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Returning 35 results for 'crushing cold'.
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causing cold
crushing core
Monsters
Tasha’s Cauldron of Everything
":"4d12+10","rollType":"damage","rollAction":"Destructive Fist","rollDamageType":"force"} force damage. If the target is an object, it takes triple damage.
Crushing Leap. If the servant jumps at least 25
feet of the servant and must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Crushing Leap","rollDamageType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Claws"} to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9);{"diceNotation":"4d6+9","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage. If the target is Large or smaller
);{"diceNotation":"6d8","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Stinger. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Stinger
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Claws"} to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9);{"diceNotation":"4d6+9","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage. If the target is Large or smaller
);{"diceNotation":"6d8","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Stinger. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Stinger
Monsters
Princes of the Apocalypse
);{"diceNotation":"1d8","rollType":"damage","rollAction":"Drown","rollDamageType":"cold"} cold damage.In the Water Node
When it becomes clear that the Temple of the Crushing Wave is no longer secure, Gar
lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning.
If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).Cold
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
a flower-like arrangement of glistening flesh and teeth around two crushing jaws.
Though the head of the dragon from which the demodragon spawned is long gone, its breath remains. Without warning
, the demodragon can unleash a deluge of bone-melting acid on any who dare challenge it.PoisonAcid, Cold, Lightning
Backgrounds
Sword Coast Adventurer's Guide
few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe
never leave a friend behind.
3
My honor is my life.
4
I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5
Those who fight beside me are those
Genasi
Legacy
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Species
Elemental Evil Player's Companion
: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing
time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the
Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Sacred Statue When an eidolon takes control of a special statue, it becomes a construct that uses its fists to drive back intruders, smashing and crushing anything it can reach. Sacred Statue
Large
19(+4)
CHA
16(+3)
Saving Throws Wis +8
Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the bloodshed. They enjoy ripping their enemies limb from limb using their razor-studded fists, which are equally adept at slashing foes and crushing the life from them. Degloth Large Fiend (Demon
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
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->Monsters of the Multiverse
nonmagical attacks that aren’t silvered
Damage Immunities cold, fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 20
Languages
Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) cold damage. If the target is Large or smaller, it is grappled (DC 24), and it is restrained until the grapple ends. Geryon can
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->Hoard of the Dragon Queen
caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
glory, crowned in gold and silver, and worked with gemstones and gold and silver thread. Fully 35 feet wide and 20 feet tall, it shows Tiamat crushing cities and surrounded by adoring followers. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
)
CHA
1 (–5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
)
CHA
1 (-5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
darkness. The landing at the east end of the cavern is guarded by four Crushing Wave reavers and one fathomer commanded by a Dark Tide knight named Eyon (see chapter 7 for the cultists’ statistics
it encounters. Other monsters attack parties they identify as intruders. C3. Whisper Lake This underground lake is dark, still, and cold. To the west, the lake ends at a gravel shore, and a faint
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
Wis 14 +2 +2
Cha 9 −1 −1
Skills Perception +5, Stealth +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
desert caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
all her glory, crowned in gold and silver, and worked with gemstones and gold and silver thread. Fully 35 feet wide and 20 feet tall, it shows Tiamat crushing cities and surrounded by adoring followers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deeper extents of the plane, where no sunlight reaches, are called the Darkened Depths. Horrid creatures dwell here, and the absolute cold and crushing pressure mean a swift end to creatures accustomed
extreme of the plane is the Sea of Ice, bordering the Frostfell. The frigid water is choked with icebergs and sheet ice, inhabited by the cold-loving creatures that inhabit the Frostfell. Drifting
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
CHA
15 (+2)
Saving Throws Con +5
Skills Deception +5, Perception +5
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Common, Giant, Sylvan
) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits: Crushing Throw. When you make a successful ranged attack with a thrown
: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feebly plead for his freedom. Rolelplaying Braelen. Braelen has been pinned here for two days. Heavy stones were carefully placed to hold him in place without crushing or breaking anything. He is cold
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. Undead Nature. An eidolon
Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
Saving Throws Con +5
Skills Deception +5, Perception +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 15
to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Crushing Hug. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
extents of the plane, where no sunlight reaches, are called the Darkened Depths. Horrid creatures dwell here, and the absolute cold and crushing pressure mean a swift end to creatures accustomed to the
Bordering the Para-elemental Plane of Ice is the Sea of Ice. The frigid water is choked with icebergs and sheet ice, which are inhabited by cold-loving creatures from the Plane of Ice. Drifting
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
motivations associated with specific parts of the adventure. Fulfilling the goal specified by an adventure hook earns the character inspiration, as described in the hook’s entry. Best Served Cold
The character knows that unsavory sorts have occupied Rivergard Keep, and that there’s a secret way into the castle. Using the secret entrance earns inspiration, as does clearing the Crushing Wave
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Olhydra Olhydra is the Princess of Evil Water. Sometimes known as the Crushing Wave, the Dark Tide, or the Well of Endless Anguish, she takes the form of a great wave, 20 feet high and 15 feet wide
lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities acid, cold, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone
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
of Evil Earth (Tyrant of Black Earth, the Mountain of Doom) Olhydra, Princess of Evil Water (the Crushing Wave, Well of Endless Anguish) Yan-C-Bin, Prince of Evil Air (the Shadow of the Four Winds
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities charmed, deafened
Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures’ spaces. A creature whose space the hellfire engine
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
16 (+3)
CON
24 (+7)
INT
2 (−4)
WIS
10 (+0)
CHA
1 (−5)
Saving Throws Dex +8, Wis +5, Cha +0
Damage Resistances cold, psychic; bludgeoning, piercing, and
, food, drink, or sleep.
Actions
Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures’ spaces. A creature whose
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The
are stone stairs leading up into a passage of dwarven stonework to the north and cave mouths to the northwest and southwest.
This cavern is the center of the Crushing Wave cult’s presence in the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Throws Wis +9,Cha +7
Skills Perception +9
Damage Resistances piercing, slashing
Damage Immunities acid, bludgeoning, cold, fire, lightning, necrotic, poison, psychic, radiant
Condition
Fist. Melee or Ranged Weapon Attack: +17 to hit, reach 10 ft. or range 120 ft., one target. Hit: 36 (4d12 + 10) force damage. If the target is an object, it takes triple damage.
Crushing Leap. If
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
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
XP) Proficiency Bonus +2
Crushing End. If damage reduces Shemshime to 0 hit points, Shemshime instead drops to 1 hit point unless the damage is the result of Shemshime being crushed by an object






