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Returning 35 results for 'climb while remain'.
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Monsters
Tales from the Yawning Portal
damage from holy water, this trait doesn't function at the start of Tloques-Popolocas next turn.
Spider Climb. Tloques-Popolocas can climb difficult surfaces, including upside down on ceilings, without
":"Children of the Night"} rounds, acting as allies of Tloques-Popolocas and obeying his spoken commands. The beasts remain for 1 hour, until Tloques-Popolocas dies, or until Tloques-Popolocas dismisses them as a bonus action.Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The slithering tracker can climb difficult surfaces, including upside down on
revenge against its target doesn’t end a slithering tracker’s existence or its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling.
Spider Climb. The trapper can climb
investigate the bones for valuables becomes the trapper’s next meal.
A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to
Monsters
Domains of Delight: A Feywild Accessory
location in that domain.
Legendary Resistance (3/Day). If Yarnspinner fails a saving throw, he can choose to succeed instead.
Spider Climb. Yarnspinner can climb difficult surfaces, including upside down
more than happy to fashion a hut made of spider silk for his guest to inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise
Monsters
Waterdeep: Dungeon of the Mad Mage
damage or damage from holy water, this trait doesn't function at the start of his next turn.
Spider Climb. Zorak can climb difficult surfaces, including upside down on ceilings, without needing to make
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
Monsters
Mythic Odysseys of Theros
succeed instead.
Magic Resistance. Arasta has advantage on saving throws against spells and other magical effects.
Spider Climb. Arasta can climb difficult surfaces, including upside down on ceilings
next dawn.
If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid
Monsters
Waterdeep: Dungeon of the Mad Mage
. If Keresta takes radiant damage or damage from holy water, this trait doesn't function at the start of Keresta's next turn.
Spider Climb. Keresta can climb difficult surfaces, including upside down
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Monsters
Curse of Strahd
(1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces
the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws
. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces
, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Carrion Crawler Carrion crawlers are large subterranean predators and scavengers that scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature
that trespasses on their territory or disturbs their feasting. Carrion Crawler
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 30 ft., climb 30 ft
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
leading to and from the Palace of Heart’s Desire. Since Zybilna became frozen in time, the Queen’s Way has gradually fallen apart so that only sections of it now remain standing. The highway is 20
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Carrion Crawler Carrion crawlers are large subterranean predators and scavengers that scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature
that trespasses on their territory or disturbs their feasting. Carrion Crawler
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 30 ft., climb 30 ft
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
leading to and from the Palace of Heart’s Desire. Since Zybilna became frozen in time, the Queen’s Way has gradually fallen apart so that only sections of it now remain standing. The highway is 20
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
finds that the sides are smooth and slippery. It is very hard to cling to the wall or to climb out, unless a quay is nearby. Light. Cultists illuminate areas they use frequently with continual flame
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
finds that the sides are smooth and slippery. It is very hard to cling to the wall or to climb out, unless a quay is nearby. Light. Cultists illuminate areas they use frequently with continual flame
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hewn from the rock leads up along one side of the wall.
The steps leading up to it are barely 5 feet wide and climb 150 feet to a frost-covered shelf that adjoins the main entrance (area X1). Difficult
climbing up a shaft that leads from the forge level to the fortress’s summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hewn from the rock leads up along one side of the wall.
The steps leading up to it are barely 5 feet wide and climb 150 feet to a frost-covered shelf that adjoins the main entrance (area X1). Difficult
climbing up a shaft that leads from the forge level to the fortress’s summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Descent into Madness. Achieving revenge against its target doesn’t end a slithering tracker’s existence, nor its hunger for blood. Some slithering trackers remain aware of their purpose and extend
ooze, chaotic evil
Armor Class 14
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR
16(+3)
DEX
19(+4)
CON
15(+2)
INT
10(+0)
WIS
14(+2
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
once per week to remain sated. Given a steady supply of food, trappers are content to stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness
defy its instincts and abandon its old territory in search of better hunting. Trapper
Large Monstrosity, Unaligned
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 20 ft., climb
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
against its target doesn’t end a slithering tracker’s existence or its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as
)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR
16 (+3)
DEX
19 (+4)
CON
15 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Stealth +8
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise. Yarnspinner’s favorite activity is to read stories aloud to the animals that
Huge Fey (Archfey), Lawful Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
21
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
against its target doesn’t end a slithering tracker’s existence or its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as
)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR
16 (+3)
DEX
19 (+4)
CON
15 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Stealth +8
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise. Yarnspinner’s favorite activity is to read stories aloud to the animals that
Huge Fey (Archfey), Lawful Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
21
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes
armor)
Hit Points 85 (10d10 + 30)
Speed 10 ft., climb 10 ft.
STR
17(+3)
DEX
10(+0)
CON
17(+3)
INT
2(−4)
WIS
13(+1)
CHA
4(−3)
Skills Stealth +2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Carrion Crawler Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their
resumes patrolling its territory while waiting for its meal to ripen. Carrion Crawler
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 30 ft., climb
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Descent into Madness. Achieving revenge against its target doesn’t end a slithering tracker’s existence, nor its hunger for blood. Some slithering trackers remain aware of their purpose and extend
ooze, chaotic evil
Armor Class 14
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR
16(+3)
DEX
19(+4)
CON
15(+2)
INT
10(+0)
WIS
14(+2
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes
armor)
Hit Points 85 (10d10 + 30)
Speed 10 ft., climb 10 ft.
STR
17(+3)
DEX
10(+0)
CON
17(+3)
INT
2(−4)
WIS
13(+1)
CHA
4(−3)
Skills Stealth +2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Carrion Crawler Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their
resumes patrolling its territory while waiting for its meal to ripen. Carrion Crawler
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 30 ft., climb
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
once per week to remain sated. Given a steady supply of food, trappers are content to stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness
defy its instincts and abandon its old territory in search of better hunting. Trapper
Large Monstrosity, Unaligned
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 20 ft., climb
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and remain aloof from others when not serving in their official capacity. Luskan has a temple dedicated to Auril, the white-spired Winter Palace. The structure is a roofless array of pillars and
to the goddess. Upon reaching a pillar, a supplicant must climb it and then “kiss the lady,” touching lips to a rusty iron plate at the top. In winter, these events resemble frantic footraces, with
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and remain aloof from others when not serving in their official capacity. Luskan has a temple dedicated to Auril, the white-spired Winter Palace. The structure is a roofless array of pillars and
to the goddess. Upon reaching a pillar, a supplicant must climb it and then “kiss the lady,” touching lips to a rusty iron plate at the top. In winter, these events resemble frantic footraces, with