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Coldbrim Hat: Difference between revisions
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(Added the note regarding a misleading description) |
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* Found in a locked chest in a hidden room behind a bookcase in Balthazar's Chambers inside the [[Moonrise Towers, First Floor|First Floor]] of [[Moonrise Towers]]. | * Found in a locked chest in a hidden room behind a bookcase in Balthazar's Chambers inside the [[Moonrise Towers, First Floor|First Floor]] of [[Moonrise Towers]]. | ||
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== Notes == | |||
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* The wording of the description might be slightly confusing. Specifically, the [[Encrusted with Frost (Condition)|Encrusted with Frost]] only applies '''ones''' throughout the turn, meaning that if there's an AoE effect like [[Hypnotic Pattern]] then it will only apply to the first character hit and only once that turn, not all charters. | |||
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== Conditions == | == Conditions == | ||
{{Condition|Encrusted with Frost|duration=2}} | {{Condition|Encrusted with Frost|duration=2}} |
Revision as of 06:09, 26 August 2023
Coldbrim Hat is an uncommon Hat that, once per turn, causes a condition the wearer inflicts to also inflict 2 turns of Encrusted with Frost.
Upturning the hat and gazing into it, you get this slightly vertiginous feeling, as if you were looking into a cold, abandoned well with no discernible end.
Properties
- Rarity: Uncommon
- Weight: 0.5 kg / 1 lb
- Price: 90 gp
Special
The wearer of this item gains:
- Coldbrim Chill: Once per turn, any condition inflicted on a target also applies 2 turns of .
Where to find
- * Found in a locked chest in a hidden room behind a bookcase in Balthazar's Chambers inside the First Floor of Moonrise Towers.
Notes
- The wording of the description might be slightly confusing. Specifically, the Encrusted with Frost only applies ones throughout the turn, meaning that if there's an AoE effect like Hypnotic Pattern then it will only apply to the first character hit and only once that turn, not all charters.
Conditions
Duration: 2 turns
- Affected entity has Disadvantage on Dexterity Saving throws.
- When there are 7 or more turns remaining, the entity must succeed a DC 12 Constitution saving throw or take 1d4Cold and become . On a successful save, it only takes half damage. Afterward, the frost sloughs away.
- Removed by .