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Returning 35 results for 'survival all cold'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
(Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn
in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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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
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.
Cold and Calculating
Most humanoids describe cold-blooded people as lacking in
in the other humanoids and makes them less helpful in battle.
Utility and Survival
The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The
Backgrounds
Curse of Strahd: Character Options
, Religion, or Survival
Languages: Choose two, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon
Equipment: A Monster Hunter's Pack;monster
cold, dark night, and you were unable to stop it.
6
You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
7
A hag kidnapped and raised you
Backgrounds
Planescape: Adventures in the Multiverse
Fraternity of Order
History
Hands of Havoc
Stealth
Harmonium
Perception
Heralds of Dust
Medicine
Mercykillers
Survival
Mind’s Eye
Persuasion
Society of Sensation
stage of existence.
Mercykillers. Cold, relentless justice is absolute, and no one is above it.
Mind’s Eye. The multiverse exists to be explored. It shapes us, and we shape it in turn.
Society of
Hobgoblin
Legacy
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Species
Volo's Guide to Monsters
two and the more frequently honored. He is seen as a stoic, cold-blooded, and tyrannical leader, and hobgoblins believe he expects the same behavior from them. Bargrivyek is a god of duty, unity, and
.
Uphold the Legion. Hobgoblins care more for the survival of their legion than they do for others of their own kind. Two legions might battle over territory, resources, or power, or out of simple
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have the item. The Winter Survival Gear table provides costs for cold weather clothing, crampons, and snowshoes, which can be added to the list of things that characters can buy in Ten-Towns. Winter
Survival Gear Item Cost Weight
Clothing, cold weather 10 gp 5 lb.
Crampons (2) 2 gp 1/4 lb.
Snowshoes 2 gp 4 lb.
Cold Weather Clothing This outfit consists of a heavy fur
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Survival Gear”, for more information about cold weather clothing. Trinkets Appendix A provides a table of trinkets appropriate for characters who start their adventuring careers in Icewind Dale. A
Starting Equipment All characters begin the adventure with a free set of cold weather clothing in addition to the starting equipment they receive from their class and background choices. See “Winter
Kobold
Legacy
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Species
Volo's Guide to Monsters
where the townsfolk would try to hunt down all kobolds and put the tribe’s survival at risk.
Some aggressive individual kobolds and tribes do exist, but in general kobolds don’t purposely
actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
White Dragons Dragons of Cold and Cruelty Habitat: Arctic; Treasure: Arcana Among the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the
dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival. White dragons create lairs to defend themselves from other deadly arctic creatures
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
and succeeds on a DC 15 Wisdom (Survival) check can ascertain that the ogre was killed within the past 24 hours. The cold of the foothills has kept the ice from thawing. Frozen in the ice with the
Frozen Ogre Set the scene by reading the following boxed text aloud: As you make your way across the cold, windblown foothills of the Sword Mountains, you happen upon a large, prone creature frozen
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Survival of the Fittest Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little
pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate. In some ways, the goliath drive to outdo
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creatures to migrate southward or die. As go the reindeer, so go the Reghed tribesfolk. In time, even the lakes freeze solid, depriving Ten-Towners of the knucklehead trout upon which their survival
depends. Within a year or two, Icewind Dale becomes a gods-forsaken wasteland as cold as Stygia. The bitter cold allows Levistus to open portals between Icewind Dale and the sixth layer of the Nine
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cult’s contraband on their backs along this portion of the trail, and their tracks can be plainly seen where the path crosses wet ground. Much of the path is through mucky, cold, knee-deep water
the trail, then a successful DC 15 Wisdom (Survival) check is needed to find it again. Each check equates to an hour of searching, which calls for a random encounters check.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
” section in chapter 3 for more information. Characters are also subject to extreme cold temperatures (see the “Wilderness Survival” section in chapter 5 of the Dungeon Master’s Guide).
crossing cold rivers. He expects the characters to keep up but travels at a normal pace so that they don’t suffer the effects of exhaustion. The Eye of the All-Father is hidden under the icy peaks of 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
party member as the navigator. At the end of each hour of travel through the blizzard, the DM makes a DC 15 Wisdom (Survival) check on behalf of the navigator. On a successful check, the party stays on
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H3. Storage This room contains empty wooden barrels and crates that are so old and brittle they fall apart if disturbed. STONE-COLD REAVERS
The Stone-Cold Reavers are neutral evil human veterans
easier to rob the characters than accept the bribe. If two or more Reavers are killed or incapacitated, the others stand down and try to negotiate a truce to ensure their own survival.
