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Returning 35 results for 'continue walking radiant'.
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continues willing radiant
continual willing radiant
convince willing radiant
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continues waking radiant
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
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
Mordenkainen Presents: Monsters of the Multiverse
, or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate
Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss’s death, his malign disciples continue performing the horrific rites he perfected
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resistance. Zariel has advantage on saving throws against spells and other magical effects.
Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn
(2d8 + 8);{"diceNotation":"2d8+8", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"radiant"} radiant damage, or 19 (2d10 + 8);{"diceNotation":"2d10+8", "rollType":"damage", "rollAction
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
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
Guildmasters’ Guide to Ravnica
will.
Fautomni: Undead Fortitude. If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical
let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.
Mostly Unanimous. The ghosts of the
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
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
, Dragons of Autumn Twilight
Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
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->Intro to Stormwreck Isle
continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
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
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
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
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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, where they go next is up to them. Shemeshka will avoid them for the rest of the adventure. To continue with this chapter, the group should meet with R04M, either by returning to the walking castle or by
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->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->Player's Handbook (2014)
a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.
— Margaret Weis and Tracy Hickman,
Dragons of Autumn Twilight
Walking in two worlds but
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Winery If the characters continue toward the winery, read: Situated in the midst of the vineyard, the winery is an old, two-story stone building with multiple entrances, thick ivy
toward the characters and the winery. The blights are 120 feet away when they first become visible, and they have a walking speed of 30 feet. Characters can either barricade themselves inside the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.
— Margaret Weis and Tracy Hickman, Dragons of Autumn Twilight
Walking in two worlds but
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
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->Guildmasters' Guide to Ravnica
walkways by succeeding on a DC 10 Wisdom (Perception) check. After finding the prints, they can continue to track them through the sewer tunnels by succeeding on a DC 15 Wisdom (Survival) check. For
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->Out of the Abyss
through the gates, instructs them to continue straight ahead, then quickly disappears down a side passage. Walking across the threshold of Gravenhollow is like stepping into another realm. The
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->Monster Manual
site’s ruins as they continue their own studies. Sphinxes of secrets fiercely guard their dwellings and research. Sphinx of Secrets Large Celestial, Lawful Neutral
AC 16 Initiative +5 (15)
HP 136
Cha 18 +4 +4
Skills History +7, Perception +7, Religion +7
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight 60 ft.; Passive Perception 17
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s voice, “Terrible and painful magical death! Fireballs and lightning bolts! Begone!” It speaks and understands Common, but voices nothing but empty threats and a desire to continue its “work
isn’t 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->Baldur's Gate: Descent into Avernus
horrific fate. If Zariel is redeemed, she turns the death knight to dust, letting his soul rest at last. If the Charisma (Persuasion) check succeeds, continue with “Zariel’s Redemption” below. If the
out loud when this happens: Zariel’s trembling hand reaches toward the gleaming hilt of her sword. Her fingers brush against it, and she grimaces as radiant light sears her flesh. As her grip tightens
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Gnoll Vampire When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy. A gnoll vampire is a savage predator
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
little hope of wriggling out of a pact. However, she expects the best from her servants, so she allows her mortal followers to live out their lives provided they continue to hone their talents to
+16, Cha +18
Skills Intimidation +18, Perception +16
Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Your Turn On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed--sometimes called your walking speed--is
. The opportunity attack, described later in this section, is the most common type of reaction. When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
wagon. The rest of the characters can be riding on the wagon, walking alongside, or scouting ahead, as they like. Driving the Wagon Any character can drive a wagon, and no particular skill is necessary
, several casks of salted pork, two kegs of strong ale, shovels, picks, and crowbars (about a dozen each), and five lanterns with a small barrel of oil (about fifty flasks in volume). The total value of the cargo is 100 gp. When you’re ready, continue with the “Goblin Ambush” section.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
advantage of their shadowy surroundings to get the drop on the adventurers and continue to hide in the shadows throughout combat.
EXPLORATION
The water is not drinkable and attempting to do so
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
disciples continue performing the horrific rites he perfected. From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little
Regeneration. The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage






