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Returning 35 results for 'spawn cold'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.Multiattack. The sea spawn makes two
target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Unarmed Strike", "rollDamageType":"bludgeoning"} bludgeoning damage.
Piscine Anatomy. The sea spawn uses one of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn Seer A star spawn seer is most often encountered as the leader of a cult that worships one or more of the Elder Evils. Usually, the seer is the only cult member that grasps the full extent
of the horror the cult is venerating. An entity that appears as a star spawn seer in the Material Plane usually arrives as something different — something disembodied. When a warlock or other
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn Seer A star spawn seer is most often encountered as the leader of a cult that worships one or more of the Elder Evils. Usually, the seer is the only cult member that grasps the full extent
of the horror the cult is venerating. An entity that appears as a star spawn seer in the Material Plane usually arrives as something different — something disembodied. When a warlock or other
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fearing evils are taking root in the shadows. Their fears are largely justified, as ghosts and vampire spawn haunt the town, and many locals have been consumed by their own callousness or wicked
temptations. A rare exception to the village’s cold desperation can be found at the local tavern called the Blood of the Vine. Those few who would oppose Strahd’s evil congregate here—and are in turn spied upon by the count’s agents.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fearing evils are taking root in the shadows. Their fears are largely justified, as ghosts and vampire spawn haunt the town, and many locals have been consumed by their own callousness or wicked
temptations. A rare exception to the village’s cold desperation can be found at the local tavern called the Blood of the Vine. Those few who would oppose Strahd’s evil congregate here—and are in turn spied upon by the count’s agents.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Star Spawn Mangler Star Spawn Mangler
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13)
Speed 40 ft., climb 40 ft.
STR
8(−1)
DEX
18(+4)
CON
12(+1
)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage Resistances cold
Damage Immunities psychic
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Star Spawn Mangler Star Spawn Mangler
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13)
Speed 40 ft., climb 40 ft.
STR
8(−1)
DEX
18(+4)
CON
12(+1
)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage Resistances cold
Damage Immunities psychic
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Star Spawn Mangler Star Spawn Mangler
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13)
Speed 40 ft., climb 40 ft.
STR
8(−1)
DEX
18(+4)
CON
12(+1
)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage Resistances cold
Damage Immunities psychic
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Star Spawn Mangler Star Spawn Mangler
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13)
Speed 40 ft., climb 40 ft.
STR
8(−1)
DEX
18(+4)
CON
12(+1
)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage Resistances cold
Damage Immunities psychic
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now
Sea Spawn Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea — but not merely drowned and gone. These unfortunates are taken by the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now
Sea Spawn Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea — but not merely drowned and gone. These unfortunates are taken by the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well
Sea Spawn Many of the stories sung as sea chanteys and recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well
Sea Spawn Many of the stories sung as sea chanteys and recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn Mangler A mangler is a low-slung, creeping horror with multiple gangly arms. A mangler most often has six arms, but one can have any number from four to eight. Manglers creep along the
frame. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel. Star Spawn Mangler
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn Mangler A mangler is a low-slung, creeping horror with multiple gangly arms. A mangler most often has six arms, but one can have any number from four to eight. Manglers creep along the
frame. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel. Star Spawn Mangler
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Star Spawn Stars don’t spawn these creatures.
Such beautiful lights shouldn’t be blamed for such balefulness.
—Mordenkainen
The Material Plane represents only one small part of the multiverse
, some are inextricably bound to their home realities, and others simply can’t find any way out. The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Star Spawn Stars don’t spawn these creatures.
Such beautiful lights shouldn’t be blamed for such balefulness.
—Mordenkainen
The Material Plane represents only one small part of the multiverse
, some are inextricably bound to their home realities, and others simply can’t find any way out. The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn Larva Mage A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef — usually a warlock or
the transformation, so what emerges is wholly alien. Star Spawn Larva Mage
Medium aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 168 (16d8 + 96)
Speed 30 ft.
STR
17
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->Mordenkainen's Tome of Foes
Star Spawn Larva Mage A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef — usually a warlock or
the transformation, so what emerges is wholly alien. Star Spawn Larva Mage
Medium aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 168 (16d8 + 96)
Speed 30 ft.
