Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'condition walking reenact'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        condition willing reenact
                                    
                                
                                    
                                        condition walking retract
                                    
                                
                                    
                                        condition walking revenant
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     saving throw or have the prone condition.
Tail. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Tail"} to hit, reach 20 ft., one target. Hit: 45 (8d8 + 9
                                                
                                            
                                                
                                                     titanic sauropod often likened to a walking mountain, with craggy spines, patterns of elemental energy that glow in its hide like streams of lava, and eight massive legs the size of ancient trees. It
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ":"3d6", "rollType":"damage", "rollAction":"Ram", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Shortbow
                                                
                                            
                                                
                                                     Planes and frequently taking on aspects of those planes (see âPlanar Influencesâ in Morteâs Planar Parade).Mighty Leap. The bariaur jumps a distance up to its walking speed.
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn.
Curse. The
                                                
                                            
                                                
                                                     magic.
You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     creature, it must succeed on a DC 21 Strength saving throw or have the prone condition. After the giant throws the rock, roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Heated Rock
                                                
                                            
                                                
                                                     restrained condition. As an action, a creature can make a DC 19 Strength (Athletics) check, freeing itself or a creature within its reach from the rock on a success. The rock restraining each creature
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    . Your walking speed increases by 10 feet.
Pit. A pit opens beneath you. You plummet 3d6 Ă 10 feet, take damage from the fall, and have the prone condition.
Plant. You gain the ability to cast
                                                
                                            
                                                
                                                     immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Walking Statues of Waterdeep Scattered throughout Waterdeep are eight enormous statues that can defend the city in times of great peril. Because they are so destructive, the walking statues are used
                                                
                                            
                                                
                                                     only to fend off armies and seemingly insurmountable foes. Each statue has a name and a unique appearance (see âThe Walking Statues,â in chapter 9), but in terms of statistics they are similar. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    Twig Blight This skittering creature resembles a small, leafless, walking plant. Twig blights hide by rooting themselves among ordinary plants. Twig Blight
 Small plant, neutral evil
 Armor Class
                                                
                                            
                                                
                                                    
 Damage Vulnerabilities fire
 Condition Immunities blinded, deafened
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
 Languages understands Common but doesnât speak
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
                                                
                                            
                                                
                                                     Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern
                                                
                                            
                                                
                                                     these spells when you cast them with this trait (choose when you select this race). Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
                                                
                                            
                                                
                                                     Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     goblinoid.  Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light
                                                
                                            
                                                
                                                    . You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Fey Gift. You can use this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     place to enter it willingly. In their communities they reenact their old rituals and ceremonies, in a pale imitation of the days when they dwelled in the life and light of their now-lost kingdom. When
                                                
                                            
                                                
                                                     them to the Shadowfell, where they are resurrected to serve her yet again. Thus, they consider death to be a temporary condition, and many shadar-kai care little for the physical shell they currently
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     goblinoid. Size. Your size is Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light
                                                
                                            
                                                
                                                    . You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Long-Limbed. When you make a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Earth Elemental An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks
                                                
                                            
                                                
                                                     bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities poison
 Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
 Senses darkvision 60 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Kobold Traits  As a kobold, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Small. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light
                                                
                                            
                                                
                                                     Hand, or Survival. Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself. Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.  Silent Image Level 1 Illusion (Bard, Sorcerer, Wizard)
  Casting Time: Action
                                                
                                            
                                                
                                                     an image of a creature and move it, you can alter the image so that it appears to be walking.
 
  CALDER MOORE  Silent Image can concoct illusions of
 the mundane and the whimsical  
 Physical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     are a Humanoid. Size. You are Small. Speed. Your walking speed is 30 feet. Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a
                                                
                                            
                                                
                                                     saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you canât do so again until you finish a long rest
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    )
 
  CHA
  1 (â5)
Damage Resistances bludgeoning, piercing, slashing
 Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
 Senses blindsight 10 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     elf. Size. You are Medium. Speed. Your walking speed is 30 feet. Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use
                                                
                                            
                                                
                                                     charmed condition on yourself. Keen Senses. You have proficiency in the Perception skill. Necrotic Resistance. You have resistance to necrotic damage. Trance. You donât need to sleep, and magic canât
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                     to be an elf. Size. You are Medium. Speed. Your walking speed is 30 feet. Astral Fire. You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence
                                                
                                            
                                                
                                                     if it were dim light. You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Keen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     that area must succeed on a DC 17 Constitution saving throw or have the blinded condition for 24 hours. U2: Red Lunarium A shadowy, skeletal wolf walking upright like a human stalks the area here
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You canât
                                                
