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                        Returning 28 results for 'crush cold'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Intelligence saving throws until the end of the ooze’s next turn.
Psychic Crush. Intelligence Saving Throw: DC 10, one creature the ooze can see within 60 feet. Failure: 13 (3d8);{"diceNotation":"3d8
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Psychic Crush", "rollDamageType":"Psychic"} Psychic damage.Mind Corrosion. Trigger: The ooze fails a saving throw against a spell or another magical effect created by
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    ","rollAction":"Psychic Crush","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Acid, Cold, Fire
                                                
                                            
                                                
                                                     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.
Psychic Crush
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ", "rollAction":"Leeching Blade", "rollDamageType":"slashing"} slashing damage plus 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Leeching Blade", "rollDamageType":"cold"} cold
                                                
                                            
                                                
                                                    ’s turn. The champion regains spent legendary actions at the start of its turn.
Crush. The champion unleashes a burst of crushing force on a creature it can see within 30 feet of itself. The
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8);{"diceNotation":"2d8+8","rollType":"damage","rollAction":"Claw","rollDamageType":"cold
                                                
                                            
                                                
                                                    "} cold damage.
Mace. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     start of her turn.
Crush. One creature that Olhydra is grappling is crushed for 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollDamageType":"bludgeoning"} bludgeoning damage.
Fling
                                                
                                            
                                                
                                                    ":"3d6","rollType":"damage","rollAction":"freezing cloud","rollDamageType":"cold"} cold damage.
Regional Effects
Olhydra’s presence in an elemental node creates a number of widespread effects
                                                
                                            
                                        
                                                    Psychic Gray Ooze
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     make a DC 10 Intelligence saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Psychic Crush","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Acid, Cold, Fire
                                                
                                            
                                                
                                                     to 10.
Psychic Crush (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Psychic Crush"}. The ooze targets one creature that it can sense within 60 feet of it. The target must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack
                                                
                                            
                                                
                                                     floor in the western half of the cellar. The wine rack in the eastern half of the cellar holds forty bottles, the labels of which show that the wine is the winery’s Red Dragon Crush. A secret door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                      −1  −1 
  Con  16  +3  +3 
      Ability Score Mod Save 
    Int  10  +0  +0 
  Wis  6  −2  −2 
  Cha  2  −4  −4 
   
 Skills Stealth +3
 Resistances Acid, Cold, Fire, Psychic
 Immunities
                                                
                                            
                                                
                                                     Disadvantage on Intelligence saving throws until the end of the ooze’s next turn.
 Psychic Crush. Intelligence Saving Throw: DC 10, one creature the ooze can see within 60 feet. Failure: 13 (3d8) Psychic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    
 9 (−1)
 
 Saving Throws Str +10, Con +8
 Skills Athletics +10, Perception +4
 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage
                                                
                                            
                                                
                                                    ). Until this grapple ends, the target has the restrained condition, and the degloth can’t use this fist to grapple another target. The degloth has two fists.
 Bonus Actions
 Crush. The degloth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     survivors and crushing pockets of resistance. When vlazoks anticipate an influx of enemies, these demons jump on them from above to crush them. Vlazoks have keen senses, owing to the eyes positioned
                                                
                                            
                                                
                                                    
 Damage Resistances cold, fire, lightning
 Damage Immunities poison
 Condition Immunities charmed, exhaustion, frightened, poisoned
 Senses darkvision 120 ft., passive Perception 13
 Languages Abyssal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     appearance is enough to drive off foes, but if forced to fight, water weirds crush enemies within their fluid coils. Water weirds might protect a site for generations and learn much about their
                                                
                                            
                                                
                                                    . Hit: 13 (3d6 + 3) Cold damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.
Crystal Sully
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Storm Crab Storm crabs are colossal crustaceans with four monstrous claws and a poisonous stinger. Equally adept underwater or on shore, they can exhale a jet of pressurized water to crush foes
                                                
                                            
                                                
                                                    
 10 (+0)
 CON
 21 (+5)
 INT
 5 (−3)
 WIS
 14 (+2)
 CHA
 9 (−1)
 
 Saving Throws Str +10, Con +9
 Skills Perception +6
 Damage Resistances cold, fire, lightning
 Senses blindsight 60 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , cold, fire
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
 Languages —
 Challenge 1/2
                                                
                                            
                                                
                                                    , suggesting that the ooze can sense and mimic psionic ability.
 A psionic gray ooze has an Intelligence score of 6 (−2), as well as the following additional action.
 Psychic Crush (Recharge 5–6). The ooze
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities poison
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned
                                                
                                            
                                                
                                                    ., one target. Hit: 13 (2d6 + 6) slashing damage plus 33 (6d10) cold damage, and the champion regains 10 hit points.
 Hollow Void. The champion summons a hungering rift around a creature it can see within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     into water elementals, aqueous beings with the might of surging waves. Water elementals are as mutable as liquid, allowing them to crash into foes and seep through narrow cracks. They can crush foes
                                                
