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Returning 35 results for 'climbing class with'.
Other Suggestions:
claiming class with
Monsters
Tomb of Annihilation
its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these
Monsters
Guildmasters’ Guide to Ravnica
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Monsters
Guildmasters’ Guide to Ravnica
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4
Cryptic Skin
Monsters
Guildmasters’ Guide to Ravnica
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common
No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, picking from the Replicable Items tables below. A table’s title tells you the level you must be in the class to choose an item from the table. In the tables, an item’s entry tells you whether the item
of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Replicable Items (6th-Level Artificer) Magic Item Attunement
Boots of elvenkind No
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Overview Gralhund Villa sits in the middle of an upper-class residential neighborhood in the North Ward. Here are some general facts to keep in mind: The streets around the villa have pedestrians and
negotiate without the aid of climbing gear or magic. Neighbors and bystanders alert the City Watch if they hear loud, disturbing noises (such as a thunderwave spell) coming from the estate or if they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, picking from the Replicable Items tables below. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the
breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
(6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, where other beasts of burden would falter. The distinctive sickle-shaped claws on a relic sloth’s forelimbs are primarily used for climbing, though they can fend off a hungry predator in a pinch. Relic
Sloth
Huge Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 20 ft., climb 20 ft.
STR
20 (+5)
DEX
9 (−1)
CON
17 (+3)
INT
2 (−4
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
thieves’ tools to disarm a trap or open a lock, or take the Utilize action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
movement restrictions caused by webbing.
Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.
Swarm of Insects
Medium swarm of Tiny beasts
, unaligned
Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 20 ft., climb 20 ft.
STR
3 (−4)
DEX
13 (+1)
CON
10 (+0)
INT
1 (−5)
WIS
7 (−2
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
lightning damage.
Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. The drake has climbing speed of 30
feet and resistance to fire damage.
White Guard Drake. The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Guard Drake
Medium Dragon
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Guard Drake
Guard Drake
Medium dragon, unaligned
Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
16(+3)
DEX
11(+0)
CON
16(+3)
INT
4
speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
scraping of their hooks as they wend their way up cliffs and along cavern walls. Hook Horror
Large monstrosity, neutral
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft
climbing skills to ambush prey from above. They hunt in packs, working together against the largest and most dangerous opponents. If a battle goes poorly, a hook horror quickly climbs a cavern wall
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Medium monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft.
STR
16(+3)
DEX
15(+2)
CON
14(+2)
INT
2(−4)
WIS
13(+1
target. Hit: 7 (1d8 + 3) slashing damage.
WESLEY BURT
Category 2 Krasis
Large monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft.
STR
18(+4
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Large monstrosity, unaligned
Armor Class 13
Hit Points 59 (7d10 + 21)
Speed 40 ft., climb 40 ft.
STR
18(+4)
DEX
16(+3)
CON
16(+3)
INT
5(−3)
WIS
12(+1
., one target. Hit: 7 (1d6 + 4) slashing damage.
Forest Hunters. Girallons are most common in temperate or warm forest environments abundant with life. They share the ape’s adeptness at climbing
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-high walls are rough but slick with spray, requiring a successful DC 15 Strength (Athletics) check to climb. The bridge has an Armor Class (AC) of 5 and 10 hit points. If the bridge is reduced to 0 hit
tunnel. (Creatures on the bridge at area 5 are out of danger, as are any characters successfully climbing the cavern walls.) Any creature within 10 feet of the disused passage at area 4 or the steps
Compendium
- Sources->Dungeons & Dragons->Divine Contention
climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
(Religion or Arcana) check. Succeed on a DC 25 Intelligence (Religion or Arcana) check. Belong to the cleric or paladin class and worship Dumathoin as a deity. A creature that deciphers the moon runes
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
temperate or warm forest environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those
, because the creature could revert to its predatory nature at any time. Girallon
Large Monstrosity, Unaligned
Armor Class 13
Hit Points 59 (7d10 + 21)
Speed 40 ft., climb 40 ft.
