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Returning 35 results for 'damage chilling'.
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damage ceiling
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
", "rollAction":"Ice Throw", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Ice Throw", "rollDamageType":"Cold"} Cold damage.
Chilling
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
.
Chilling Gaze. Constitution Saving Throw: DC 18, one creature the yeti can see within 30 feet. Failure: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Chilling Gaze", "rollDamageType
Yeti
Legacy
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Monsters
Basic Rules (2014)
":"Claw","rollDamageType":"slashing"} slashing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Claw","rollDamageType":"cold"} cold damage.
Chilling Gaze. The yeti targets
","rollType":"damage","rollAction":"Chilling Gaze","rollDamageType":"cold"} cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the
Monsters
Phandelver and Below: The Shattered Obelisk
Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Chilling Grasp"} to hit, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling
Magic Resistance. Oshundo has advantage on saving throws against spells and other magical effects.Multiattack. Oshundo makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell
Abominable Yeti
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Monsters
Monster Manual (2014)
":"Claw","rollDamageType":"slashing"} slashing damage plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Claw","rollDamageType":"cold"} cold damage.
Chilling Gaze. The yeti targets one
","rollType":"damage","rollAction":"Chilling Gaze","rollDamageType":"cold"} cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the
Monsters
Fizban's Treasury of Dragons
+ 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Blood-Chilling Roar (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge
target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, it must succeed
Monsters
Princes of the Apocalypse
Chilling Mist. While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5
(1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Chilling Mist","rollDamageType":"cold"} cold damage.
Spellcasting. The one-eyed shiver is a 5th-level spellcaster. Its spellcasting
Monsters
Bigby Presents: Glory of the Giants
Chilling Aura. A creature that starts its turn within 10 feet of the fury must succeed on a DC 20 Constitution saving throw or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction
":"Chilling Aura", "rollDamageType":"cold"} cold damage.
Magic Resistance. The fury has advantage on saving throws against spells and other magical effects.Multiattack. The fury makes two Fist or Rock
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Chilling Winds", "rollDamageType":"cold"} cold damage and has the incapacitated condition for 1 minute. The affected creature can repeat the
Movement. The spectral cloud can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal
Alhoon
Legacy
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Monsters
Volo's Guide to Monsters
":"3d6","rollType":"damage","rollAction":"Chilling Grasp","rollDamageType":"cold"} cold damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast "}. The
effect that turns undead.Chilling Grasp. Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Chilling Grasp"} to hit, reach 5 ft., one target. Hit: 10 (3d6);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
Undead.Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chilling Grasp"} to hit
Magic Items
Icewind Dale: Rime of the Frostmaiden
quite durable.
A creature with the codicil in its possession has resistance to cold damage.
The codicil was written by followers of Auril as a primer on her worship. The first page is a title page
with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn
Monsters
Journeys through the Radiant Citadel
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Talon"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Talon","rollDamageType
":"piercing"} piercing damage plus 14 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Talon (Poison)","rollDamageType":"poison"} poison damage.
Change Shape. The tlacatecolo magically
Monsters
Bigby Presents: Glory of the Giants
itself. The mist spreads around corners. Each creature in that area must succeed on a DC 19 Constitution saving throw or take 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Chilling
advantage on saving throws against spells and other magical effects.
Siege Monster. The cradle deals double damage to objects and structures.Multiattack. The cradle makes two Slam or Hurl Icicle attacks
monsters
", "rollType":"damage", "rollAction":"Bone-Chilling Step", "rollDamageType":"Necrotic"} Necrotic damage. Wilfred can’t take this action again until the start of his next turn.
Fated Bullet. Dexterity
.
Incorporeal Movement. Wilfred can move through other creatures and objects as if they were Difficult Terrain. He takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement
Spells
Tasha’s Cauldron of Everything
).
Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each
Points 35 + 15 for each spell level above 3rd
Speed 40 ft.
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
4 (−3)
WIS
10 (+0)
CHA
16 (+3)
Damage Resistances necrotic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Actions
Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold
damage.
Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
damage.
