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                        Returning 32 results for 'cold whistles 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 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
                                                
                                            
                                        
                                                     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 dragonâs 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 dragonâs thick scales. Holding his hand high, a half-elf
                                                
                                            
                                        
                                                    Aarakocra
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
                                                
                                            
                                                
                                                     include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs 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->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind. Defiant Sails These sails glitter with a fine coat of mithral
                                                
                                            
                                                
                                                     Copper Acid Gold Fire Green Acid Red Fire Silver Cold White Cold  Screaming Sails Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan mournfully when
                                                
                                            
                                        
                                                     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 Jarthraâs services as a wilderness guide.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K47. Portrait of Strahd You come to a dark landing ten feet wide and twenty feet long. A cold draft of wind rushes down the spiral staircase at the north end of the east wall and whistles mournfully
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs 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 spellâs level (round down).
 Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spellâs 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->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Rongquan, he shrugs his broad shoulders and lets them leave unmolested, figuring theyâll try to talk to Fenerus anyway. If the characters attack him, Jarlaxle smiles, whistles for his drow bodyguards
                                                
                                            
                                                
                                                     drow depart, a cold wind tears through the alley and awakens the unconscious characters. Next Encounter If the characters decide to speak with Fenerus, proceed with encounter 8, âCourthouse.â
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     and barely fulfilling its duties. The mephit is Indifferent but defends itself in combat. If the mephit sees the characters enter the cave, it peers at them through the arrow slit and whistles like a
                                                
                                            
                                                
                                                     Cells Four cold cells line one wall of this chamber. Floor-to-ceiling iron bars partition the cells, which are unlocked and devoid of valuables. Two of the cells contain unidentifiable skeletal remains
                                                
                                            
                                        
                                                     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 wonât 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->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
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    :
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
                                                
                                            
                                                
                                                     the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53â54
Strange glowing
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     regardless of size:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as
                                                
                                            
                                                
                                                     radius around the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53â54
Strange
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    :
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as slashing
                                                
                                            
                                                
                                                     triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53â54
Strange glowing fungus
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     size:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
                                                
                                            
                                                
                                                     around the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53â54
Strange glowing
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    :
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
                                                
                                            
                                                
                                                     the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53â54
Strange glowing
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    :
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
                                                
                                            
                                                
                                                     triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53â54
Strange glowing
                                                
                                            
                                        
                                                     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->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->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 âWilderness Survivalâ section in chapter 5 of the Dungeon Masterâs 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 Masterâs 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->Playerâs Handbook
                                                    
                                                
                                            
                                                     succeed on saving throws against extreme cold (see the Dungeon Masterâs 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 Masterâs Guide). Block and Tackle (1 GP) A Block and Tackle allows you to hoist up to four times
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     slippery. (See chapter 5, âAdventure Environments,â in the Dungeon Masterâs Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
                                                
                                            
                                                
                                                     are apparent, and the smell of death is fainter than one would expect. At the back of the cave, within ten feet of the drow, a breeze whistles through three tiny fissures in the rock.
 The fissures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . Sheâs 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
                                                
                                            
                                                
                                                     Long Road. After all, cloaks and boots wear out just like wagon wheels, and anyone trudging for tendays on the road in raw spring weather or bitter winter cold soon comes to value warm garments very
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     increase his challenge rating to 11 (7,200 XP): He has 187 (15d12 + 90) hit points. He has resistance to cold damage. He can speak Common and Giant. His greatsword deals an extra 7 (2d6) fire damage on a hit
                                                
                                            
                                                
                                                     gp, and his girdle is decorated with sixty-six garnets (worth 10 gp each). His magic cape grants resistance to cold damage. The gems embedded in Snurreâs throne include twelve pieces of sard (worth
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        