STR
18
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
events weigh on him still, perhaps suggesting consequences that only he foresees. Viari
Medium humanoid (human), chaotic good
Armor Class 18 (+1 studded leather; 19 while wielding two melee
saving throw, and only half damage if he fails. He can’t use this trait if he’s incapacitated.
Second-Story Work. Climbing does not cost Viari extra movement. Additionally, when he makes a running jump
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
construct with an Armor Class of 17 (natural, shield). It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It is
, and its bars are spaced 2 feet apart. A Medium or smaller creature can easily slip between the bars, but the walls of the pit are too smooth to climb without the aid of climbing gear or magic. Six-foot
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
, Unaligned
Armor Class 13
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
their position while out of reach, but if they come in contact with an anchored object, they can move along it as if climbing. The student levitates for 5 minutes before the magic ends and they fall
try to mitigate the danger—perhaps by casting a spell or using a class feature. If they can’t, the box hits the student and deals damage as described above. Sick Leave During the hall’s preparation, a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir’s dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by
adventurers in the Lost Caverns of Tsojcanth
Behir
Huge monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 50 ft., climb 40 ft.
STR
23 (+6
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
many years, Asteria maintains a joyous wanderlust and passion for discovery. She’s as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who
who would abuse its fate-altering power—securing the deck and delivering it to her. Asteria Medium Humanoid (Human, Paladin), Chaotic Good
Armor Class 18 (breastplate, shield)
Hit Points 195 (26d8
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
between the two escarpments. It strikes at any creature that disturbs it, which includes characters scrambling up the slope. A climbing character with a passive Wisdom (Perception) score of 13 or
magical healing. Nikki Dawes Sildar Hallwinter Sildar Hallwinter Medium Humanoid (Human), Neutral Good
Armor Class 16 (chain mail)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
10
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
appear in a region. As such chaotic magic is inherent to a chimera’s being, these monsters often manage to shrug off spells cast against them. Theran Chimera
Large monstrosity, unaligned
Armor Class
it flies out of an enemy’s reach.
4 Swamp Creature. The chimera’s body is that of a swamp creature or a cavern-dweller, such as a giant lizard or spider. The chimera gains a climbing speed equal
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
extradimensional chamber’s walls, floors, ceilings, and doors are impervious to damage. A creature can leave an extradimensional chamber and return to the manor by climbing through the chamber’s window
Quill Arrant Quill
Medium humanoid (human)
Armor Class 14
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
16 (+3
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
fiend, chaotic evil
Armor Class 25 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 60 ft., fly 120 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
26 (+8)
WIS
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
use the proficiency bonus in later steps, so jot it down now or remember it. Step 7. Armor Class A monster’s Armor Class has a direct bearing on its challenge rating, and vice versa. You can
determine your monster’s Armor Class in one of two ways. Use the Table. You can choose an appropriate AC based on the monster’s expected challenge rating, as shown in the Monster Statistics by Challenge
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
components. Destroying the Pillars. Each of the pillars has Armor Class 17, 50 hit points, immunity to poison and psychic damage, and vulnerability to radiant damage. Destroying the pillars prevents
(Athletics) check. If the characters fasten ropes to the boulder, the centaurs offer to help haul it down for them (no check required). Freeing the boulder clears a path through the rubble. Climbing Out
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the bowls spread their leaves like wings and take flight in all directions like insects. There are fifty flying fruits in all. A character more than 20 feet off the ground—such as one climbing a palm
can shoot down a flying fruit by hitting it with a ranged attack roll; each fruit has Armor Class 18. Once plucked from the air or shot down, a flying fruit becomes inanimate. A creature that eats a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, becoming a full-grown slaad within 2d12 hours. Grandolpha Muzgardt
Medium humanoid (dwarf), lawful evil
Armor Class 9
Hit Points 59 (7d8 + 28)
Speed 25 ft.
STR
14 (+2)
DEX
9
is a wide shaft that descends 100 feet to area X26 and climbs 120 feet to a pair of enormous doors carved out of ice. The characters need magic or climbing gear to scale the shaft’s rough-hewn walls