Chilling Gaze. Constitution Saving Throw: DC 13, one creature the yeti can see within 30 feet. Failure: 5 (2d4) Cold damage, and the target has the Paralyzed condition until the start of the
yeti’s next turn unless the target has Immunity to Cold damage. Success: The target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.
Monsters
Icewind Dale: Rime of the Frostmaiden
":"2d4+5","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Frightful Cackle (Hyena or Vampire Form Only). The vampire emits a bone-chilling cackle. Each creature of
running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger. If the vampire isn’t in sunlight, it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Actions
Multiattack. The yeti can use its Chilling Gaze and makes two attacks
ft. Hit: 12 (2d4 + 7) Bludgeoning damage plus 7 (2d6) Cold damage.
Chilling Gaze. Constitution Saving Throw: DC 18, one creature the yeti can see within 30 feet. Failure: 21 (6d6) Cold damage, and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
took damage from the fury’s Chilling Aura since the end of the fury’s last turn.
Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Bonus Actions
Charge. The fury can move up to its speed toward an enemy it can see.
Alexandre Honoré
Con +12, Wis +6
Skills Athletics +13, Perception +6
Damage Resistance fire, lightning, poison
Damage Immunities cold
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
","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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
","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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
Chilling Gaze. The
(+0)
CON
22 (+6)
INT
9 (−1)
WIS
13 (+1)
CHA
9 (−1)
Skills Perception +5, Stealth +4
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 15
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Multiattack. The liondrake makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or
smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Blood
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. On a successful save, a creature takes half as much damage only.
If a creature’s saving throw is successful or the effect ends for it, that creature is immune to this spectral cloud’s Chilling Winds for the next 24 hours.
Andrew Mar
)
CON
18 (+4)
INT
12 (+1)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws Dex +6, Cha +8
Skills Perception +8
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fast-paced, glass-sharp tune they’ve never heard before. If the character fails, they play the song brilliantly, but cut themselves messily on the harp strings, taking 1d2 slashing damage at the start
compel characters to play it. Anyone compelled to play the harp learns the song Blood-Tears of Claveria, knows it was written by the composer Lyron Evensong, and has advantage on subsequent Charisma (Performance) checks made to play the chilling tune on any instrument.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
chilling breath, winter wolves pursue megafauna, arctic travelers, and any other creatures they catch on the tundra. Winter wolves are more intelligent than natural wolves and can speak. Most are
and the ally doesn’t have the Incapacitated condition.
Actions
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, bolstering their allies with chilling war cries. Frost giants often travel far to find food and goods. This leads many to become raiders and earn violent reputations. Others live more peaceably by hunting
+ 6) Slashing damage plus 9 (2d8) Cold damage.
Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target’s Speed decreases by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
above 3rd
Speed 40 ft.
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
16 (+3)
Damage Resistances necrotic
Condition Immunities
feet until the start of that creature’s next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Chilling Rend. Melee Weapon Attack
Strahd von Zarovich
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monsters
Curse of Strahd
reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft.
The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage
space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a water elemental’s features. Water Elemental Compositions 1d4 The Water Elemental’s Body Features... 1 Chilling or near-boiling temperatures. 2 Energetic effervescence. 3 Muddy, polluted, or
, 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->Ravenloft: The Horrors Within
(1d10) Force damage if he ends his turn inside an object.
Legendary Resistance (3/Day, or 4/Day in Domain). If Wilfred fails a saving throw, he can choose to succeed instead.
Possessive Aura
, reach 5 ft. Hit: 10 (2d6 + 3) Force damage.
Hunting Rifle. Ranged Attack Roll: +6, range 40/120 ft. Hit: 9 (1d12 + 3) Necrotic damage.
Reactions
Redirect Attack. Trigger: A creature Wilfred
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
)
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, necrotic
Damage Immunities
throws against any effect that turns Undead.
Actions
Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can’t use this lair action again until it has used a different one. “Could it be that
aboleths are older than the gods… that before the divine ones came to be, such horrors shaped the multiverse? Now there’s a chilling thought.”
— Vaqir Zekh’r, githzerai philosopher and author of