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Returning 35 results for 'beating speed'.
Other Suggestions:
being speed
beating spell
breathing speed
blasting speed
beating spend
Monsters
Bigby Presents: Glory of the Giants
usually folded under its carapace, but the speedy flier can also beat its wings to create a horrible sound or to spread a toxic dust.Drone. The gigant produces a horrid droning sound by rapidly beating its
":"thunder"} thunder damage and have the incapacitated condition until the end of its next turn. The gigant can then fly up to half its flying speed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim
slowly turns to stone from the injury.
Cockatrice
Small monstrosity, unaligned
Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 40 ft.
STR
6 (−2)
DEX
12 (+1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim
slowly turns to stone from the injury.
Cockatrice
Small monstrosity, unaligned
Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 40 ft.
STR
6 (−2)
DEX
12 (+1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim
slowly turns to stone from the injury.
Cockatrice
Small monstrosity, unaligned
Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 40 ft.
STR
6 (−2)
DEX
12 (+1
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, which is a Small animated object with AC 16, 25 hit points, a walking speed of 30 feet, blindsight out to a range of 30 feet, and no effective attacks. Its ability scores are Strength 6, Dexterity 14
drumbeat can be heard out to a range of 60 feet. All tin soldiers that can hear the beating drum gain a +2 bonus to their damage rolls. If the drum is destroyed, every tin soldier within 60 feet of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, which is a Small animated object with AC 16, 25 hit points, a walking speed of 30 feet, blindsight out to a range of 30 feet, and no effective attacks. Its ability scores are Strength 6, Dexterity 14
drumbeat can be heard out to a range of 60 feet. All tin soldiers that can hear the beating drum gain a +2 bonus to their damage rolls. If the drum is destroyed, every tin soldier within 60 feet of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, which is a Small animated object with AC 16, 25 hit points, a walking speed of 30 feet, blindsight out to a range of 30 feet, and no effective attacks. Its ability scores are Strength 6, Dexterity 14
drumbeat can be heard out to a range of 60 feet. All tin soldiers that can hear the beating drum gain a +2 bonus to their damage rolls. If the drum is destroyed, every tin soldier within 60 feet of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
(natural armor)
Hit Points 325 (21d20 + 105)
Speed 50 ft., burrow 50 ft., fly 80 ft.
STR
24 (+7)
DEX
14 (+2)
CON
21 (+5)
INT
3 (−4)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws
horrid droning sound by rapidly beating its wings. Each creature within 10 feet of the gigant must succeed on a DC 19 Constitution saving throw or take 10 (3d6) thunder damage and have the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.
Adult Blue Dracolich Adult Blue Dracolich
Huge undead, lawful evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
immense dragon fills the bowels of the ship. “I smell warm flesh and hear the panic of beating hearts. Ready your spells, Meltharond! We have uninvited guests.”
If one or more characters are topside
, use the following boxed text instead: A great white dragon descends from the sky, beating its wings furiously to slow its descent. A dark, humanoid figure is mounted on the dragon’s back.
If the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
immense dragon fills the bowels of the ship. “I smell warm flesh and hear the panic of beating hearts. Ready your spells, Meltharond! We have uninvited guests.”
If one or more characters are topside
, use the following boxed text instead: A great white dragon descends from the sky, beating its wings furiously to slow its descent. A dark, humanoid figure is mounted on the dragon’s back.
If the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.
Adult Blue Dracolich Adult Blue Dracolich
Huge undead, lawful evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
(natural armor)
Hit Points 325 (21d20 + 105)
Speed 50 ft., burrow 50 ft., fly 80 ft.
STR
24 (+7)
DEX
14 (+2)
CON
21 (+5)
INT
3 (−4)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws
horrid droning sound by rapidly beating its wings. Each creature within 10 feet of the gigant must succeed on a DC 19 Constitution saving throw or take 10 (3d6) thunder damage and have the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.
Adult Blue Dracolich Adult Blue Dracolich
Huge undead, lawful evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
(natural armor)
Hit Points 325 (21d20 + 105)
Speed 50 ft., burrow 50 ft., fly 80 ft.
STR
24 (+7)
DEX
14 (+2)
CON
21 (+5)
INT
3 (−4)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws
horrid droning sound by rapidly beating its wings. Each creature within 10 feet of the gigant must succeed on a DC 19 Constitution saving throw or take 10 (3d6) thunder damage and have the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
immense dragon fills the bowels of the ship. “I smell warm flesh and hear the panic of beating hearts. Ready your spells, Meltharond! We have uninvited guests.”
