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                        Returning 35 results for 'condition walking retreat'.
                    
                
                        
                            
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                                        condition willing repeat
                                    
                                
                                    
                                        condition walking repeat
                                    
                                
                                    
                                        condition willing retreat
                                    
                                
                                    
                                        condition waking repeat
                                    
                                
                                    
                                        condition working repeat
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have
                                                
                                            
                                                
                                                     advantage on Wisdom (Survival) checks.
Invoking the Runes. As a bonus action, you can invoke the bootsâ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they canât be invoked again until the next dawn.
                                                
                                            
                                        
                                                     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
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    . If the target is a Large or smaller creature, it has the grappled condition (escape DC 18). It also has the restrained condition and takes 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
                                                
                                            
                                                
                                                     has the stunned condition for 1 minute. On a successful save, a target takes half as much damage only. An affected creature can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     bat or wolf form, Strahd canât speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
                                                
                                            
                                                
                                                     the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
                                                
                                            
                                        
                                                     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->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     Dexterity score increases by 2, and one other ability score of your choice increases by 1. Courierâs Speed. Your base walking speed increases to 35 feet. Intuitive Motion. When you make a Dexterity
                                                
                                            
                                                
                                                     Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class. Mark of Passage Spells    Spell Level Spells 
     1st  expeditious retreat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . Your Dexterity score increases by 2, and one other ability score of your choice increases by 1. Courierâs Speed. Your base walking speed increases to 35 feet. Intuitive Motion. When you make a
                                                
                                            
                                                
                                                     Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class.  Mark of Passage Spells   Spell Level Spells   1st expeditious retreat
                                                
                                            
                                        
                                                     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->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or devoted creatures might never retreat from a battle. If you canât decide whether a
                                                
                                            
                                                
                                                    : The monster starts its turn Bloodied and more than half its allies are dead or have the Incapacitated condition, while no one is dead or Incapacitated on the other side. The monster starts its turn
                                                
                                            
                                        
                                                     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->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Approaching the Cabin Perched on the edge of a snowy ridge above a gorge is a black lodge on wooden stilts. Whatever path might have led to this ramshackle retreat lies buried under snow.
 Icy steps
                                                
                                            
                                                
                                                     the old building can tell that its wooden floors are in poor condition, perhaps even in danger of collapse in one location (see area B4). Itâs clear to anyone surveying the Black Cabin that part of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Forsaken Deep Features Dyson Logos  Map 4.6: Forsaken Deep View Player Version Map 4.6 shows the ruins of the storm giant retreat and the trench, including the following features: Library. The
                                                
                                            
                                                
                                                     that breathes air must make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition until it finishes a short or long rest in a place with fresh air. The restless
                                                
                                            
                                        
                                                     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->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     their unshakable loyalty, merregons form the backbone of many devilsâ protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight
                                                
                                            
                                                
                                                    
 Condition Immunities frightened, poisoned
 Senses darkvision 60 ft., passive Perception 11
 Languages understands Infernal but canât speak, telepathy 120 ft.
 Challenge 4 (1,100 XP) Proficiency Bonus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Storm Herald Ancient and alien beings dwell or slumber in ocean depths, awaiting some cosmic circumstance that signals their time to rise. In their retreat from the world, storm giants sometimes
                                                
                                            
                                                
                                                     Resistances cold, psychic
 Damage Immunities lightning, thunder
 Condition Immunities charmed, frightened
 Senses darkvision 120 ft., passive Perception 20
 Languages Common, Giant, telepathy 120
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        






