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Returning 35 results for 'continual walking radiant'.
Other Suggestions:
continues willing radiant
continual willing radiant
continue willing radiant
continually willing radiant
continues waking radiant
Monsters
Planescape: Adventures in the Multiverse
":"to hit", "rollAction":"Shining Blade"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Shining Blade", "rollDamageType":"radiant
"} radiant damage.
Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
At will: detect evil and good
1/day each: aid
Monsters
Tales from the Yawning Portal
Regeneration. Tloques-Popolocas regains 10 hit points at the start of his turn if it has at least 1 hit point and isn't in sunlight or running water. If Tloques-Popolocas takes radiant damage or
form, Tloques-Popolocas can't speak, its 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's wearing transforms
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
hit points, he regains 1 hit point.
Regeneration. Zorak regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Zorak takes radiant
Monsters
Icewind Dale: Rime of the Frostmaiden
running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger. If the vampire isn’t in sunlight, it
can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form.
While in hyena form, the vampire can’t speak, and its walking speed is 50 feet. Its
Monsters
Mythic Odysseys of Theros
gains a swimming speed equal to its walking speed and can breathe air and water.
3
Mountain Creature. The chimera’s body is that of a mountain-dwelling creature, such as a ram or a dragon
, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
Monsters
Curse of Strahd
bat or wolf form, Strahd can’t 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
turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from Holy Water (flask);holy water, this trait doesn’t function at the start
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
. If Keresta takes radiant damage or damage from holy water, this trait doesn't function at the start of Keresta's next turn.
Spider Climb. Keresta can climb difficult surfaces, including upside down
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, the 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
least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s
Vampire Spellcaster
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
water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces
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
water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Positive Plane Like a dome above the other planes, the Positive Plane is the source of radiant energy and the raw life force that suffuses all living beings. Like the heart of a star, it is a
continual furnace of creation, a domain of brilliance beyond the ability of mortal eyes to comprehend. It is a vibrant plane, so alive that travelers are empowered by visiting it. The Positive Plane has no
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to 160 years. Size. Aasimar have the same range of height and weight as humans. Speed. Your base walking speed is 30 feet. Darkvision. Blessed with a radiant soul, your vision can easily cut through
Resistance. You have resistance to necrotic damage and radiant damage. Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
hard it is to kill these walking corpses. When this trait prevents a zombie from dying, give the players a hint about what happened. You might say, “That should have finished the creature off, but it
refuses to stop moving!” On the flip side, any time a zombie takes radiant damage (such as from the cleric’s sacred flame cantrip), you might describe the creature howling in agony. This can help the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Gem Ancestry. You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the
manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
, reach 5 ft., one target. Hit: 11 (2d6 + 4) radiant damage.
Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting
ability:
At will: detect evil and good
1/day each: aid, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
text states otherwise. Lighting. The mansion is illuminated by continual flame spells cast on candles that are mounted to the walls. Windows. Each window is under the effect of an arcane lock spell. The
1 The air becomes heavy and malleable. The space in the room becomes difficult terrain. While in the room, creatures have a flying speed equal to their walking speed. 2 Doors and windows in the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as noted in the text
hoodless robe without pockets, leather slippers without laces, and cloth undergarments. While outside their cells, prisoners wear manacles on their wrists and ankles. While manacled, a prisoner’s walking speed can’t exceed 10 feet.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as noted in the text
hoodless robe without pockets, leather slippers without laces, and cloth undergarments. While outside their cells, prisoners wear manacles on their wrists and ankles. While manacled, a prisoner’s walking speed can’t exceed 10 feet.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
fight until they’re all defeated. Tip: Undead Fortitude. The zombies’ Undead Fortitude trait reflects how hard it is to kill these walking corpses. When this trait prevents a zombie from dying, give the
