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Returning 17 results for 'degrees immune are been'.
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degree immense are been
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Monsters
Tomb of Annihilation
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and
Monsters
Waterdeep: Dragon Heist
.
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
degrees Fahrenheit.
While the silver fire is present, she has the following additional action options:
Cast the cure wounds spell. The target regains 1d8 + 5;{"diceNotation":"1d8+5","rollType
Magic Items
Tomb of Annihilation
and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of
–30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops
below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. You can cast
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops
below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. You can cast
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional
him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional
him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
clockwork gains 1 level of exhaustion that it isn’t immune to. 6 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of
clockwork is incapacitated until the end of its turn. 9 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. 10 Weak Armor. The clockwork isn’t immune to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
clockwork gains 1 level of exhaustion that it isn’t immune to. 6 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of
clockwork is incapacitated until the end of its turn. 9 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. 10 Weak Armor. The clockwork isn’t immune to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. 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 degrees
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. 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 degrees
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
save, the creature is charmed by the dragon for 24 hours. On a successful save, the creature is immune to this effect for the next 24 hours. Icy Water. All streams and bodies of water within 6 miles
manifest these tendencies in different ways and to different degrees. If the dragon dies or leaves the area, these traits fade over 1d10 days. Planar Connections The powerful magic bound up in a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
save, the creature is charmed by the dragon for 24 hours. On a successful save, the creature is immune to this effect for the next 24 hours. Icy Water. All streams and bodies of water within 6 miles
manifest these tendencies in different ways and to different degrees. If the dragon dies or leaves the area, these traits fade over 1d10 days. Planar Connections The powerful magic bound up in a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walls, floor, and other rock formations. Snow whirls about on strong gusts.
When the characters first arrive, the temperature in this cave is −30 degrees Fahrenheit. The ice is frozen solid and
. Periods of sustaining themselves upon only air have warped their bodies. Their eyes bulge from cavernous sockets, and skin stretches across jutting bone. Because of their devotion, they are immune to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walls, floor, and other rock formations. Snow whirls about on strong gusts.
When the characters first arrive, the temperature in this cave is −30 degrees Fahrenheit. The ice is frozen solid and
. Periods of sustaining themselves upon only air have warped their bodies. Their eyes bulge from cavernous sockets, and skin stretches across jutting bone. Because of their devotion, they are immune to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
The temperature in the region drops by 10 degrees Fahrenheit every hour for the next 1d6 hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns
aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw. 86–90
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
The temperature in the region drops by 10 degrees Fahrenheit every hour for the next 1d6 hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns
aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw. 86–90