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                        Returning 35 results for 'shelter all cold'.
                    
                
                        
                            
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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow
                                                
                                            
                                                
                                                     shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker’s Wisdom (Insight) check result.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"piercing"} piercing damage and 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Claws. Melee Weapon Attack: +9;{"diceNotation":"1d20+9
                                                
                                            
                                                
                                                     a DC 17 Constitution saving throw, taking 44 (8d10);{"diceNotation":"8d10","rollType":"damage","rollAction":"Freezing Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     ring of cold resistance.Multiattack. Klauth can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20
                                                
                                            
                                                
                                                     valley is warm throughout of the year — an oasis in the cold, cold north. Roaming this expanse are hundreds of sheep, goats, and cattle plucked from other regions of the North by the vale&rsquo
                                                
                                            
                                        
                                                    Goliath
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great
                                                
                                            
                                                
                                                     physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     knights who once guarded the rooftop used these turrets for warmth and shelter on rainy days and cold nights.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Chwinga A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to
                                                
                                            
                                                
                                                     supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
 Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     domed shelter made from the warped, bowing branches of nearby trees. A low doorway leads inside.
 This 10-foot-by-10-foot shelter is the lair of Agatha the banshee. If the characters exercise caution
                                                
                                            
                                                
                                                     shelter, read the following: A home of sorts is sheltered within the dome of woven branches. It is sparsely furnished with chests, shelves, a table, and a chaise longue, all of it old and of elven craft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     screen made from the warped branches of trees standing close together, woven into a domelike shelter in the shadows. A low doorway leads inside.
 If the characters exercise caution and remember what
                                                
                                            
                                                
                                                     they’ve come for, they will be able to speak with the banshee. When the characters enter the shelter, read the following: A home of sorts is sheltered within the dome of woven branches. It is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                    Pandemonium Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. Wind quickly extinguishes
                                                
                                            
                                                
                                                     to take shelter in places where the winds die down until they sound like distant cries of torment. The information above is available to the adventurers if they succeed at a DC 20 Intelligence (Arcana) check. Two or more of them may confer to grant one of them Advantage on this check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Bear later used it as a shelter until the chardalyn berserkers forced them to abandon it. The berserkers worship the Frostmaiden and no longer consider themselves members of the Bear tribe. They allow
                                                
                                            
                                                
                                                     frostbite to ravage their faces and bodies to prove their devotion. As a reward for their fealty and their willingness to suffer the cold, the Frostmaiden gave these mad servants a stone brazier that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     churns icebergs and floes in a deadly tumult, like winter grinding its teeth in anticipation of its next freezing assault. Trapped in winter’s cold embrace, nomadic humans follow herds of reindeer
                                                
                                            
                                                
                                                     through their migrations, while others dare the treacherous waters of the Sea of Moving Ice in search of fish, seals, walruses, and whales to sustain them. Dwarves dig into the earth to seek shelter and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
                                                
                                            
                                                
                                                     creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
                                                
                                            
                                                
                                                     creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Pandemonium Pandemonium is a plane of overwhelming chaos, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. Wind quickly
                                                
                                            
                                                
                                                     forced others to take shelter in places where the winds die down until they sound like distant cries of torment. Optional Rule: Mad Winds A visitor must make a DC 10 Wisdom saving throw after each hour
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     half its hit points. Torches in sconces light this bare stone room. Six bedrolls made of stitched animal furs cover the floor. Cold air enters through a fissure in the southwest wall. Other than the
                                                
                                            
                                                
                                                     knows of it. Development The gladiator, Helwa, uses this room as a shelter while hunting in the mountains. She and her berserkers know nothing about the temple’s history or purpose.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     large tent can accommodate up to eight adults, and a smaller tent can provide shelter for up to five adults. The tents in the inner circle house the clan’s chieftain (or its king or queen), as well as
                                                
                                            
                                                
                                                     include crafters, weaponsmiths, and sled drivers. Sled dogs also sleep in these tents. Many of the camp’s hunters and warriors prefer to sleep under the open sky, protected from the cold by thick fur
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     shelter is seemingly built of scraps, and in the style of the tents used by the desert nomads of Calimshan, some two thousand miles to the south.
 Maccath’s shelter is made from huge tapestries and
                                                
                                            
                                                
                                                     obvious entrance, but a character can slide between any two overlapping tapestries to emerge inside the shelter. When the characters step inside, read or paraphrase the following. The interior of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     shelter is seemingly built of scraps, and in the style of the tents used by the desert nomads of Calimshan, some two thousand miles to the south.
 Maccath’s shelter is made from huge tapestries and
                                                
                                            
                                                
                                                     obvious entrance, but a character can slide between any two overlapping tapestries to emerge inside the shelter. When the characters step inside, read or paraphrase the following. The interior of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are
                                                
                                            
                                                
                                                     Immunities cold
 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
 Languages Primordial
 Challenge 9 (5,000 XP)
 Burning Fury. When the salamander takes fire damage, its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     approaching from the south can see the prison’s south entrance and the trail that leads up to it. Extreme Cold The temperature outside is at or below 0 degrees Fahrenheit (−18 degrees Celsius) while
                                                
