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Returning 35 results for 'conflict wearing rate'.
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Magic Items
Dungeon Master’s Guide
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Magic Items
Princes of the Apocalypse
claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.
You can use a claw as a melee weapon while wearing it. You have proficiency with it
These heavy gauntlets of brown iron are forged in the shape of an umber hulk;umber hulk's claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both
Monsters
Journeys through the Radiant Citadel
","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is a creature wearing armor of any type, the aurumvorax regains 4 (1d6 + 1);{"diceNotation":"1d6+1
.
Alone or in small groups, aurumvoraxes dig deep in search of precious metals. Such exploration often leads them into conflict with subterranean settlements. As defenders of such communities often
Monsters
Journeys through the Radiant Citadel
","rollDamageType":"piercing"} piercing damage. If the target is a creature wearing armor of any type, the aurumvorax gains one of the following benefits of its choice:
Frenzy. The aurumvorax has
particular taste for gold. This diet lends aurumvorax fur its golden sheen.
Alone or in small groups, aurumvoraxes dig deep in search of precious metals. Such exploration often leads them into conflict with
Monsters
Waterdeep: Dungeon of the Mad Mage
its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its
is identical to the control weather spell.
Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of
Monsters
Tomb of Annihilation
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the
Monsters
Princes of the Apocalypse
an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60
. Small and Medium creatures move at half speed through the wind; Tiny creatures exposed to the wind are carried away with it at a rate of 40 feet per round unless they succeed at a DC 15 Strength
Magic Items
Tomb of Annihilation
. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost.
Cold Immunity. While attuned to and wearing the ring, you have
regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
You can expend 1 charge as an action
Equipment
These weighted boots are used by the Mariners’ Guild to quickly descend into the Shallows and explore the shallow beds. While wearing the boots, all nonmagical speeds you possess are reduced to
10 feet, you descend into water at a rate of 100 feet per round, and you can walk across the ocean floor as if you weren't buoyant.
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit
its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment
’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon
while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal). While wearing the claws, you can’t manipulate objects or cast spells with somatic components.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon
while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal). While wearing the claws, you can’t manipulate objects or cast spells with somatic components.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, where they join Gruumsh’s army and fight on his behalf in the endless war against the goblinoid followers of Maglubiyet. Gruumsh sees this conflict as a chance to pit his people against an eager
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds
. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds
. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds
. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds
. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These eggs incubate in pools of molten magma until they hatch. The pink, smiling newborn matures at the same rate as a human. The parent protects its offspring until the new lava child is strong enough to
Challenge 3 (700 XP)
Metal Immunity. The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These eggs incubate in pools of molten magma until they hatch. The pink, smiling newborn matures at the same rate as a human. The parent protects its offspring until the new lava child is strong enough to
Challenge 3 (700 XP)
Metal Immunity. The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8
Pack Wondrous item, uncommon This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races. “The armies of the Grand Sultan are bolstered by legions of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Anarchist Outcry An ear-splitting crash pierces the air. Five figures wearing snarling, crimson masks clamber atop stalls, each raising a cone-like device to their mouth. Along with an irritating
.
Caught in the Middle The characters might decide to get involved in the conflict, perhaps by trying to subdue the Ashen Heirs or convincing them to run before they’re arrested. In any case, harming
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races. “The armies of the Grand Sultan are bolstered by legions of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Anarchist Outcry An ear-splitting crash pierces the air. Five figures wearing snarling, crimson masks clamber atop stalls, each raising a cone-like device to their mouth. Along with an irritating
.
Caught in the Middle The characters might decide to get involved in the conflict, perhaps by trying to subdue the Ashen Heirs or convincing them to run before they’re arrested. In any case, harming
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8
Pack Wondrous item, uncommon This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
is two zombified ogres that are smashing all the furniture in this room, apparently obeying the commands of a dwarf wearing a red robe. Desks and chairs made of black wood and adorned with skulls lie
Evil Cultist Fanatic)—to destroy everything in this library. Eleith commands two Ogre Zombies to do the heavy labor. The cultist and zombies are Hostile and fight anyone not wearing the crimson robes
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the blasted landscape and flows directly beneath the city. Floating on the river are demonic barges being assailed by squadrons of winged devils under the command of a terrifying pit fiend wearing an
conflict are as good as dead, but circumstances might necessitate one or more characters moving unseen through the ranks of devils and hordes of demons. Such a plan might include causing a distraction that
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. Interested to hear what the characters have to say, Vocath instructs the guards to bring them to the audience chamber (area 4), where Vocath greets them: Vocath, a slender blue giant wearing elegant
the alliance of the Doomspace factions as he is of anything that doesn’t turn him a profit. If the characters mention the conflict with the Xaryxian Empire, Vocath’s demeanor turns cold, since that
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. Interested to hear what the characters have to say, Vocath instructs the guards to bring them to the audience chamber (area 4), where Vocath greets them: Vocath, a slender blue giant wearing elegant
the alliance of the Doomspace factions as he is of anything that doesn’t turn him a profit. If the characters mention the conflict with the Xaryxian Empire, Vocath’s demeanor turns cold, since that
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
characters don’t remember seeing the armor on their previous encounter at the inn, feel free to remind them. Also, if any character stole a suit of the armor and is wearing it now, it falls off the
are bolstered by the storm but are weaker when outside it. The edge of the storm expands outward at a rate of 5 feet per round, on initiative count 20. If the myrmidons are within the storm, their