                                            
                                                
                                                    , Prone, Restrained, Unconscious
 Senses Darkvision 60 ft.; Passive Perception 10
 Languages Primordial (Aquan)
 CR 5 (XP 1,800; PB +3)
 Traits
 Freeze. If the elemental takes Cold damage, its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with
                                                
                                            
                                                
                                                     Resistances lightning
 Damage Immunities cold, fire
 Condition Immunities charmed, frightened
 Senses blindsight 240 ft. (blind beyond this radius), passive Perception 16
 Languages understands Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     to crush and consume foes. Their oozing hides are manifestations of embodied evils. Every few moments, patches of their slimy skins erupt with grotesque transformations such as rows of mismatched
                                                
                                            
                                                
                                                    )
 Speed 30 ft.
    Ability Score Mod Save   Str 19 +4 +7 Dex 17 +3 +3 Con 20 +5 +8     Ability Score Mod Save   Int 5 −3 −3 Wis 12 +1 +4 Cha 13 +1 +1   
 Resistances Cold, Fire, Lightning
 Immunities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends (see the Monster Manual). With such soldiers under his command, Hutijin can easily crush any rival who gets
                                                
                                            
                                                
                                                     +14, Wis +11
 Skills Intimidation +14, Perception +11
 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
 Damage Immunities fire, poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     attached to it by rusty hinges, stands against the west wall of this chamber. Trapped inside the cage are two shivering humans in cold weather clothing. They look fearfully at you.
 Garagai built the
                                                
                                            
                                                
                                                     are widely spaced, but not enough for the teenagers to slip between them. The slats are made of metal, and the cold makes them hard to manipulate. Applying heat to the slats makes them pliable
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons
 Damage Immunities acid, cold, poison
 Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone
                                                
                                            
                                                
                                                     only at the end of another creature’s turn. Olhydra regains spent legendary actions at the start of her turn.
 Crush. One creature that Olhydra is grappling is crushed for 21 (3d10 + 5) bludgeoning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     any other elemental, or any of the other princes. Some embody the combination of elements — for example, Bwimb, the Lord of Ooze, or Cryonax, the Prince of Evil Cold. However, the four princes most
                                                
                                            
                                                
                                                     shaped, especially mortals who seek to impose their will on the elements. The princes unleash natural catastrophes at every opportunity, and gladly crush or devour mortals to assert their mastery over
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities cold, necrotic, poison, psychic
 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned
                                                
                                            
                                                
                                                     to psychic damage.  Psychic Crush (Recharge 5–6). The shard unleashes a pulse of psychic power. Each creature of the shard’s choice in a 60-foot-radius sphere centered on it must make a DC 20
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends, which make up Cania’s aristocracy. With such soldiers under his command, Hutijin can easily crush any
                                                
                                            
                                                
                                                     +14, Perception +11
 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
 Damage Immunities fire, poison
 Condition Immunities charmed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     many of the resistances elemental creatures possess, as well as the ability to grapple and crush their enemies with their watery bodies. Fathomers often serve as spies, infiltrators, and assassins for
                                                
                                            
                                                
                                                     powers of ice and cold. To gain the frigid power of elemental water, the shiver removes one eye and replaces it with a frosty white orb that can blast foes with an icy ray. When the orb isn’t in use, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    
 CR 1/2 (XP 100; PB +2)
 Actions
 Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller
                                                
                                            
                                                
                                                     
  Cha  3  −4  −4 
   
 Resistances Cold, Fire, Lightning
 Immunities Poison; Poisoned
 Senses Darkvision 60 ft.; Passive Perception 9
 Languages Abyssal; telepathy 60 ft. (works only with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     shriveled and sunken. Both of these clues are easily missed by someone who hasn’t seen a mind flayer. However, in short order, an alhoon’s flesh withers away and its empty eye sockets gleam with cold
                                                
                                            
                                                
                                                    (+3)
 
  CHA
 17(+3)
Saving Throws Con +7, Int +8, Wis +7, Cha +7
 Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
 Damage Resistances cold, lightning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     Dragon Crush, or Purple Grapemash No. 3. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is buried under the wine bottles. A character who searches under the bottles finds
                                                
                                            
                                                
                                                     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->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     must make a DC 20 Dexterity saving throw, taking 33 (6d10) cold damage on a failed save or half as much damage on a successful one. T7: Skeleton Closet A moldering skeleton draped in cobwebs sits in
                                                
                                            
                                                
                                                     count 20 of the next round (losing initiative ties). The ceiling is too heavy to be stopped by any braces, but an Immovable Rod or similar item can prevent it from dropping so far as to crush anyone. T11
                                                
                                            
                                        