                                            
                                                
                                                     the characters are at the prison. A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 level of exhaustion. Creatures with resistance or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost
                                                
                                            
                                                
                                                    
 Damage Immunities cold
 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
 Languages Primordial
 Challenge 9 (5,000 XP) Proficiency Bonus +4
 Burning Fury. When the salamander
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     approaching from the south can see the prison’s south entrance and the trail that leads up to it. Extreme Cold The temperature outside is at or below 0 degrees Fahrenheit (−18 degrees Celsius) while
                                                
                                            
                                                
                                                     the characters are at the prison. A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 level of exhaustion. Creatures with resistance or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     "Revel's End") and book passage on a ship bringing supplies or convicts to the prison. Ask the Akannathi goliaths (see “Skytower Shelter") to loan them some trained griffons and then fly to the island on
                                                
                                            
                                                
                                                     the Ravenous, use the ship map in appendix C of the Dungeon Master’s Guide. Via Griffons The goliaths of Skytower Shelter agree to loan the party members one griffon apiece if one of these conditions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Pandemonium Pandemonium is a plane of overwhelming chaos, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. Wind quickly
                                                
                                            
                                                
                                                     shelter in places where the howls of the winds sound like distant cries of torment.  Layers of Pandemonium   Layer Description   Pandesmos Howling winds, dark streams bound for the River Styx, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     few dozen feet, and the battering winds make travel difficult. Here and there, ash clusters into floating realms where outlaws and fugitives take shelter. Plane of Ice The Plane of Ice, also called
                                                
                                            
                                                
                                                     Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Wilderness Survival The following rules come into play as the characters explore Ten-Towns and embark on adventures to the icy, windy, hellishly cold reaches of Icewind Dale. Avalanches The following
                                                
                                            
                                                
                                                     reaching the group’s intended destination that hour. The group check can be repeated after each hour spent searching for the missing party member. Extreme Cold Rules for extreme cold appear in the Dungeon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The
                                                
                                            
                                                
                                                     and disguise themselves as humans by standing on one another’s shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     they move in for the kill. These gnolls come from the Cackling Chasm (see "Cackling Chasm"), which provides them with shelter. Gnolls that are captured can lead the characters back to their lair
                                                
                                            
                                                
                                                     the Encounter. These goliaths are either members of the Akannathi clan from Skytower Shelter (see "Skytower Shelter") or members of the Thuunlakalaga clan from Wyrmdoom Crag (see "Wyrmdoom Crag"). The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     thunderstorm but occasionally more like fierce tornadoes or mighty hurricanes. The air is mild, except near the Plane of Water (where it is biting cold) and the Plane of Fire (where it is searing hot
                                                
                                            
                                                
                                                     make travel difficult. Here and there, ash clusters into floating realms where outlaws and fugitives take shelter. At the other end of the plane, near the Frostfell (the plane of ice that borders the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     leads up to it. Guards on Watch The prison has four guard towers (see area R9), and three guards (veterans) in cold weather clothing are stationed atop each one. If you need to make Wisdom (Perception
                                                
                                            
                                                
                                                     Revel’s End include the following: The characters seek shelter. The warden will grant them temporary accommodations (in area R7) for up to two days and two nights, and the characters receive three meals a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     other detritus to their bodies for protection. These slugs scour the wreck for organic matter to feed on, clinging to torn sections of wall, floor, and ceiling while taking shelter from the searing
                                                
                                            
                                                
                                                     creatures it sees. This creature uses the remorhaz stat block, with these changes: Whenever the monster would deal fire damage, it deals necrotic damage instead. It has immunity to necrotic damage instead of cold damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     suffer biting, bone-chilling cold for most of the year. In deepest winter, the inlets are choked with ice, and fog lingers late into the day, if it breaks at all. Most wear furs to keep out the cold
                                                
                                            
                                                
                                                     If you seek shelter during a storm, you might find it in the many islands of the Purple Rocks. It was once my great fortune to find safe harbor at the port village known as Ulf of Thuger. The welcome
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Problem Skytower Shelter quest (see "Skytower Shelter") Kwan the Monolith Akannathi, a goliath warrior (see appendix C), left Skytower Shelter on a quest to find Oyaminartok but ended up in Ten-Towns
                                                
                                            
                                                
                                                     return to Skytower Shelter and convince Arn, chieftain of the Akannathi clan, to put aside grievances and unite the goliaths of Skytower Shelter and Wyrmdoom Crag toward a common purpose: bringing an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     earth tremors cause their shelter to partially collapse, making it apparent that there’s no safe refuge in the settlement. The characters will need to choose another option. Investigate the
                                                
                                            
                                                
                                                    ) 
  DEX
  8 (−1) 
  CON
  14 (+2) 
  INT
  6 (−2) 
  WIS
  10 (+0) 
  CHA
  3 (−4)
Damage Resistances cold, radiant
 Senses blindsight 60 ft. (blind beyond this radius), passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born. You have resistance to cold damage. You’re also
                                                
                                            
                                                
                                                     Shelter and Wyrmdoom Crag are two mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse
                                                
                                            
                                        





