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Returning 35 results for 'contains walking revert'.
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Magic Items
Dungeon Masterâs Guide
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
Blessing
Bless
7â12
Bead of Curing
Cure Wounds (level 2 version)
13â16
Bead of Favor
Greater Restoration
17â18
Bead of Smiting
Shining Smite
19
Bead of Summons
Guardian of Faith
20
Bead of Wind Walking
Wind Walk
Monsters
Waterdeep: Dungeon of the Mad Mage
speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is
, provided that it isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place
Monsters
Waterdeep: Dungeon of the Mad Mage
can't speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she
unconscious, provided that she isn't in sunlight or running water. If she can't transform, she is destroyed.
While she has 0 hit points in mist form, she can't revert to her vampire form, and she must reach
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
destroyed.
While he has 0 hit points in mist form, he canât revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire
Magic Items
The Book of Many Things
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
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
Necklace of Prayer Beads
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is
) or lesser restoration
13-16
Favor
Greater restoration
17-18
Smiting
Branding smite
19
Summons
Planar ally
20
Wind walking
Wind walk
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing
falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, the vampire canât speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it
canât revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing
falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
. Your walking speed is 30 feet. Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to
. Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shifter Traits As a shifter, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Bestial Instincts. Channeling the
transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 Ă your proficiency bonus. You can
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
duplicate the appearance of an individual youâve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment arenât changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
contains a ewer made of beaten gold worth 25 gp and a walking stick worth 75 gp. The walking stick is made of varnished yew with a golden handle shaped like a scorpion. The southeast sarcophagus contains a gold censer with platinum filigree worth 250 gp.
without exploring the tomb below, they hear the same telepathic voice that called out to them initially, saying, âPlease! Donât leave! Iâm here, below!â Treasure Each sarcophagus contains mummified
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
base walking speed is 30 feet. Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex
stay in the new form until you use an action to revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
modifier: Size modifier = 2d4 Height = 5 feet + 1 inch + your size modifier in inches Weight in pounds = 115 + (2d4 Ă your size modifier) Speed. Your base walking speed is 30 feet. Shapechanger. As an
revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. Languages. You can speak, read, and write Common and two other languages of your choice.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
+ (2d4 Ă your size modifier) Speed. Your base walking speed is 30 feet. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were
lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
Castleâs Residents Once the Fiends are defeated and Zaythir is freed, the characters have access to the walking castle and the gratitude of its residents. These residents help the characters however
they can. Robson Michel The githzerai Zaythir uses the Castellan to set the walking castleâs course across the Outlands Zaythir Zaythir is a patient scholar of the planes who rarely shows extremes of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
+ (2d4 Ă your size modifier) Speed. Your base walking speed is 30 feet. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were
lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic beadâs spell is cast, that bead canât be used again until the next dawn. d20
Bead of ⊠Spell 1â6 Blessing Bless 7â12 Curing Cure wounds (2nd level) or lesser restoration 13â16 Favor Greater restoration 17â18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic beadâs spell is cast, that bead canât be used again until the next dawn. d20
Bead of⊠Spell 1â6 Blessing Bless 7â12 Curing Cure wounds (2nd level) or lesser restoration 13â16 Favor Greater restoration 17â18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, and the Palace of Heartâs Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic beadâs spell is cast, that bead canât be used
again until the next dawn. 1d20 Bead Spell 1â6 Bead of Blessing Bless 7â12 Bead of Curing Cure Wounds (level 2 version) 13â16 Bead of Favor Greater Restoration 17â18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of an otherwise empty alcove, and carved into the top of the disk is a serpentine symbol.
