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                        Returning 35 results for '3 hand of speed'.
                    
                
                        
                            
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Rowboats have the following statistics:
AC 11 HP 50 Speed 1½ mph Damage Threshold — Crew 1 Passengers 3 Cargo (Tons) —
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Longships have the following statistics:
AC 15 HP 300 Speed 3 mph Damage Threshold 15 Crew 40 Passengers 150 Cargo (Tons) 10
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Ocean Spear", "rollDamageType":"Cold"} Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk’s hand immediately after a ranged attack.
                                                
                                            
                                                
                                                     ft. Hit: 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Ocean Spear", "rollDamageType":"Piercing"} Piercing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
                                                
                                            
                                                
                                                     creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
                                                
                                            
                                        
                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: HumanoidSize: Small (about 2–3 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
 
 
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
                                                
                                            
                                                
                                                     ft. Hit: 1d10 + 3 plus the spell’s level Bludgeoning damage, and the target’s Speed is reduced to 0 until the start of the insect’s next turn.
Bonus Actions
Venomous Spew (Centipede
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Attuning to the Hand. To attune to the hand, you must press it against the stump where your left hand was
                                                
                                            
                                                
                                                    
Sleep
1
Slow
2
Teleport
3
Properties of the Eye and Hand. While attuned to both the hand and eye, you gain the following additional benefits:
Danger Sense. You have Advantage
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     level above 5.
Animated Object
Huge or Smaller Construct, Unaligned
AC 15
HP 10 (Medium or smaller), 20 (Large), 40 (Huge)
Speed 30 ft.
 
 
Mod
Save
STR
16
+3
                                                
                                            
                                                
                                                    
+3
DEX
10
+0
+0
CON
10
+0
+0
 
 
Mod
Save
INT
3
−4
−4
WIS
3
−4
−4
CHA
1
−5
−5
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
                                                
                                            
                                        
                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.
Gnome Traits
Creature Type: HumanoidSize: Small (about 3–4 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Celestial, Neutral
AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
Speed 30 ft., Fly 40 ft.
 
 
Mod
Save
STR
16
+3
+3
                                                
                                            
                                                
                                                    
DEX
14
+2
+2
CON
16
+3
+3
 
 
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
16
+3
+3
Resistances Radiant
Immunities Charmed
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
Aberrant Spirit
Medium Aberration, Neutral
AC 11 + the spell’s level
HP 40 + 10 for each spell level above 4
Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only)
 
 
                                                
                                            
                                                
                                                    ;
Mod
Save
STR
16
+3
+3
DEX
10
+0
+0
CON
15
+2
+2
 
 
Mod
Save
INT
16
+3
+3
WIS
10
+0
+0
CHA
6
−2
−2
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space
                                                
                                            
                                                
                                                    ) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Hand, Shatter (level 3 version) 1/Day Each: Scrying, SendingLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the
                                                
                                            
                                                
                                                     use of Spellcasting to cast Shatter (level 3 version).
Rend. Melee Attack Roll: +16;{"diceNotation":"1d20+16", "rollType":"to hit", "rollAction":"rend"}, reach 15 ft. Hit: 18 (2d8 + 9
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
                                                
                                            
                                                
                                                     attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
 
 
Mod
Save
STR
18
+4
+4
DEX
11
+0
+0
CON
16
+3
+3
                                                
                                            
                                                
                                                    
 
 
Mod
Save
INT
4
–3
–3
WIS
14
+2
+2
CHA
5
−3
−3
Senses Darkvision 60 ft.; Passive Perception 12
Languages 
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
Speed 30 ft.; Fly 40 ft. (hover; Ghostly only)
 
 
Mod
Save
STR
12
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
 
 
Mod
Save
                                                
                                            
                                                
                                                     spell’s level in the stat block.
Undead Spirit
Medium Undead, Neutral
AC 11 + the spell’s level
HP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     is halved if it carries more than its normal capacity.
Applicable Carpet Sizes
1d100
Size
Capacity
Fly Speed
01–20
Carpet of Flying (3 ft. x 5 ft.);3 ft. × 5 ft.
200 lb.
80
                                                
