Coldbrim Hat is an item of Uncommon rarity. Type: Helms. Recorded sources: Act 2 · Moonrise Towers · Container; Act 3 · Baldur's Gate · Found in the world. See acquisition details below for conditions. Weight 0.5, Value 90 gold. Passives: Coldbrim Chill.
Coldbrim Hat
Uncommon
Coldbrim Chill: Once per turn, any condition inflicted on a target, also applies 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.
How to obtain
Act 2ContainerMoonrise Towers
Act 3Found in the worldBaldur's Gate
Effect
Encrusted with Frost
Encrusted with Frost imposes Disadvantage on Dexterity saves and can cause Frozen when enough stacks accumulate.
Stage 3 · Combining effectsEquipment and stacking
It can help effects that require Dexterity saves. The condition itself does not automatically double every source of Cold damage.
At 7 or more turns, freezing requires a separate Constitution save. Do not confuse the Dexterity penalty with the Constitution save resisting Frozen.
When an item's specified trigger is met, it applies Encrusted with Frost.
Based on in-game text
Trigger source
Coldbrim Chill
Once per turn, any condition inflicted on a target, also applies 2 turns of Encrusted with Frost.
Trigger context
OnStatusApply
Applies to
Target
Application condition
not StatusId('MAG_FROST') and not Item() and not Self() and Enemy() and not StatusDoesNotInvokeOnStatusApply()
Application chance
100%
Application duration
2 turns
Answer
Encrusted with Frost Stack Effect
Disadvantage on Dexterity Saving Throws applies regardless of the number of remaining stacks.
Derived from game data
Roll example
Triggers at 7 stacks (1d4 Cold) — Stacks expire after 2 turns; at least 4 hits per turn are required to trigger.
Game status key
MAG_FROST
In-game text
Affected entity has Disadvantage on Dexterity Saving Throws.
When there are 7 or more turns remaining, the entity must succeed a Constitution Saving Throw or take 1d4 Cold damage and become Frozen. On a successful save, it only takes half damage. Afterward, the frost sloughs away.
The game data below distinguishes an entry's listed duration from the duration actually applied.
Derived from game data
Status duration
2 turns
Game status key
MAG_FROST
In-game text
Affected entity has Disadvantage on Dexterity Saving Throws.
When there are 7 or more turns remaining, the entity must succeed a Constitution Saving Throw or take 1d4 Cold damage and become Frozen. On a successful save, it only takes half damage. Afterward, the frost sloughs away.
Removed by Burning.
Answer
Encrusted with Frost Threshold and Freezing
At the threshold, the Constitution Saving Throw result determines the Cold damage and whether the target becomes Frozen.
Derived from game data
Threshold
7 stacks
At the threshold
1d4 Cold
Roll example
Triggers at 7 stacks (1d4 Cold) — Stacks expire after 2 turns; at least 4 hits per turn are required to trigger.
Game status key
MAG_FROST
In-game text
Affected entity has Disadvantage on Dexterity Saving Throws.
When there are 7 or more turns remaining, the entity must succeed a Constitution Saving Throw or take 1d4 Cold damage and become Frozen. On a successful save, it only takes half damage. Afterward, the frost sloughs away.
Removed by Burning.
Answer
Using Encrusted with Frost
Use it to hinder Dexterity Saving Throws and pursue Frozen, while remembering that Burning removes it.