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                        Returning 35 results for 'next cold removes pdf'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Dice
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of the yetiâs next turn unless the target has Immunity to Cold damage. Success: The target is immune to this yeti
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge
                                                
                                            
                                                
                                                    ", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Cold Breath
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge
                                                
                                            
                                                
                                                    ", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Cold Breath
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    );{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Icy Bite", "rollDamageType":"Cold"} Cold damage, and the targetâs Speed decreases by 5 feet until the start of the ghoulâs next turn.
Claw
                                                
                                            
                                                
                                                     Paralyzed condition until the end of its next turn.PoisonColdWatery Rush. While underwater, the ghoul moves up to half its Swim Speed without provoking Opportunity Attack;Opportunity Attacks.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "} Cold damage, and the target has the Paralyzed condition until the start of the yetiâs 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 yeti;abominable yetis) for 1 hour.Cold
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
                                                
                                            
                                                
                                                    ", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     uses Spellcasting to cast Hold Monster. The dragon canât take this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10
                                                
                                            
                                                
                                                    ":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 24, each creature
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until
                                                
                                            
                                                
                                                     the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Piercing"} Piercing damage.
Cold Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath
                                                
                                            
                                                
                                                    "}. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Rend"}, reach 10 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.
Cold Breath (Recharge 5â6);{"diceNotation
                                                
                                            
                                                
                                                    ":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Great Bow", "rollDamageType":"Cold"} Cold damage, and the targetâs Speed decreases by 10 feet until the end of its next turn.ColdWar Cry (Recharge 5â6);{"diceNotation":"1d6", "rollType
                                                
                                            
                                                
                                                    ":"damage", "rollAction":"Frost Axe", "rollDamageType":"Cold"} Cold damage.
Great Bow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Great Bow"}, range 150/600 ft
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Ocean Spear", "rollDamageType":"Cold"} Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolkâs hand immediately after a ranged attack.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "} Cold damage. Until the end of its next turn, the target canât take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Cold
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Intelligence saving throws until the end of the oozeâs next turn.
Psychic Crush. Intelligence Saving Throw: DC 10, one creature the ooze can see within 60 feet. Failure: 13 (3d8);{"diceNotation":"3d8
                                                
                                            
                                                
                                                     a creature. Response: The triggering creature takes 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Mind Corrosion", "rollDamageType":"Psychic"} Psychic damage.Acid, Cold, Fire, Psychic
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action canât be used again until the next dawn.
Dragon
Resistance
                                                
                                            
                                                
                                                     (Copper);Copper
Acid
Dragon Scale Mail (Gold);Gold
Fire
Dragon Scale Mail (Green);Green
Poison
Dragon Scale Mail (Red);Red
Fire
Dragon Scale Mail (Silver);Silver
Cold
Dragon Scale Mail (White);White
Cold
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Prone condition. Failure or Success: The cataclysm canât take this action again until the start of its next turn.Acid, Cold, Fire, Lightning, Poison, Thunder
                                                
                                            
                                                
                                                     a type chosen by the cataclysm: Acid;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Acid)", "rollDamageType":"Acid"}, Cold;{"diceNotation":"5d6+8", "rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of the lichâs next turn.
Spellcasting. The lich casts one of the following spells, using
                                                
                                            
                                                
                                                    ", "rollAction":"Disrupt Life", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage. Failure or Success: The lich canât take this action again until the start of its next turn
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     its next turn. While Poisoned, the target can take either an action or a Bonus Action on its turn, not both, and it canât take Reactions.
Swarm. The swarm can occupy another creatureâs
                                                
                                            
                                                
                                                    ":"Rend", "rollDamageType":"Slashing"} Slashing damage, or 9 (3d4 + 2);{"diceNotation":"3d4+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage if the swarm is Bloodied.PoisonBludgeoning, Cold, Fire, Lightning, Piercing, Slashing
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.
Water Form. The elemental can enter an enemyâs space and stop there. It can move
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaadâs next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
                                                
                                            
                                                
                                                     version), Cloudkill (level 6 version), Fly, Plane Shift, TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaadâs next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
                                                
                                            
                                                
                                                     (self only), TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     ft. or range 60 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Chaos Staff", "rollDamageType":"Force"} Force damage. Until the start of the slaadâs next turn
                                                
                                            
                                                
                                                     Thoughts, Mage Hand1/Day Each: Fireball, Invisibility (self only)Acid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"2d4+4", "rollType":"damage", "rollAction":"Conjure Infernal Chain", "rollDamageType":"Fire"} Fire damage, and the target has the Restrained condition until the end of the devilâs next turn, at
                                                
                                            
                                                
                                                     until the end of its turn. Success: The target is immune to this devilâs Unnerving Gaze for 24 hours.Fire, PoisonBludgeoning, Cold, Piercing, Slashing
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    .
5
Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.
6
Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end
                                                
                                            
                                                
                                                     Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DMâs choice).
8
Special. The target is struck by two rays. Roll twice, rerolling any 8.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Horrific Visage", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the start of the ghostâs next turn. Success: The
                                                
                                            
                                                
                                                     for 24 hours.
Success: The target is immune to this ghostâs Possession for 24 hours.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     through this layer, which is destroyed if it takes at least 25 Cold damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged
                                                
                                            
                                                
                                                     Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5
Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     serve.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next
                                                
                                            
                                                
                                                     13 Constitution saving throw or be poisoned until the end of its next turn.
Chardalyn Javelin. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Chardalyn
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , or radiant damage, this trait doesnât function at the start of the spawnâs next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesnât regenerate
                                                
                                            
                                                
                                                    .
Worms. If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
Unusual Nature. The spawn of
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     cold damage, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn.Ice trolls have all the meanness and hunger of common
                                                
                                            
                                                
                                                    Cold Aura. While it's alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll's turn, all nonmagical flames in the aura are extinguished
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     succeed on a DC 12 Constitution saving throw or contract bluerot (see the âBluerotâ sidebar).
Reveal (1/Day). The drowned assassin removes its mask, revealing its rotting face. Each
                                                
                                            
                                                
                                                     creature of the assassinâs choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.The drowned assassin stalks
                                                
                                            
                                        
                                                     Magic Items
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace.
Upon donning or
                                                
                                            
                                                
                                                     removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     save, the creature takes 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a
                                                
                                            
                                                
                                                    ","rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Bite (cold)","rollDamageType":"cold"} cold damage.
Cold Breath (Recharge 5â6);{"diceNotation
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
Water Mastery
                                                
                                            
                                                
                                                    . You gain the following benefits while you hold Drown:
You can speak Aquan fluently.
You have resistance to cold damage.
You can cast dominate monster (save DC 17) on a water elemental. Once you
                                                
                                            
                                        