                                            
                                                
                                                     to 60 years. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Roc Sources   d6 Bone Source   1 Axe Beak. The bone rocâs walking speed is 50 feet. 2 Cockatrice. A creature hit by the bone rocâs Beak attack must succeed on a DC 14 Constitution saving throw or
                                                
                                            
                                                
                                                    )
 CON
 16 (+3)
 INT
 2 (â4)
 WIS
 17 (+3)
 CHA
 10 (+0)
 
 Saving Throws Dex +8, Wis +6
 Skills Perception +6
 Damage Vulnerabilities bludgeoning
 Damage Immunities poison
 Condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     carry a gourd of grease, which they apply to their feet so that they can âsurf the webs.â While sliding down webs, they move at twice their normal walking speed. The Web Runners are as good as their word
                                                
                                            
                                                
                                                     it is walking break, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature manages to avoid a fall by grabbing nearby web strands. On a failure, the creature falls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    .
   STR
  18 (+4) 
 
  DEX
  3 (â4) 
 
  CON
  18 (+4) 
 
  INT
  17 (+3) 
 
  WIS
  14 (+2) 
 
  CHA
  12 (+1)
Saving Throws Con +8, Int +7, Wis +6, Cha +5
 Condition Immunities
                                                
                                            
                                                
                                                     gains the following benefits for 7 days: its walking speed increases to 40 feet, and it gains a flying speed equal to its walking speed and can hover.
 A Humanoid slain by this necrotic damage rises as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold
                                                
                                            
                                                
                                                     Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     to the point of stupidity and utterly savage. Walking Arsenal. Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end
                                                
                                            
                                                
                                                    .
   STR
 21(+5)
 
  DEX
 18(+4)
 
  CON
 21(+5)
 
  INT
 8(â1)
 
  WIS
 12(+1)
 
  CHA
 13(+1)
Damage Resistances cold, fire, lightning
 Damage Immunities poison
 Condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
                                                    
                                                
                                            
                                                     succeed on a DC 14 Strength saving throw or have the prone condition.
 Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 4 (1d8) piercing
                                                
                                            
                                                
                                                    : dancing lights, druidcraft
 1/day each: goodberry, pass without trace, tongues
 Bonus Actions
 Mighty Leap. The bariaur jumps a distance up to its walking speed.
  Claudio Pozas
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities acid, poison
 Condition Immunities poisoned
 Senses blindsight 60 ft., darkvision 60 ft., passive
                                                
                                            
                                                
                                                     target. Hit: 12 (2d8 + 3) slashing damage.
 Flailing Claws (Recharge 5â6). The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Strixhaven Campus Guide  With cheerful dispositions and a knack for walking backward, Strixhaven campus guides lead gaggles of prospective students on tours. The guidesâ gold and silver chassis are
                                                
                                            
                                                
                                                    ) 
  WIS
  12 (+1) 
  CHA
  12 (+1)
Saving Throws Dex +4
 Skills Insight +3, Persuasion +3
 Damage Immunities poison
 Condition Immunities blinded, deafened, exhaustion, paralyzed, petrified
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     16, she has the incapacitated condition, and she canât move or speak.
 H2: Antechamber This roomâs south door is locked. If the characters enter, read or paraphrase the following text: Old cloaks
                                                
                                            
                                                
                                                     and walking sticks hang from hooks on the wall of this entry room. A pair of muddy boots lie on the floor, and a dusty broom stands in the far corner.
 The items here all belong to Derwyth. There are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition, and the aerosaur can't Bite another target.
 Talons. Melee Weapon Attack: +12 to hit, reach
                                                
                                            
                                                
                                                     must make a DC 20 Strength saving throw. On a failed save, a creature takes 38 (7d10) thunder damage, is pushed up to 30 feet horizontally from the aerosaur, and has the prone condition. On a successful
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
                                                
                                            
                                                
                                                    , and you are its familiar. If destroyed, it reappears in 1d4 hours.
18
While you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .  Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern
                                                
                                            
                                                
                                                     colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Fey Step. As a bonus action, you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Emporium. She warns the characters of one other condition before they decide: they must watch over her grove while sheâs gone. If the characters attack or threaten Red Ruth during this negotiation, she
                                                
                                            
                                                
                                                     block) and a walking, undead tree (use the treant stat block, except the tree is undead and has resistance to necrotic damage). If the characters defeat the undead, Red Ruth fulfills her end of the
                                                
                                            
                                        






