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                        Returning 35 results for 'combat walk reopened'.
                    
                
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                     combat, irda seekers can momentarily cloak themselves as they dart around the battlefield.
Irda
The Dragon Queen created the irda long ago. While most irda embraced their wicked creator’s
                                                
                                            
                                                
                                                    -shifting abilities and the power to create illusions.Veil Walk (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Veil Walk"}. The seeker, along with any equipment it is wearing
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    . When stretched taut between outstretched limbs, these membranes enable a hadozee to glide.
On Yazir, their home world, hadozees lived high up in the trees to avoid large predators that walk on land
                                                
                                            
                                                
                                                     glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the ship, gliding under the keel, and appearing on the opposite side of the ship from where it leapt off.
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     toddler, except for the black-feathered wings sprouting from the faerie’s shoulders. When engaged in combat, faerie pests wield thought-manipulating magic alongside sharp blades coated in
                                                
                                            
                                                
                                                     stinging poison.
Tarry not in Tuinvale, Ignore the flowers’ heady scents. Take no thing, stay to the trail, Lest the fae seek recompense.
—To Walk the Wilds
Faeries
The faeries of
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     the trees to avoid large predators that walk on land. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing
                                                
                                            
                                                
                                                     ability comes in handy, as does their ability to glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    . When stretched taut between outstretched limbs, these membranes enable a hadozee to glide.
On Yazir, their home world, hadozees lived high up in the trees to avoid large predators that walk on land
                                                
                                            
                                                
                                                    . A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the ship, gliding under the keel, and appearing on the opposite side of the ship from where it leapt off.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     graystaff.
Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost the hag extra
                                                
                                            
                                                
                                                     starve. Bheurs use their ability to manipulate weather to batter villages with freezing cold, hoping to instill a despair that turns folk against each other.
In combat, a bheur hag also strives to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    , hadozees lived high up in the trees to avoid large predators that walk on land. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk
                                                
                                            
                                                
                                                    . Their natural climbing ability comes in handy, as does their ability to glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Speed A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and chapter 1 (“Combat
                                                
                                            
                                                
                                                     you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
                                                
                                            
                                                
                                                     small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    ” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed
                                                
                                            
                                                
                                                     farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     those actions.
 Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door
                                                
                                            
                                                
                                                     the flow of the game right back to step 1.
 This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Desert Encounters If the players are restless or spoiling for a fight, use the following encounters. Pesh and Shamir avoid combat and try their best to stay out of harm’s way. Wandering Monsters The
                                                
                                            
                                                
                                                     Netheril As the adventurers walk along the dunes, a cold wind howls across the desert. The shrieks of the wind soon turn to cries of anguish, as if coming from tortured souls. Bedine nomads believe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Kenku “If you hear a baby crying in an alley, walk the other way. That’s my advice to you.”
 — Endroth Knag, 
City Watch corporal in Waterdeep
 Kenku are feathered humanoids that wander the world
                                                
                                            
                                                
                                                     bodies, shrouding their bare arms and legs. They tread lightly when they walk, on talons made for grasping the branches of trees and seizing prey from the lofty skies. Soft as the wind they move, so as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Academy; however, drow guards are trained to tell the difference between training exercises and the sound of real combat. The latter attracts reinforcements in the form of 1d4 drow elite warriors every
                                                
                                            
                                                
                                                     acolytes out for a walk. There is a 25 percent chance that a drow priestess of Lolth is with them, filling the young devotees’ heads with wisdom and instructing them on the Way of Lolth (see “The Way of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     walk from the bedchamber to the upper parts of the complex for Diderius’s servants. The dumbwaiter’s ropes and rotted wooden platform are strewn across the stairs. This area is guarded by 3 wraiths and
                                                
                                            
                                                
                                                     3 specters. The wraiths are the spirits of warriors who pledged their souls to Diderius in exchange for the wizard’s exotic knowledge. They can be defeated in combat, but their spirits are bound to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     walk from the bedchamber to the upper parts of the complex for Diderius’s servants. The dumbwaiter’s ropes and rotted wooden platform are strewn across the stairs. This area is guarded by 3 wraiths and
                                                
                                            
                                                
                                                     3 specters. The wraiths are the spirits of warriors who pledged their souls to Diderius in exchange for the wizard’s exotic knowledge. They can be defeated in combat, but their spirits are bound to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower
                                                
                                            
                                                
                                                     under the effect of a wind walk spell gains a flying speed of 300 feet. In 1 minute, the character can move 3,000 feet at a normal pace, 4,000 feet at a fast pace, or 2,000 feet at a slow pace. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Outside Combat As described in the Monster Manual, a beholder’s use of its eye rays in combat is random, governed by die rolls instead of by choice. This rule is an abstraction, designed to keep the
                                                
                                            
                                                
                                                    -nullifying effect of a beholder’s central eye has a number of possible uses outside combat, but if it’s not needed, the beholder can turn it off by simply closing the eye. Negative Energy Cone Normally
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     both ranged and melee combat. They are positioned in an area where the trail winds through a gap between two outcrops. The ambushers are hidden in the rocks, 12 to 15 feet above ground level
                                                
