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Returning 35 results for 'climbing resolve grown to have require'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do.
A guard drake resembles the type of dragon
resistance to 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
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
.
Legendary Resistance (3/Day). If the spider fails a saving throw, it can choose to succeed instead.
Unusual Nature. The spider doesn’t require air.Multiattack. The spider makes two Web Strand attacks
full-grown specimen has a body 30 feet in diameter and legs that are at least 30 feet long. When it wraps its legs tightly around its body and closes its eyes, the asteroid spider resembles nothing so
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Bite. Melee
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Multiattack
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Slam. Melee
number of Hit Dice.
8
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water
Climbing Swimming Crawling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb
Speed
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
.
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM’s option, climbing a
slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check.
Climbing While you’re climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb. At the DM’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check.
Climbing While you’re climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb. At the DM’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Resolving Activities The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character’s relevant ability modifiers. Follow the
steps in the activity, and determine the results. Most downtime activities require a workweek (5 days) to complete. Some activities require days, weeks (7 days), or months (30 days). A character must
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
coaches traveling along them at all hours, though traffic is heavier during the day. The estate is enclosed by 12-foot-high stone walls that require a successful DC 15 Strength (Athletics) check to
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->Basic Rules (2014)
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
have a climbing speed and use it to climb or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Waterdeep for years, switching identities as often as needed to keep its true nature hiden. It has grown accustomed to living among mortals and, much to its own astonishment, is rather fond of
want to learn secrets relating to the major antagonists of this adventure, the rakshasa might require a service in payment, such as slaying enemies that are hunting it, posting advertisements for its business in their tavern, or keeping tabs on someone Vincent has been hired to spy on.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of dark gray basalt—volcanic rock originating from Sharruth’s undersea tomb. The walls provide hand- and footholds, so climbing the walls doesn’t require an ability check. Fumes. Toxic volcanic fumes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
applied to 2 cubic feet of dry, combustible material such as sacking, cloth, wool, or wood kindling, which is then set aflame. Bolts of silk soaked in brandy make excellent combustibles and do not require
oil to be ignited. Use your discretion if the ship catches fire, but assume it burns to the waterline within 20 minutes.
Holing. Attempts to hole the ship and sink it require the use of axes or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake
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->Monsters of the Multiverse
fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of
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
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
through. However, a Small character can squeeze through an arrow slit into area A2 or A3, then attempt to raise the portcullis using the winches there. The winches are rusty and require a successful DC
sooty hearth and taking 2d6 bludgeoning damage. Characters who use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks. See the Basic Rules for more information on advantage.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
clear why you make a great addition to any franchise. Cavalier An Acquisitions Incorporated franchise is a heady mix of adventuring and business, and both those pursuits require travel. Who better to
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. An adventure typically hinges on the successful completion of a quest, and can be as short as a single game session. Longer adventures might embroil players in great conflicts that require multiple
game sessions to resolve. When strung together, these adventures form an ongoing campaign. A D&D campaign can include dozens of adventures and last for months or years. A Dungeon Master gets to wear
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
needed. A character can take a Utilize action to lower or raise a rope ladder. Walls. The fortress walls have few handholds, so climbing them requires a successful DC 10 Strength (Athletics) check. Siege
Equipment
Siege equipment includes objects designed to assail or defend castles and other walled fortifications. Most siege weapons require creatures to move them, as well as to load, aim, and fire
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
crevasse and 40 feet above the magma. It can be reached by magic or by climbing down to it. The sheer sides of the crevasse require a successful DC 12 Strength (Athletics) check to climb. On a failed
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, leading characters to seek a way to end the cycle by soothing the slumbering titan’s nightmares, which might require climbing its mountainous form and carving the Giant rune for “friend” into its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
gargoyle doesn’t require air, food, drink, or sleep. Gargoyle
Medium elemental, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.
STR
15 (+2
essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
Ogrémoch doesn’t create gargoyles
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
Resolve the attack. You make the attack roll. On a hit, you roll damage
weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. Some spells also require an attack
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. On each character’s
doesn’t require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Conceptopolis
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Asteroid Spider An asteroid spider is a menace native to Wildspace and the Astral Sea. A full-grown specimen has a body 30 feet in diameter and legs that are at least 30 feet long. When it wraps its
spider fails a saving throw, it can choose to succeed instead.
Unusual Nature. The spider doesn’t require air.
Actions
Multiattack. The spider makes two Web Strand attacks, uses Reel, and makes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Torrents Features The complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Cavern ceilings are 10 feet above the water. Climbing. The walls are rough
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for