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Returning 32 results for 'cone with ring'.
Other Suggestions:
cube with range
cold with range
cone with range
clone with range
con with range
Monsters
Tomb of Annihilation
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn
Monsters
Waterdeep: Dragon Heist
, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Teleporter Ring. Manafret wears a teleporter ring (see
Magic Items
Tomb of Annihilation
Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats
the outside of the ring, which normal heat canât melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to
Monsters
Curse of Strahd
Fey Ancestry. Kasimir has advantage on saving throws against being charmed, and magic can't put Kasimir to sleep.
Treasure. Kasimir wears a ring of warmth
Spellcasting. Kasimir is a 9th-level
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of coldDagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the
;t know Iâm hereâsafer for me and safer for them. (Any)
2
Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)
3
Storytelling. There
Monsters
Quests from the Infinite Staircase
Nafas can see ends its turn, Nafas exhales forceful winds in a 30-foot cone. Large or smaller creatures in that area must succeed on a DC 22 Strength saving throw or be pushed up to 15 feet away from him
of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.
No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored
Monsters
Storm King's Thunder
ring of cold resistance.Multiattack. Klauth can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20
","rollAction":"Fire Breath"}. Klauth exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6);{"diceNotation":"26d6","rollType":"damage","rollAction
Monsters
Fizban's Treasury of Dragons
psychic dissonance in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 31 (9d6);{"diceNotation":"9d6", "rollType":"damage
ât know Iâm hereâsafer for me and safer for them. (Any)
2
Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)
3
Storytelling
Monsters
Fizban's Treasury of Dragons
":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save
âm hereâsafer for me and safer for them. (Any)
2
Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)
3
Storytelling. There is a magic
Monsters
Fizban's Treasury of Dragons
":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56
âsafer for me and safer for them. (Any)
2
Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)
3
Storytelling. There is a magic in the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ring of Winter Ring, artifact (requires attunement) Artus Cimber (see appendix D) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit
snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat canât melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Artus Cimber A former member of the Harpers, Artus Cimber is the keeper of the Ring of Winter. He found the ring in the jungles of Chult, where he also met his wife, Alisanda. The ring halts its
wearerâs natural aging and has allowed Artus to survive well beyond his natural lifespan. The ring also defies magical attempts to divine its location and that of its wearer. On his fingers above the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cone of cold is folded between its pages. M3: Charnyzâs Dell Branches nearly meet above this moist and mossy dell, creating a dismal space. Several carefully sculpted shrubs ring the dell.
The spirit
Charnyz joins him. As in area M2, the nagas fight to the death, confident in their rejuvenation. Treasure. Nine shrubs, each adorned with an opal worth 1,000 gp, ring the dell.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
good point to have Thunderwing remember being subjected to an experiment like one described in Xanthoria. L5. Faerie Ring In the center of this oval cave stands a ring of brightly colored mushrooms
ranging from three to eight feet tall. The air smells heavily of mildew.
The mushroom ring in the center of the room is a fey crossing. It was through this gateway that Thunderwing and Bunny Blossom
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the mountain, showing their orientation with respect to one another. The only possible entrance into the cone is a cave on the south slope known as the Wizardâs Mouth. This cave actually seems to
covered with several inches of fine muck. Only careful probing of the muck near the back of the cave will reveal a small trapdoor with a rusted iron ring set in it. Once the muck has been cleared away, a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
five beads) for 1,250 talons A purple ring with white diamond stars (a Ring of Shooting Stars) for 2,000 talons Forged in Hell. Any magic item created by Krysocol bears the following additional effect
trap activates, spraying colorless poisonous gas in a 15-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or take 18 (4d8) poison damage. This trap canât be
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and
attacks). She can innately cast the following spells, requiring no material components:
At will: hold person,* ray of frost
3/day each: cone of cold,* ice storm,* wall of ice*
1/day each: control
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for 10 minutes, after which it automatically refills with frigid water. Vault. The three concentric, gilded rings at the bottom of the pool are the locking mechanisms for a hidden safe. Each ring is
flat and set in a shallow groove, such that it can be rotated. Once the water in the pool is drained, tiny Elvish runes representing the letters A through Z magically appear on the surface of each ring
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dark gift allows its beneficiary to cast the cone of cold spell as an action. After it has been used seven times, the dark gift vanishes. Until it vanishes, the beneficiary also gains the benefits of a
ring of warmth. The beneficiary of this dark gift gains the following flaw: âFire terrifies me.â North Sarcophagus. This sarcophagus has been shattered in a way that suggests the vestige inside it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hung above a fire in the southwest corner.
Raelphar carries a key to the bugbearâs manacles, and Rizryn has a ring of keys that unlock the goblinsâ shackles. Without these keys, a successful DC 15
(an arcane focus) and a leather-bound spellbook that belong to Marta Moonshadow (see area 5d). The book contains the following spells: chromatic orb, cone of cold, counterspell, detect magic, dispel
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Robes 1 gp 4 lb. Rope, hempen (50 feet) 1 gp 10 lb. Rope, silk (50 feet) 10 gp 5 lb. Sack 1 cp 1/2 lb. Scale, merchant's 5 gp 3 lb. Sealing wax 5 sp - Shovel 2 gp 5 lb. Signal whistle 5 cp - Signet ring
powdered silver, and requires the caster to expend a 1st-level spell slot. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is mounted on one wall.
The five goblins (unarmed, chaotic good noncombatants loyal to Zybilna) are frozen in time. The bells on the wall ring whenever occupants of the guest wing (areas P40a
each) Thirty ornate gold rings (25 gp each) An onyx ring (50 gp) that radiates an aura of illusion magic under the scrutiny of a detect magic spell (when worn, the ring creates illusory butterflies
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, Infernal, thievesâ cant
Challenge 2 (450 XP)
Special Equipment. Garret wears a ring of warmth (included in his statistics) and wields a gamblerâs blade longsword (see appendix D).
Bardic Inspiration
(bracers of defense, ring of protection)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
10(+0)
DEX
12(+1)
CON
10(+0)
INT
14(+2)
WIS
14(+2)
CHA
15(+2
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, merchantâs
5 gp
3 lb.
Sealing wax
5 sp
-
Shovel
2 gp
5 lb.
Signal whistle
5 cp
-
Signet ring
5 gp
-
Soap
2 cp
-
Spellbook
50 gp
3 lb.
Spikes, iron (10)
1 gp
5 lb
parchment, a little bag of sand, and a small knife.
Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
leave the ship at once, sounding an alarm if they refuse. Fastened to each captainâs belt is a ring holding a number of keys. One key unlocks the trunk in this cabin; other keys unlock any locked
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
support a ring-shaped iron gantry 50 feet overhead (area 11). Wide tunnels lead north and west to areas 25 and area 28. A flurry of goblin voices can be heard to the north. 25. Feasting Hall Thirty
ring of lightning resistance. He has an Intelligence score of 14 (+2) and speaks Common, Elvish, and Giant. He wields a giant iron maul, the head of which doubles as a cage (see âZaltoâs Prisonerâ). He
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead. Hunting Trap (5 GP) As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps
cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet. Lantern, Bullseye (10 GP) A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree
Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
JOHN GRELLO, POLAR ENGINE Lamp and Net
Lantern, Hooded (5 GP) A Hooded Lantern burns Oil as
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through its area. A trap is also suppressed while wholly or partly in the area of an antimagic field. These teleport traps form a protective ring around the entrance to Strahdâs tomb (area K86). Any
signet ring that bears a stylized âJâ (worth 25 gp). Crypt 36 Claw marks obliterate the name on this cryptâs door. A skeleton draped in rags lies atop a marble slab in the center of the crypt. This
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wears ring mail (AC 14). Roleplaying the Giants. The giants, Karg and Maul, pass the time playing a game akin to Tic-Tac-Toe, using rocks of different colors. Maul is frustrated because he has been
of burning embers in a 15-foot cone. Each creature in that area must succeed on a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sleeping pallets lie along the walls, and an open fire ring sits in the center. Meat sizzles on a spit there.
Hobgoblins that serve the fire temple bunk here. Six hobgoblins and one hobgoblin captain are
appendix B) prepared instead of ice storm and cone of cold. When the characters first arrive, Lyzzie is relaxing in a smaller room behind the burnt tapestry. Lyzzieâs room contains several scorched
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, Isarr might stumble upon tracks left by the characters but continues his search of the outer tents, then does the same thing with the inner ring of tents, saving the chieftainâs tent for last. By
for blessings as described in the Dungeon Masterâs Guide: Blessing of the Frostmaiden. Your eyes become as cold as ice. You gain immunity to cold damage. In addition, you can cast the cone of cold spell (save DC 15) once. You regain the ability to cast this spell when you finish a long rest.