                                            
                                                
                                                     cultists make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     others starve. Bheurs use their ability to manipulate weather to batter villages with freezing cold, hoping to instill a despair that turns folk against each other. In combat, a bheur hag also strives to
                                                
                                            
                                                
                                                     destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
 Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    . The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll.
Metal rusts in response to your touch—including metal armor you
                                                
                                            
                                                
                                                     determination, giving you hints of potential future events. For example, your sword might become suddenly bloodstained to warn of an upcoming combat encounter, your clothes might become damp to warn of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                     not to show it. If combat breaks out here, Sovendahl fights bravely and expertly, but the exertion leads to more coughing. As the fight progresses, describe the drow’s spasms of coughing, and blood
                                                
                                            
                                                
                                                     speak with the drow about his affliction, pointing out that he is sick and in need of assistance, the drow might stop fighting and ask the characters if they can help him. He is willing to walk away
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     both ranged and melee combat. They are positioned in an area where the trail winds through a gap between two outcrops. The ambushers are hidden in the rocks, 12 to 15 feet above ground level. Characters
                                                
                                            
                                                
                                                     make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling rocks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     after it closed its doors, the site was reopened as Ultrumm’s Music Conservatory. The conservatory later moved to Southbank, and the House of the Harp occupied the college’s original location under
                                                
                                            
                                                
                                                    , a gravel path up Mount Waterdeep’s northern spur, is used to bring goods to the college, but most visitors and students use the Mount Melody Walk — a tunnel through the mountain itself — to reach it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     ranged attacks to keep the characters at bay. They engage in melee combat only if a creature reaches them atop the spire or if they’re outmatched in ranged combat. Both fight to the death. Even as she
                                                
                                            
                                                
                                                     Flames Features The battlefield includes the following features: Citadel Spire. A 30-foot-tall stone shard dominates the center of the battlefield. A cliff winds up its side, making it possible to walk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Giants and Other Ancients In the mythic history of most D&D worlds, giants occupy a privileged place—alongside dragons—among the first sapient creatures to walk the earth. Elves and dwarves arose or
                                                
                                            
                                                
                                                     combat krakens and other nightmares of the deep while coastal cities and merchant ships struggle to endure devastating storms and tidal waves. The Thousand-Year War in the Forgotten Realms lasted a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     following techniques to make combat feel more menacing: Feature monsters that are immune to tactics characters often use but that are vulnerable to other strategies the characters could employ. Have foes
                                                
                                            
                                                
                                                     spend combat actions doing things that are fundamentally creepy, like chanting to sinister gods or regurgitating their last meal. Use another creature as the opening act for the true threat. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air. Accepting Servitors. The djinn believe that servitude is a
                                                
                                            
                                                
                                                     components:
 At will: detect evil and good, detect magic, thunderwave
 3/day each: create food and water (can create wine instead of water) , tongues, wind walk
 1/day each: conjure elemental (air
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and
                                                
                                            
                                                
                                                    . Protective Spirit Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
                                                    
                                                
                                            
                                                     magic to disguise themselves and gather intelligence for their allies. In combat, irda seekers can momentarily cloak themselves as they dart around the battlefield. Irda Seeker
 Medium Giant, Any
                                                
                                            
                                                
                                                     transformation.
 Bonus Action
 Veil Walk (Recharge 4–6). The seeker, along with any equipment it is wearing or carrying, turns invisible and teleports to an unoccupied space it can see within 30 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , actors walk through their scenes and read their lines to a mostly empty theater. Watching the rehearsal from the front row while smoking a pipe is Jarlaxle Baenre (see appendix B), disguised as
                                                
                                            
                                                
                                                    , and has at them. If the characters fall in combat, Jarlaxle and his guards stabilize dying party members before dragging all of them to a snowy alley and leaving them there with their gear. After the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
                                                    
                                                
                                            
                                                    , the players explain what they want their characters to do. (If what they want to do is impossible, tell them so and ask them to choose a different action. For example, a character can't walk through a
                                                
                                            
                                                
                                                     game can spark great storytelling and acting moments.
 Remember, though, that part of the DM’s job is to keep the game’s story moving forward. If describing every single attack roll in a long combat gets boring, just say how much damage the attack deals and get to the next exciting moment.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     in height from just above the water to being submerged by up to 2 feet. Each main walkway is wide enough for two Medium creatures to walk side by side, while the smaller branching ones are wide enough
                                                
                                            
                                                
                                                     patrol of 1d4 + 2 yuan-ti purebloods arrive on the scene, attracted by the sounds of combat, before the original squad has been vanquished.  Crab Maze
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their
                                                
                                            
                                                
                                                     less-predictable scouts and spies more.
 — Volo
 Iron Shadows A few hobgoblins have mastered a system of unarmed combat called the Path of the Iron Shadow. Its practitioners are known as Iron Shadows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     resolve those actions.
 Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
                                                
                                            
                                                
                                                    , which brings the flow of the game right back to step 1.
 This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a
                                                
                                            
                                        






