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Returning 35 results for 'cold worn round'.
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core work round
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Monsters
Monster Manual
pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding’s Hit Points are divided evenly between the new puddings (round down).Acid, Cold, Lightning, Slashing
":"Dissolving Pseudopod"}, reach 10 ft. Hit: 17 (4d6 + 3);{"diceNotation":"4d6+3", "rollType":"damage", "rollAction":"Dissolving Pseudopod", "rollDamageType":"Acid"} Acid damage. Nonmagical armor worn
Spells
Player’s Handbook
creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior
turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to
Monsters
Monster Manual
":"Acid"} Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Acid, Cold, Fire
Spells
Player’s Handbook
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands
type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll
Spells
Player’s Handbook
. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
’s level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.
Magic Items
Dungeon Master’s Guide
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime.
Poison Immunity
Monsters
Out of the Abyss
hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including
plus 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Pseudopod","rollDamageType":"acid"} acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a
Monsters
Out of the Abyss
hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including
","rollType":"damage","rollAction":"Pseudopod blobs","rollDamageType":"acid"} acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty
Monsters
Waterdeep: Dungeon of the Mad Mage
hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including
":"acid"} acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty
Monsters
Tales from the Yawning Portal
hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including
":"bludgeoning"} bludgeoning damage plus 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Pseudopod","rollDamageType":"acid"} acid damage. In addition, nonmagical armor worn by the target is partly
Monsters
Tales from the Yawning Portal
hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including
","rollAction":"Pseudopod","rollDamageType":"acid"} acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The
Spells
Icewind Dale: Rime of the Frostmaiden
successful one.
The cold freezes nonmagical liquids in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a
Monsters
Icewind Dale: Rime of the Frostmaiden
Innate Spellcasting. Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma.
Cold Regeneration. If the temperature around
":"2d4","rollType":"damage","rollAction":"Ice Longsword","rollDamageType":"cold"} cold damage.
Ice Dagger. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Ice Dagger
Magic Items
Icewind Dale: Rime of the Frostmaiden
The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the
fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in the area that aren’t being worn or carried.
The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 21 (6d6
);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Fiery Death and Rebirth: Cinder", "rollDamageType":"fire"} fire damage to any creature that touches it, though no more than once per round. The cinder
Monsters
Fizban's Treasury of Dragons
Chromatic Form. When created, the animated breath takes one of five forms, matching its creator’s breath weapon: Animated Breath (Acid Form);Acid, Animated Breath (Cold Form);Cold, Animated
","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack takes 3
Monsters
Out of the Abyss
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.Pseudopod. Melee
","rollAction":"Psychic Crush","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Acid, Cold, Fire
Monsters
Planescape: Adventures in the Multiverse
":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to
succeeds on three of these saves.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using Legendary Resistance or in response to being hit by an attack
Monsters
Fizban's Treasury of Dragons
Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack
cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon’s animated lightning breath is a constantly shifting form of crackling lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue.Fire
Monsters
Tales from the Yawning Portal
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Reduced Threat
","rollAction":"Pseudopod","rollDamageType":"acid"} acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.Acid, Cold, Fire
Monsters
Tales from the Yawning Portal
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.Pseudopod. Melee
wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.Acid, Cold, Fire
Monsters
Tyranny of Dragons
all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lord’s Lair
A mummy lord watches
on the next round.
Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
Until initiative count 20 on the next round
Monsters
Tales from the Yawning Portal
dealing damage.
White Maw can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While White Maw remains motionless, it is indistinguishable from white stone.
Killer Response
can communicate but is prone to violent outbursts.
Ooze Nature. White Maw doesn’t require sleep.PoisonAcid, Cold, Fire
Monsters
Waterdeep: Dungeon of the Mad Mage
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Enlarge
":"acid"} acid damage while the ooze is enlarged. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.Acid, Cold, Fire
Monsters
Ghosts of Saltmarsh
":"Bite","rollDamageType":"piercing"} piercing damage plus 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Claws. Melee Weapon Attack: +4
":"slashing"} slashing damage plus 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Whirlpool (1/day). The wave shaper targets a body of water
Monsters
Eberron: Rising from the Last War
ignites if it isn't being worn or carried.
Chromatic Orb (1/Day). Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Chromatic Orb"} to hit, range 90 ft., one creature
. 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
Monsters
Planescape: Adventures in the Multiverse
Breath"}. The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area
by the dragon from opening in the rulers’ presence or anywhere within their domains.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using
Monsters
Mordenkainen Presents: Monsters of the Multiverse
targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"cold"} cold damage.
4: Telekinetic Ray. If the target is a
isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a
Monsters
Tyranny of Dragons
effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws
","rollAction":"Bite (Fire)","rollDamageType":"fire"} (red dragon head), or cold damage;{"diceNotation":"4d6","rollType":"damage","rollAction":"Bite (Cold)","rollDamageType":"cold"} (white dragon head
Monsters
Journeys through the Radiant Citadel
","rollAction":"Flood Strike","rollDamageType":"cold"} cold damage.
Spellcasting. The riverine casts one of the following spells, requiring no material components and using Charisma as the
Rush","rollDamageType":"cold"} cold damage.
Raging Deluge (Costs 2 Actions). The riverine unleashes a torrent of river water in a 30-foot line that is 5 feet wide. Each creature in that area must
Monsters
Dragonlance: Shadow of the Dragon Queen
. The fire ignites flammable objects that aren’t being worn or carried.Changed by days of strange experiments involving draconian blood and exposure to the Spawning Shard, Virruza now looks like a tumescent draconian with warty green skin and an overly large mouth.Acid, Cold, Fire, Lightning, Thunder
Monsters
Waterdeep: Dragon Heist
, sending, tongues4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere5th level (3 slots): cone of cold, geas, Rary's telepathic bond6th level (2 slots): globe of
.
She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.
She gains resistance to cold damage, and she is unharmed by temperatures as low as −50
Monsters
Tales from the Yawning Portal
1 round.
Instinctive Attack. When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action.
Spellcasting. The Ooze Master is a 9th-level
is immune to this Instinctive Charm for 24 hours. Creatures that can't be charmed are immune to this effect.Acid, Cold, PoisonLightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Waterdeep: Dungeon of the Mad Mage
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
living creature within 120 feet of it until initiative count 20 on the next round.
Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the
Monsters
Out of the Abyss
beholder's next turn or until the beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder
initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that