Characters
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws Wis +4
Skills Nature +4, Perception +4, Stealth +6, Survival +4
Damage Immunities cold
Senses darkvision 60 ft., passive
twisted gray wooden staff that can be ridden like a flying broom and that augments the hag’s magic. Bheur hags are attracted to selfish actions inspired by deadly cold, such as murdering a traveler for a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Duergar Despot The Reghed nomads who stalk the tundra and the Ten-Towners who keep civilization alive are so concerned with day-to-day survival that they typically pay little heed to the evil forces
duergar warlock formerly of the Underdark. His patron, Deep Duerra, has urged Xardorok to fulfill his destiny and become the first duergar to rule a kingdom on the surface. Icewind Dale is cold, dark
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
settlements, Termalaine and Targos in particular. For as long as Ten-Towns has existed, Lonelywood has attracted the region’s shadiest element, from unrepentant thieves to cold-hearted killers. The
other in the streets. The realities of survival demand that the residents live and work together, and not dwell on history. A visitor can make many friends here but would be wise not to drudge up the dark deeds of anyone’s past in this small town.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Perception +8, Stealth +7, Survival +5
Damage Resistances cold, radiant
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic, telepathy 120 ft.
Challenge 5
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
)
CHA
11 (+0)
Saving Throws Str +6, Con +4
Skills Athletics +6, Perception +5, Survival +5
Damage Immunities cold
Senses passive Perception 15
Languages Aquan, Common
Challenge 1 (200 XP
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
danger and hardship, the North is portrayed as a vast, cold, and lawless domain that defies all attempts to civilize it. Grim dwarfholds, clans of fierce nomads, and half-legendary elf realms might
summers and fierce, bitter winters. Beacons of civilization hug the Sword Coast and dot the fertile river valleys, yet despite the abundant natural resources and scenic beauty, survival is a day-to-day
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
13 (+1)
INT
2 (−4)
WIS
10 (+0)
CHA
6 (−2)
Skills Perception +4, Stealth +4, Survival +4
Damage Resistances lightning, piercing
Senses darkvision 60 ft., passive Perception 14
.
Regeneration. The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The
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
attacks each deal an extra 7 (2d6) damage of a type determined by the goliath’s giant community: cold (frost giant), fire (fire giant), force (stone giant), lightning (storm giant), piercing (hill giant), or thunder (cloud giant).
Nikki Dawes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Howling Iceberg Magic The tunnels in the Howling Iceberg twist deeper than should be possible. A creature exploring the tunnels can make a DC 20 Wisdom (Perception or Survival) check after each hour
and manipulate wind only), cone of cold, fear, and gust of wind spells (spell save DC 17), requiring no material components. Once the creature uses this property to cast a spell, the creature can’t
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
9 (−1)
Saving Throws Int +3, Wis +6
Skills Nature +3, Perception +6, Survival +6
Damage Resistances cold
Senses
such creatures typically share the druid’s disposition. Ice Sickle. A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their pools. Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life!
—X the Mystic’s
Rules of Dungeon Survival
Water Weird Large
. Hit: 13 (3d6 + 3) Cold damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.
Crystal Sully
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
(+1)
CHA
19 (+4)
Saves Dex +3, Int +3, Cha +7
Skills Athletics +6, Nature +6, Survival +4
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 11
Languages
., swim 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Skills Nature +4, Perception +4, Stealth +5
Damage Resistances cold
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
masks made of animal hide, to protect themselves from the bitter cold. Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have
that can represent most members of a Reghed tribe, as shown in the Reghed Tribesfolk table. Reghed Tribesfolk Role Stat Block
Hunter or warrior Tribal warrior with Survival +4; speaks
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
15 (+2)
DEX
10 (+0)
CON
12 (+1)
INT
11 (+0)
WIS
13 (+1)
CHA
12 (+1)
Skills Athletics +4, Survival +3
Senses passive Perception 11
Languages
)
INT
11 (+0)
WIS
15 (+2)
CHA
12 (+1)
Skills Animal Handling +4, Nature +2, Survival +4
Senses passive Perception 12
Languages Aquan, Common
Challenge 2 (450 XP
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
crawling out of the darkness and attack. Use the giant spider statistics, with the following changes: Ice spiders have resistance to cold damage. While restrained in an ice spider’s web, a creature takes 1
cold damage at the start of each of its turns. The web lacks immunity to bludgeoning damage. 9A. Larder This natural cave has a 30-foot-high ceiling supported by five rocky columns. The floor is flat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
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






