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Returning 35 results for 'repeats from cold'.
Other Suggestions:
retreats from call
reveals from cold
retreats from could
reverts from cold
repeat from cold
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Piercing"} Piercing damage.
Cold Breath (Recharge 5–6);{"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 5–6);{"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
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC
Monsters
Monster Manual
":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 24, each creature
in a 90-foot Cone. Failure: 67 (15d8);{"diceNotation":"15d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success: Half damage.
Paralyzing Breath
Spells
Player’s Handbook
), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you
Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a
Monsters
Acquisitions Incorporated
":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"slashing"} slashing damage.
Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while
again, and it seems like a really good idea to play up the drama of resurrection with a cool new name — and a master plan for cold, cold revenge against those who betrayed you.
Every once in a
monsters
Curse, Shield, Unseen Servant
1/Day Each: Animate Objects, Cone of Cold, Globe of InvulnerabilityLegendary Actions Uses: 2. Immediately after another creature’s turn, Chafkhem can expend a
each of its turns, the target repeats the save, ending the effect on itself on a success. Failure or Success: Chafkhem can’t take this action again until the start of his next turn.The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+0 +2
Con 17 +3 +3
Mod Save
Int 12 +1 +1
Wis 11 +0 +2
Cha 15 +2 +2
Skills Perception +4, Stealth +2
Immunities Cold
Senses Blindsight 10 ft
+ 4) Piercing damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.
Paralyzing Breath
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+0 +2
Con 17 +3 +3
Mod Save
Int 12 +1 +1
Wis 11 +0 +2
Cha 15 +2 +2
Skills Perception +4, Stealth +2
Immunities Cold
Senses Blindsight 10 ft
+ 4) Piercing damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.
Paralyzing Breath
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18
Languages Common, Draconic
CR 9 (XP 5,000; PB +4)
Actions
Multiattack. The dragon makes three Rend attacks. It
can replace one attack with a use of Paralyzing Breath.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18
Languages Common, Draconic
CR 9 (XP 5,000; PB +4)
Actions
Multiattack. The dragon makes three Rend attacks. It
can replace one attack with a use of Paralyzing Breath.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Save
Int 12 +1 +1
Wis 11 +0 +2
Cha 15 +2 +2
Skills Perception +4, Stealth +2
Immunities Cold
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 2 (450 XP; PB +2)
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage.
Cold Breath (Recharge 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Save
Int 12 +1 +1
Wis 11 +0 +2
Cha 15 +2 +2
Skills Perception +4, Stealth +2
Immunities Cold
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 2 (450 XP; PB +2)
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage.
Cold Breath (Recharge 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
26 +8 +8
Skills History +11, Perception +16, Stealth +7
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common, Draconic
CR 23 (XP
+ 10) Slashing damage plus 9 (2d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+6 +6
Skills History +8, Perception +11, Stealth +5
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
Languages Common, Draconic
CR 16 (XP 15,000, or
4 (1d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage.
Paralyzing Breath
Compendium
- Sources->Dungeons & Dragons->Monster Manual
26 +8 +8
Skills History +11, Perception +16, Stealth +7
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common, Draconic
CR 23 (XP
+ 10) Slashing damage plus 9 (2d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+6 +6
Skills History +8, Perception +11, Stealth +5
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
Languages Common, Draconic
CR 16 (XP 15,000, or
4 (1d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage.
Paralyzing Breath
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mod Save
Int 7 −2 −2
Wis 10 +0 +0
Cha 10 +0 +0
Skills Stealth +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Darkvision 120 ft.; Passive
condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Shape-Shift. The quasit shape-shifts to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mod Save
Int 7 −2 −2
Wis 10 +0 +0
Cha 10 +0 +0
Skills Stealth +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Darkvision 120 ft.; Passive
condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Shape-Shift. The quasit shape-shifts to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 11 +0 +0
Wis 14 +2 +5
Cha 10 +0 +0
Skills Perception +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Blindsight 10 ft., Darkvision 120 ft
, each creature in a 30-foot Emanation originating from the chasme (demons automatically succeed on this save). Failure: The target has the Unconscious condition and repeats the save at the end of each
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 11 +0 +0
Wis 14 +2 +5
Cha 10 +0 +0
Skills Perception +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Blindsight 10 ft., Darkvision 120 ft
, each creature in a 30-foot Emanation originating from the chasme (demons automatically succeed on this save). Failure: The target has the Unconscious condition and repeats the save at the end of each
Delerium Chip
Legacy
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save
Delerium Fragment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
associated with one of the following damage types (DM’s choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block.
Actions
Multiattack. The half-dragon makes
. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
associated with one of the following damage types (DM’s choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block.
Actions
Multiattack. The half-dragon makes
. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
+9, Wis +7, Cha +10
Skills Perception +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition
succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, Con +9, Wis +7, Cha +10
Skills Perception +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success