If one or more characters are topside
, use the following boxed text instead: A great white dragon descends from the sky, beating its wings furiously to slow its descent. A dark, humanoid figure is mounted on the dragon’s back.
If the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
). They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other
. Korred
Small Fey, Typically Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 93 (11d6 + 55)
Speed 30 ft., burrow 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
20 (+5
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they
who attempts to cut it without permission. Korred
Small Fey, Typically Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 93 (11d6 + 55)
Speed 30 ft., burrow 30 ft.
STR
23 (+6
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
). They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other
. Korred
Small Fey, Typically Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 93 (11d6 + 55)
Speed 30 ft., burrow 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
20 (+5
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
). They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other
. Korred
Small Fey, Typically Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 93 (11d6 + 55)
Speed 30 ft., burrow 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
20 (+5
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they
who attempts to cut it without permission. Korred
Small Fey, Typically Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 93 (11d6 + 55)
Speed 30 ft., burrow 30 ft.
STR
23 (+6
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they
who attempts to cut it without permission. Korred
Small Fey, Typically Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 93 (11d6 + 55)
Speed 30 ft., burrow 30 ft.
STR
23 (+6
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
lightning across its scales, giving additional thunderous power to the beating of its enormous wings. Aerosaur Gargantuan Monstrosity (Dinosaur), Unaligned
Armor Class 14 (natural armor)
Hit Points
155 (10d20 + 50)
Speed 20 ft., fly 120 ft.
STR
26 (+8)
DEX
10 (+0)
CON
21 (+5)
INT
3 (−4)
WIS
10 (+0)
CHA
5 (−3)
Skills Perception +4
Senses passive Perception 14
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
lightning across its scales, giving additional thunderous power to the beating of its enormous wings. Aerosaur Gargantuan Monstrosity (Dinosaur), Unaligned
Armor Class 14 (natural armor)
Hit Points
155 (10d20 + 50)
Speed 20 ft., fly 120 ft.
STR
26 (+8)
DEX
10 (+0)
CON
21 (+5)
INT
3 (−4)
WIS
10 (+0)
CHA
5 (−3)
Skills Perception +4
Senses passive Perception 14
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
lightning across its scales, giving additional thunderous power to the beating of its enormous wings. Aerosaur Gargantuan Monstrosity (Dinosaur), Unaligned
Armor Class 14 (natural armor)
Hit Points
155 (10d20 + 50)
Speed 20 ft., fly 120 ft.
STR
26 (+8)
DEX
10 (+0)
CON
21 (+5)
INT
3 (−4)
WIS
10 (+0)
CHA
5 (−3)
Skills Perception +4
Senses passive Perception 14
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures
Armor Class 17 (natural armor)
Hit Points 102 (12d6 + 60)
Speed 30 ft., burrow 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
15 (+2
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures
Armor Class 17 (natural armor)
Hit Points 102 (12d6 + 60)
Speed 30 ft., burrow 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
15 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
secluded area of the forest. Heart Seers. Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature’s past actions, a sprite can
in times of trouble. Sprite
Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
3 (−4)
DEX
18 (+4)
CON
10 (+0
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures
Armor Class 17 (natural armor)
Hit Points 102 (12d6 + 60)
Speed 30 ft., burrow 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
15 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
secluded area of the forest. Heart Seers. Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature’s past actions, a sprite can
in times of trouble. Sprite
Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
3 (−4)
DEX
18 (+4)
CON
10 (+0
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
secluded area of the forest. Heart Seers. Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature’s past actions, a sprite can
in times of trouble. Sprite
Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
3 (−4)
DEX
18 (+4)
CON
10 (+0
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
). Another thirty to seventy are in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the
only one dragon dwells in the Mere of Dead Men—one dragon that must travel at immense speed, since it has been spotted at widely separated locales in rapid succession. The siblings seldom leave their
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the mere, and they act like it
dwells in the Mere of Dead Men — one dragon that must travel at immense speed, since it has been spotted at widely separated locales in rapid succession. The siblings seldom leave their lairs, but when
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
). Another thirty to seventy are in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the
only one dragon dwells in the Mere of Dead Men—one dragon that must travel at immense speed, since it has been spotted at widely separated locales in rapid succession. The siblings seldom leave their
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
). Another thirty to seventy are in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the
only one dragon dwells in the Mere of Dead Men—one dragon that must travel at immense speed, since it has been spotted at widely separated locales in rapid succession. The siblings seldom leave their