STR
17
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
missing skulls were taken by kobold vampire spawn and placed in area H20. Terrible psychic trauma lingers in this cave, causing any creature that enters it to feel intensely hungry, even after leaving
small, misshapen ice sculptures.
Add the following if the characters haven’t confronted the kobold vampire spawn in area H17: An incessant yipping noise fills the cave, originating from a tunnel in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
missing skulls were taken by kobold vampire spawn and placed in area H20. Terrible psychic trauma lingers in this cave, causing any creature that enters it to feel intensely hungry, even after leaving
small, misshapen ice sculptures.
Add the following if the characters haven’t confronted the kobold vampire spawn in area H17: An incessant yipping noise fills the cave, originating from a tunnel in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K20. Heart of Sorrow A mosaic floor adds a touch of color to the otherwise dark, cold, empty tower that rises above you. A spiral staircase rises slowly into darkness, hugging the outer wall. In the
sword in the Monster Manual, but increase each halberd’s damage to 1d10 + 1 and reduce its AC to 15. The halberds attack any creature that threatens the Heart of Sorrow. Vampire Spawn. Strahd senses if
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K20. Heart of Sorrow A mosaic floor adds a touch of color to the otherwise dark, cold, empty tower that rises above you. A spiral staircase rises slowly into darkness, hugging the outer wall. In the
sword in the Monster Manual, but increase each halberd’s damage to 1d10 + 1 and reduce its AC to 15. The halberds attack any creature that threatens the Heart of Sorrow. Vampire Spawn. Strahd senses if
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have
Bigby’s hand (appears as a tentacle), cone of cold Human Warlock of the Fathomless Tentacle of the Deeps 1st-level Fathomless feature You can magically summon a spectral tentacle that strikes at your
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have
Bigby’s hand (appears as a tentacle), cone of cold Human Warlock of the Fathomless Tentacle of the Deeps 1st-level Fathomless feature You can magically summon a spectral tentacle that strikes at your
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to that plane (see “Planar Portals” in chapter 2 of the Dungeon Master’s Guide). Spawn of Juiblex. Alkiliths spring from the cast-off bits of Juiblex’s hideous, shuddering body, then gradually become
)
CON
22(+6)
INT
6(−2)
WIS
11(+0)
CHA
7(−2)
Saving Throws Dex +8, Con +10
Skills Stealth +8
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to that plane (see “Planar Portals” in chapter 2 of the Dungeon Master’s Guide). Spawn of Juiblex. Alkiliths spring from the cast-off bits of Juiblex’s hideous, shuddering body, then gradually become
)
CON
22(+6)
INT
6(−2)
WIS
11(+0)
CHA
7(−2)
Saving Throws Dex +8, Con +10
Skills Stealth +8
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
undead creatures that devour all life they encounter. Mighty Spawn. One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into
)
DEX
19(+4)
CON
24(+7)
INT
6(-2)
WIS
9(-1)
CHA
8(-1)
Saving Throws Con +13
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will. Spawn of Graz’zt. The demon lord Graz’zt is fond of procreating with humanoids who have made
)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws Str +7, Con +6, Int +5, Cha +6
Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Damage Resistances cold
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
undead creatures that devour all life they encounter. Mighty Spawn. One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into
)
DEX
19(+4)
CON
24(+7)
INT
6(-2)
WIS
9(-1)
CHA
8(-1)
Saving Throws Con +13
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will. Spawn of Graz’zt. The demon lord Graz’zt is fond of procreating with humanoids who have made
)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws Str +7, Con +6, Int +5, Cha +6
Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Damage Resistances cold
Compendium
- Sources->Dungeons & Dragons->Rrakkma
proficiencies, except any saving throw proficiencies.
STAR SPAWN MANGLER
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13)
Speed 40 ft., climb 40 ft.
STR
8(−1)
DEX
18(+4)
CON
12(+1)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage Resistances cold
Damage Immunities psychic
Compendium
- Sources->Dungeons & Dragons->Rrakkma
proficiencies, except any saving throw proficiencies.
STAR SPAWN MANGLER
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13)
Speed 40 ft., climb 40 ft.
STR
8(−1)
DEX
18(+4)
CON
12(+1)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage Resistances cold
Damage Immunities psychic