                                            
                                                
                                                     of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
                                                
                                            
                                                
                                                     casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"to hit", "rollAction":"Scratch"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Scratch", "rollDamageType":"Slashing"} Slashing damage.
Hand
                                                
                                            
                                                
                                                     Crossbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Hand Crossbow"}, range 30/120 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     spell’s level in the stat block.
Elemental Spirit
Medium Elemental, Neutral
AC 11 + the spell’s level
HP 50 + 10 for each spell level above 4
Speed 40 ft.; Burrow 40 ft. (Earth only
                                                
                                            
                                                
                                                    ); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
 
 
Mod
Save
STR
18
+4
+4
DEX
15
+2
+2
CON
17
+3
+3
 
 
Mod
Save
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     the spellcasting ability (spell save DC 12):
At Will: Mage Hand (the hand is Invisible), Minor Illusion 2/Day: Mind SpikePsionic Defense (3/Day). The quaggoth casts Feather Fall or Shield in response
                                                
                                            
                                                
                                                    ", "rollAction":"Claw"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 5 (2d4);{"diceNotation":"2d4
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Earthen Maul", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.Charge. The lizardfolk moves up to its Speed or Swim Speed straight toward an enemy it can see.
                                                
                                            
                                                
                                                     (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a creature that isn’t a Construct or an Undead, the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 17 (4d6 + 3);{"diceNotation":"4d6+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Claw. Melee Attack Roll
                                                
                                            
                                                
                                                    : +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover.
Ring of Elemental Command (Earth);Earth. You know Terran, and you have Resistance to Acid damage. Terrain
                                                
                                            
                                                
                                                     have Immunity to Fire damage.
Ring of Elemental Command (Water);Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Sting", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage
                                                
                                            
                                                
                                                    -Shift. The imp shape-shifting;shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Flame Trident", "rollDamageType":"Fire"} Fire damage. Hit or Miss: The trident magically returns to the salamander’s hand immediately after a ranged attack.
Inferno
                                                
                                            
                                                
                                                     target gains 1 Exhaustion level whenever it takes this burning damage. Success: Half damage only.FireColdBlazing Movement. The salamander moves up to its Speed without provoking opportunity attack
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft
                                                
                                            
                                                
                                                    
−3
−3
Resistances Poison
Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands the languages
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s level in the stat block.
Fey Spirit
Small Fey, Neutral
AC 12 + the spell’s level
HP 30 + 10 for each spell level above 3
Speed 30 ft., Fly 30 ft.
 
 
Mod
Save
                                                
                                            
                                                
                                                    
STR
13
+1
+1
DEX
16
+3
+3
CON
14
+2
+2
 
 
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
16
+3
+3
Immunities Charmed
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "} Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or
                                                
                                            
                                                
                                                     Miss: The spear magically returns to the devil’s hand immediately after a ranged attack.
Tail. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Tail"}, reach
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"1d20+6", "rollType":"to hit", "rollAction":"Silver Sword"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Silver Sword", "rollDamageType":"Slashing
                                                
                                            
                                                
                                                     spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand (the hand is Invisible) 2/Day Each: Nondetection (self only), Tongues 1
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind.
Bloodthirst. The sword thirsts for
                                                
                                            
                                                
                                                    .
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Spear"}, reach 5 ft. or range 120 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
                                                
                                            
                                                
                                                    ", "rollAction":"Clockwork Spear", "rollDamageType":"Force"} Force damage. Hit or Miss: The spear magically returns to the modron’s hand immediately after a ranged attack.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Blade"}, reach 5 ft. or range 30 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
                                                
                                            
                                                
                                                    ", "rollAction":"Clockwork Blade", "rollDamageType":"Force"} Force damage. Hit or Miss: The blade magically returns to the modron’s hand immediately after a ranged attack.
                                                
                                            
                                        





