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Returning 35 results for 'cold with prevents'.
Other Suggestions:
core with present
core with prevent
cold with prevent
call with present
could with present
Monsters
Out of the Abyss
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Of the Eyes. Shedrak
. Karazikar (the beholder) can see through this eye and treats it as one of its own eyes for the purpose of using its eye rays. Breaking the staff renders the eye inert and prevents Karazikar from using
Monsters
Waterdeep: Dungeon of the Mad Mage
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank
insectoid physiology prevents him from making melee attacks with the staff.
While holding this staff, Cassiok can use an action to expend 1 or more of its charges to cast one of the following spells
Monsters
Ghosts of Saltmarsh
.
Cold Aura. At the start of each of the drowned master's turns, each creature within 5 feet of it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Cold Aura","rollDamageType
":"cold"} cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Cold Aura
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
retaliation usually prevents them from trying to directly harm the gnomes, but they might spit in the milk, balance dishes on tables so they’re easily knocked over and broken, or scatter sewing
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->Ghosts of Saltmarsh
legs have split into shadowy tentacles. The drowned master is tethered to a source of powerful magic that prevents it from traveling far. It commands other drowned ones, compelling them to serve as
drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.
Cold Aura. At the start of each of the drowned master’s turns, each
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
12. Smelter Cavern Like the fungi cavern at area 8, this chamber poses a serious obstacle that prevents Nezznar from reaching his objective—the Forge of Spells (area 15). The drow is still
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to
)
CON
17(+3)
INT
5(−3)
WIS
17(+3)
CHA
12(+1)
Skills Investigation +3, Perception +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to
)
DEX
10 (+0)
CON
17 (+3)
INT
5 (-3)
WIS
17 (+3)
CHA
12 (+1)
Skills Investigation +3, Perception +9
Damage Resistances cold, fire, lightning; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Payratheon. Colothys Deep chasms cut between cruel mountains make foot travel nearly impossible. Porphatys Cold, acidic oceans are fed by constant black snow. Agathys Black ice streaked with red covers this
betrayal prevents those who are imprisoned here from working together for long toward the common goal of escape. Adventures on Carceri might explore the forces—spiritual and psychological as well as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prevents it from acknowledging any chance of defeat. Pit Fiend
Large fiend (devil), lawful evil
Armor Class 19 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 30 ft., fly 60 ft.
STR
26 (+8
)
DEX
14 (+2)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws Dex +8, Con +13, Wis +10
Damage Resistances cold; bludgeoning, piercing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter’s fury, has withdrawn to this cold corner of the world to live among mortals
manifests as a shimmering curtain of light—a beautiful aurora that illuminates the night sky and fades before dawn. This powerful magic prevents the next day’s sun from rising above the horizon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
effects). This field prevents spells from detecting a magic item that is hidden beneath a secret trapdoor in the middle of the pentagram (see “Shield of the Uven Rune” below). A character who examines
shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Insight +6, Perception +6, Stealth +6
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Condition Immunities charmed
Senses darkvision
from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
past them. The panther has a mental block that prevents it from being able to see humans, which initially applies to other humanoids as well. It likewise ignores familiars, but it attacks any beast
cast cone of cold, but he can cast sleet storm and fear once per day each. When he casts fear, he unleashes a great bellow that shakes the room. Treasure. Xipe’s treasure includes a wooden cylinder
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Blue Dragon Lairs Blue dragons make their lairs in deserts and other arid landscapes. They prefer warm climates, but if an otherwise ideal potential lair presents itself in a cold environment, they
the right of the den is a small chamber open to the sky that the dragon uses as a private entrance to the lair. A secret door prevents unwitting creatures from wandering directly into the den. Treasury
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cylinder turns, narrow bits of metal pluck the pegs to produce the notes of the melody. The cylinder is sitting askew, which prevents it from working properly. Fixing the music box requires three
Throws Int +5, Wis +4
Skills Perception +4, Stealth +7
Damage Resistances acid, bludgeoning, fire, lightning, piercing, slashing, thunder
Damage Immunities cold, necrotic, poison
Condition
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
sense it, which prevents that creature from hiding from them.
Nagpa Long ago, the Raven Queen cursed a cabal of thirteen powerful wizards for meddling in a ritual that would have helped avert a
do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Ctenmiir’s coffin has a speed of 30 feet and a climbing speed of 10 feet, and protects the vampire from sunlight even as it prevents him from escaping his servitude. Though Ctenmiir is able to speak
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->Tales from the Yawning Portal->a3
.”