The room contains four pits, each one a bell-shaped chamber 10 feet deep and 10 feet in diameter. The pits
the yuan-ti need to get a prisoner out of the pit, they disconnect a hook from the lid and use it to hoist the prisoner out by the manacles. Each pit contains 1d3 prisoners, and the âPrisoners of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Losser Mirklav is a lightfoot halfling mage, with these changes: He is chaotic evil and has 31 (9d6) hit points. He has these racial traits: He is Small, and his walking speed is 25 feet. He can move
counterspell and greater invisibility. All his spell slots are currently expended. Losser carries a spellbook bound in stitched flesh that contains all his prepared spells. He also has a key to the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
Gracklstugh After days of walking in the deep, dark places beneath the surface, I was led, in heavy chains, to Gracklstugh, on the shores of the Darklake. I was set to work almost immediately at a
handled. The duergar make their homes mainly beyond a great wall, which I never passed through. To the north, the floor of the cavern that contains the Darklake hovers dangerously low, such that in some
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Encounters d12 + d8 Encounter 2 Sunken ship covered in barnacles (25 percent chance that the ship contains treasure; roll randomly on the treasure tables in chapter 7) 3 Sunken ship with reef sharks
(shallow waters) or hunter sharks (deep waters) circling around it (50 percent chance that the ship contains treasure; roll randomly on the treasure tables in chapter 7) 4 Bed of giant oysters (each
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one attack, the armrests revert to their inanimate state until triggered again. 8b. Harriaâs Room Bandit Captain. Unless awakened by loud noises, Harria Valashtar (NE human bandit captain with
unlocked and contains a disguise kit, as well as a small selection of theater costumes and props.
Harria is a greedy, treacherous, and vindictive young woman who considers herself the worldâs most
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
its roof. At the pointed front of the building, steps ascend to a stone door caked in slime.
The shrine to the trickster god Nangnang (represented by a grung) contains one of nine puzzle cubes needed
, the illusion drops and the treasure reverts to its true form: gold coins become disks of tin, silver decanters revert back to clay jugs, and glittering armor becomes rusty scrap metal. A detect magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
43. Ottoâs Den MaddÂgoth crafted and tested magic items here. The area contains several lingering magical effects that prompted the faerie dragon to turn these chambers into its private den. Whenever
wedged in its frame (see area 19). The eastern door is ajar. A gold coin lies on the floor just inside the room, which contains the following:
Homunculus. Unless it has been encountered and detained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from these crude barricades, the room contains the following: Automaton. An animated, life-size puppet of Halaster Blackcloak is hard at work on an experiment. The puppet is made primarily of wood and
isnât doing anything other than mixing harmless substances while muttering gobbledygook. The puppet is a Medium construct with AC 10, 8 hit points, a walking speed of 20 feet, immunity to poison and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
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
nine walking sticks, each lovingly carved from a different kind of wood. H3: Hall Six wooden posts support the roof of this simple hall. Sturdy benches of hardened clay line the walls, and a long
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of rock. If the miners notice the party, they attack, letting their enlarged allies barrel in first. 18d. Overseer This section of the mine has been depleted of mithral and iron ore. It contains the
much damage as a duergar, Stalagma uses her next action to revert to her true form. Other duergar who see Stalagma in her true form flee unless Valtagar is present to reassure them that the dragon is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and can speak with frogs and toads. He has a walking speed of 20 feet and a swimming speed of 40 feet. His long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running
abominations. These temple guardians attack any creature that is not a yuan-ti. When reduced to 0 hit points, they revert to clouds of green mist and disappear without a trace. If the yuan-ti abominations are not killed, they rid the temple of enemies and turn it into their lair.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
heads out of nearby cabins. âNo one move a muscle!â warns the mind flayer. âThis whole car just became a crime scene.â
This car contains three cozy passenger cabins and two privies (one at each end of
. Ignatius has already determined that Quintus was killed while walking to his cabin from one of the Passenger Carâs two privies. The aasimarâs body lies outside the door to the middle cabin, which
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Valtagarâs Quarters The walls and floor of this 15-foot-high chamber are covered with interlocking stone tiles. The room contains the following: Valtagar. When the characters first arrive
resilient sphere spell prepared instead of banishment. He has these racial traits: He speaks Common, Dwarvish, Infernal, Terran, Troglodyte, and Undercommon. His walking speed is 25 feet, and he has






