has the statistics of an ordinary troll. A minimum of 2 ice trolls are here when characters first enter, but 3 or more can be placed in this area at your discretion
                                                
                                            
                                                
                                                     floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
 Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     immunity to cold damage; it otherwise has the statistics of an ordinary troll. A minimum of 2 ice trolls are here when characters first enter, but 3 or more can be placed in this area at your discretion
                                                
                                            
                                                
                                                     floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
 Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    
 17 (+3)
 
  INT
 8 (â1)
 
  WIS
 9 (â1)
 
  CHA
 6 (â2)
Damage Resistances cold, fire, lightning
 Damage Immunities poison
 Condition Immunities charmed, frightened, poisoned
 Senses
                                                
                                            
                                                
                                                     long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
 Sure-Footed. The bulezau has advantage on Strength and Dexterity saving throws made against effects that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     40 ft.
   STR
  15 (+2) 
 
  DEX
  14 (+2) 
 
  CON
  17 (+3) 
 
  INT
  8 (-1) 
 
  WIS
  9 (-1) 
 
  CHA
  6 (-2)
Damage Resistances cold, fire, lightning
 Damage Immunities
                                                
                                            
                                                
                                                    .
 Standing Leap. The bulezauâs long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
 Sure-Footed. The bulezau has advantage on Strength and Dexterity saving throws
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    )
 
  WIS
 9(â1)
 
  CHA
 6(â2)
Damage Resistances cold, fire, lightning
 Damage Immunities poison
 Condition Immunities charmed, frightened, poisoned
 Senses darkvision 120 ft., passive
                                                
                                            
                                                
                                                     jump is up to 10 feet, with or without a running start.
 Sure-Footed. The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , provided the creature and the hag are within 10 miles of each other. When the hag speaks through the token, the holder can hear the hagâs whisper but not any other sounds at the hagâs location. Similarly
                                                
                                            
                                                
                                                    ) 
 
  CHA
  15 (+2)
Saving Throws Con +5
 Skills Deception +5, Perception +5
 Damage Resistances cold
 Senses darkvision 60 ft., passive Perception 15
 Languages Common, Giant, Sylvan
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Attack: +4 to hit, range 90 ft., one creature. Hit: 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.
  TARKANAN ASSASSIN: ALTERNATIVE SPELLS
 The power
                                                
                                            
                                                
                                                     granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPCâs aberrant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     never acknowledged his death and still speaks to his body as if he were alive. He was, while he lived, her only friend and confidant. Arveiaturace the White Wyrm and Her Mysterious Rider Running the
                                                
                                            
                                                
                                                     awakened beast the characters encounter. Running the Encounter. An awakened beast looks the same as its normal counterpart, except for a hint or gleam of intelligence in its eyes. It can be neutral or
                                                
                                            
                                        