The surface of the crystal cylinder is cold to the touch and impervious to all blows. The enclosure has no visible gaps. A gap appears in the wall if someone who has proficiency with thieves
them is a potion bottle, but an invisible barrier prevents anyone from touching it. A glyph is etched into the side of the pillar just below the bottle. One more time the couatl speaks, its voice now
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in slime that prevents anyone from exiting through it. Arrant Quill (see the accompanying stat block) is sitting in a chaise longue, protected by his mind blank spell and occupying his time by reading
is cold and fresh. A hostile roc takes up much of the room and attacks intruders on sight. It’s sustained by magic and is too big to leave the room. If killed, the roc is not replaced. The Bard and the Beholder
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
aside. It weighs 500 pounds. The sarcophagus holds Sahnar, a moon elf mummy that animates as soon as the lid no longer prevents it from sitting up. This mummy is chaotic good and acclimated to cold
death occurred months ago, but the cold has slowed the decomposition of the body. A speak with dead spell cast on the corpse reveals that Vurnis was killed by hunters near Lonelywood. Treasure. Tucked
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
reasoned with. A successful DC 15 Intelligence (Arcana) check reveals that the pentagram prevents Osvaldo from manipulating his chains, and that the effect ends if another creature enters the area
and either staring dismally out toward the ocean or watching her children in the garden below ( area C25). C26. Cellar This cellar is kept free of dust and cobwebs by servants. It is unsettlingly cold
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Y19p). The door is warded with magic that prevents it from being damaged or forced open; it can be unlocked, however, by someone who uses the adamantine key in area Y19o, or by a character who uses
cold have not been kind to them.
Most of the books and scrolls that litter the floor have been ruined by centuries of disuse, but adventurers who search the remains unearth two survivors: a scroll
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sapphire triggers a glyph of warding (explosive runes) spell placed on the throne. The effect deals 36 (8d8) cold damage to all creatures in the spell’s area. 2. Workshop and Meeting Room Sansuri uses this
useful on creatures of other shapes and sizes. The bonds are strengthened by magic, and as such they can’t be broken by physical force. The magic on Felgolos’s collar prevents him from using his Change
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
clamber through the moat with more time and effort. No check is required, but it’s a grisly detour, and the moat is difficult terrain. Portcullis. The portcullis is up, and nothing prevents entry to
to the one in the armory (area 3), stands in the center of the kitchen. This rod is also protected by a Glyph of Warding, but if triggered, the explosive runes deal cold damage instead of acid damage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
conspire with them to seize all of Ironslag’s riches for themselves. 29. Adamantine Forge This cold forge looks like a giant adamantine igloo with a chimney on top and a hatch in the south side. The hatch
damage. The ancient rune magic that protects the forge also prevents Maegera from escaping, even while the hatch and the vents are open. Maegera can still be trapped inside an iron flask or a similar
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(Perception) check. Old stone bunks in orderly rows line the walls of this chamber, and a corroded iron brazier full of cold coals stands near the middle of the room. The bones of a half-dozen dwarves
mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
magic. The door is airtight and imbued with a dimensional lock that prevents characters from teleporting through it. It is impervious to damage, and its magic cannot be dispelled or dismissed by
directed at the door to area H8. When the characters are ready, the ghost wishes them luck. As soon as a damage-dealing spell targets the door, the ground trembles and a cold wind gusts through the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
challenge to the characters. Of course, nothing prevents anyone from playing a high magic campaign with the Acquisitions Incorporated rules. But DMs and players should all be aware that doing so will
released. The beacon has AC 12, 75 hit points, immunity to poison and psychic damage, and vulnerability to cold. The explosion of energy can be treated as a scorching ray, fireball, or lightning bolt
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
end that spell, so you might not want to take them and keep the spell going instead, so as to continue benefiting from the cold damage it delivers. How does barkskin work with shields, cover, and
transformed by polymorph? You can’t cast spells while you’re transformed by polymorph, but nothing in the spell prevents you from concentrating on a spell that you previously cast before being transformed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hours later. Casting a hallow spell on the crypt prevents the banshee from returning for as long as the spell lasts. Treasure. Read the following text when the characters investigate Patrina’s crypt
flames. Treasure. Tucked under the chef’s hat is an electrum spork with a bejeweled handle (worth 250 gp). Crypt 29 Baron Eisglaze Drüf Opening the door causes the air around you to turn as cold as
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
magical silence prevents casting spells with verbal components. Treasure. Porro and Cipolla wear gold chain belts worth 30 gp each. They each carry a key to their desk drawers (see areas T15 and area
glyph inside the drawer triggers, erupting with icy wind in a 10-foot-radius sphere. Each creature in that area must make a DC 13 Constitution saving throw, taking 13 (3d8) cold damage on a failed save
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
components. Destroying the Pillars. Each of the pillars has Armor Class 17, 50 hit points, immunity to poison and psychic damage, and vulnerability to radiant damage. Destroying the pillars prevents
successful DC 25 Strength (Athletics) check. Destroying the Book. The book has Armor Class 15, 50 hit points, resistance to cold and fire damage, and immunity to poison and psychic damage. Dispelling the