players a hint about what happened. You might say, “That should have finished the creature off, but it refuses to stop moving!” On the flip side, any time a zombie takes radiant damage (such as from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
radiant, spinning coins. Creatures on the Astral Plane don’t age or suffer from hunger or thirst. For this reason, humanoids that live on the Astral Plane (such as the githyanki) establish outposts on
, though, a creature’s walking speed (in feet) is equal to 3 × its Intelligence score. The smarter a creature is, the easier it can control its movement by act of will.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a warlock of the Celestial, you meld the powerful magic of your class with the heavenly attitude of the Upper Planes. Your light-infused, radiant-based power makes it easy to establish trust among
walking the fine line between light and shadow. Or, you know, walking the shadow but being pretty sure the light is over there somewhere. As such, you’re the perfect person to take point when your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Mecha-Halaster Pillar Sconces. This hall has a 150-foot-high arched ceiling buttressed by stone pillars that have sconces protruding from them at 10-foot intervals. Continual flame spells cast on
Mecha-Halaster to destroy the city’s walking statues. Without its head and the immense magic needed to power it, the iron construct is nothing more than a giant boondoggle. In its current state, it is
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
lamps housing magical flames shed dim light. The walls are covered in moss and lichen. The tunnel is dimly lit by small continual flame beacons positioned every 30 feet or so on alternating sides of the
every day since the goblins came through here, add 5 to the DC of the check. It takes 2 hours to navigate the twisting tunnels at normal walking speed. The tunnels are near Golgari territory, but above
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
have darkvision. Instead of resistance to fire damage, we give them resistance to radiant damage to reflect their celestial nature. However, radiant damage isn’t as common as fire damage, so we give
by 2. Age. Aasimar mature at the same rate as humans but live a few years longer. Size. Aasimar are built like well-proportioned humans. Your size is Medium. Speed. Your base walking speed is 30 feet
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn.
Shapechanger. If the vampire isn’t in sunlight, it can use its action to
polymorph into a Large hyena or a Medium cloud of mist, or back into its true form.
While in hyena form, the vampire can’t speak, and its walking speed is 50 feet. Its statistics, other than its size and
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
bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight.
09
You summon a unicorn that obeys your commands. If you give a command that
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to cold and fire damage.
2 Coast Creature. The chimera’s body is that of a coastal or aquatic creature, such as a heron or a shark. The chimera gains a swimming speed equal to its walking speed
to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Head Attacks d4 Attack
1 Bull Horns. If the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
.
While in bat or wolf form, Strahd can’t 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
hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
Spellcasting. Strahd is a 9th
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Good Outer Plane Radiant Sacred flame Lawful Outer Plane Force Guidance The Outlands Psychic Mage hand Agent of Order Prerequisites: 4th Level, Scion of the Outer Planes (Lawful Outer Plane) Feat You
time on a turn, takes 1d8 force damage. 3 Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you’re wearing or carrying, up to the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bead of curing, one bead of summons, and one bead of wind walking. N8. Wind Chorus Wind rushes through this curving natural passage and off into the darkness beyond, howling in a changing pitch as it
create natural footpaths above the abyss.
The chasm is 100 feet deep. The strong wind makes walking on the narrow ledges treacherous. Any creature doing so must succeed on a DC 10 Dexterity
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ceiling of an astrologer creating maps of both the sky and this realm.
This burial chamber is brightly lit by two Continual Flame spells cast on brass jars at the coffin’s head and foot. Inside
disarm a blade with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools, but failing this check triggers the trap. Creatures can also avoid the blades by not walking under them. The
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the divine favor spell for 1 hour. 07–12 Radiant energy erupts in a 10-foot
-radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13–18
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mephits and elementals emerge with regularity. 4 Motes of continual flame are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames
spring hold curative powers — curing disease, healing wounds, even restoring lost senses. 2 Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
) radiant damage.
Overwhelming Revelation (Recharge 5–6). The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that
transmuter has resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever choosing this benefit).
Speed. The transmuter’s walking speed is increased by 10 feet






