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Returning 35 results for 'strikes cold'.
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Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
Fire Elemental Myrmidon
Legacy
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Monsters
Princes of the Apocalypse
5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Water Susceptibility","rollDamageType":"cold"} cold damage.Multiattack
);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage.
Fiery Strikes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Monsters
Bigby Presents: Glory of the Giants
’s giant community: cold;{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Giant's Strikes (Cold)", "rollDamageType":"cold"} (frost giant), fire;{"diceNotation":"2d6", "rollType":"damage
they live alongside, so goliath giant-kin dwelling near frost giants boast of their might, while those dwelling with stone giants cherish artistry.ColdGiant’s Strikes (Recharge 5–6
Water Elemental Myrmidon
Legacy
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Monsters
Princes of the Apocalypse
","rollType":"damage","rollAction":"Freezing Strikes","rollDamageType":"cold"} cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn.PoisonAcid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Strikes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Strikes"}. The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10);{"diceNotation":"1d10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Water Susceptibility","rollDamageType":"cold"} cold damage.Multiattack. The myrmidon makes three Scimitar attacks.
Scimitar. Melee Weapon
","rollDamageType":"force"} force damage.
Fiery Strikes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fiery Strikes"}. The myrmidon uses Multiattack. Each attack that hits
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Freezing Strikes"}. The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Freezing Strikes","rollDamageType":"cold
":"damage","rollAction":"Trident","rollDamageType":"force"} force damage if used with two hands to make a melee attack.
Freezing Strikes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Magic Items
Bigby Presents: Glory of the Giants
these gauntlets, your unarmed strike deals an additional 1d6 force damage on a hit. Additionally, whenever you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning
.
The fists last for 1 minute or until you are incapacitated. While the spectral fists are active, unarmed strikes you make on your turn have a reach of 30 feet, and when you hit a creature with an
Monsters
Eberron: Rising from the Last War
modifier.Multiattack. The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain.
Tentacle. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
into intelligent, cold, and efficient killers.
When the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature still moves and attacks with teeth and claws as ever—but now the troll strikes at victims’ minds.
Trolls
Trolls that are nearly obliterated but survive and regenerate from mere
this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body.Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Empyrean
Legacy
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Monsters
Monster Manual (2014)
the following types (empyrean’s choice): acid;{"diceNotation":"7d6","rollType":"damage","rollAction":"Bolt","rollDamageType":"acid"}, cold;{"diceNotation":"7d6","rollType":"damage","rollAction
":"Bolt","rollDamageType":"cold"}, fire;{"diceNotation":"7d6","rollType":"damage","rollAction":"Bolt","rollDamageType":"fire"}, force;{"diceNotation":"7d6","rollType":"damage","rollAction":"Bolt
Freezing Sphere
Legacy
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Spells
Basic Rules (2014)
saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
Otiluke's Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
modifier.Multiattack. The anarch makes three unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft
damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.
The anarch casts the creation
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
) piercing damage.
Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage, and the target’s speed is reduced by 10 feet until the end of the myrmidon’s next turn.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
) piercing damage.
Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage, and the target’s speed is reduced by 10 feet until the end of the myrmidon’s next turn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes
Otiluke’s Freezing Sphere 6th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a small crystal sphere) Duration: Instantaneous A frigid globe of cold energy streaks from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes
Otiluke’s Freezing Sphere 6th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a small crystal sphere) Duration: Instantaneous A frigid globe of cold energy streaks from
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Athletics +6, Perception +3, Survival +3
Damage Resistances cold
Senses passive Perception 13
Languages Common, Giant
Challenge 3
+ 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
Bonus Actions
Giant’s Strikes (Recharge 5–6). Until the end of its turn, the goliath’s melee
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Athletics +6, Perception +3, Survival +3
Damage Resistances cold
Senses passive Perception 13
Languages Common, Giant
Challenge 3
+ 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
Bonus Actions
Giant’s Strikes (Recharge 5–6). Until the end of its turn, the goliath’s melee
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unaware of the transition — it still moves and attacks with teeth and claws as it always did — but now it strikes at its victim’s mind. Spirit Troll
Large giant, chaotic evil
Armor Class 17
Resistances acid, cold, fire, lightning, thunder
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, grappled, paralyzed, petrified, prone
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unaware of the transition — it still moves and attacks with teeth and claws as it always did — but now it strikes at its victim’s mind. Spirit Troll
Large giant, chaotic evil
Armor Class 17
Resistances acid, cold, fire, lightning, thunder
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, grappled, paralyzed, petrified, prone
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save
or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save
or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
designate. Dampen Elements Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the
creature against that instance of the damage. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(1d4) cold damage.
Actions
Multiattack. The myrmidon makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Fiery
Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.
Water Elemental Myrmidon Water Elemental Myrmidon
Medium elemental (water), neutral
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(1d4) cold damage.
Actions
Multiattack. The myrmidon makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Fiery
Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.
Water Elemental Myrmidon Water Elemental Myrmidon
Medium elemental (water), neutral
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
feet cut through flesh and bone with ease. A nightmarish foe, a nycaloth strikes hard and fast without warning, then teleports away. It uses its innate magic to turn invisible or create illusory
11 (+0)
CON
19 (+4)
INT
12 (+1)
WIS
10 (+0)
CHA
15 (+2)
Skills Intimidation +6, Perception +4, Stealth +4
Damage Resistances cold, fire, lightning
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a
5 −3 −3
Skills Stealth +3
Resistances Cold, Fire
Immunities Lightning; Deafened, Exhaustion
Senses Blindsight 60 ft.; Passive Perception 10
Languages None
CR 5 (XP 1,800; PB +3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a
5 −3 −3
Skills Stealth +3
Resistances Cold, Fire
Immunities Lightning; Deafened, Exhaustion
Senses Blindsight 60 ft.; Passive Perception 10
Languages None
CR 5 (XP 1,800; PB +3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
feet cut through flesh and bone with ease. A nightmarish foe, a nycaloth strikes hard and fast without warning, then teleports away. It uses its innate magic to turn invisible or create illusory
11 (+0)
CON
19 (+4)
INT
12 (+1)
WIS
10 (+0)
CHA
15 (+2)
Skills Intimidation +6, Perception +4, Stealth +4
Damage Resistances cold, fire, lightning
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
in a 40-foot radius.
Water Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage.
Actions
Multiattack. The myrmidon makes three Scimitar
attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) force damage.
Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
in a 40-foot radius.
Water Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage.
Actions
Multiattack. The myrmidon makes three Scimitar
attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) force damage.
Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
designate. Dampen Elements Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the
creature against that instance of the damage. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a