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                        Returning 35 results for 'could walking result'.
                    
                
                        
                            
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                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     throws against spells and other magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws
                                                
                                            
                                                
                                                     narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws, the target is grappled in
                                                
                                            
                                                
                                                     squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4
Cryptic Skin
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     throws against spells and other magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws
                                                
                                            
                                                
                                                     narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to
                                                
                                            
                                                
                                                    , and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result.
Body
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Shapechanger. Baba Lysaga can use an action to polymorph into a swarm of insects (flies), or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30
                                                
                                            
                                                
                                                     that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.Demogorgon’s Lair
Demogorgon makes his lair in a palace called Abysm, found on a layer
                                                
                                            
                                                
                                                    , Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've
                                                
                                            
                                                
                                                     already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve
                                                
                                            
                                                
                                                     already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    The Walking Statues Over a century ago, just one of these eight behemoth statues stood visible at the northern foot of Mount Waterdeep, on a bluff called Gull Leap. Ninety feet tall, it resembled a
                                                
                                            
                                                
                                                     more walking statues suddenly appeared in the city, wandering to wreak havoc even as the Sahuagin Humbled remained motionless. The authorities and citizens of Waterdeep succeeded in stopping three of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     more space beneath Tresendar Manor. But it also might arise as a result of the franchise moving its headquarters to the Silent Sound lighthouse — or even claiming both sites as a joint headquarters
                                                
                                            
                                                
                                                    , these NPCs might be part of the team necessary to operate a mobile headquarters (sailors for a sailing ship or airship, arcane engineers for a walking statue or teleporting tavern, and so forth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Elf Traits  Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. Ability Score Increase. Your Dexterity score increases by 2. Age. Although
                                                
                                            
                                                
                                                     adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Elf Traits Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. Ability Score Increase. Your Dexterity score increases by 2. Age. Although
                                                
                                            
                                                
                                                     adult name around the age of 100 and can live to be 750 years old.  Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     and other magical effects. 4 Flight. The krasis has wings and gains a flying speed equal to its walking speed. 5 Grabber. When the krasis hits a creature with its claws, the target is grappled (escape
                                                
                                            
                                                
                                                     Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing. 2 Aquatic. The krasis gains a swimming speed equal to its walking speed. 3 Climbing Speed. The krasis
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     (see chapter 3). The Random Undersea Encounters table presents several intriguing options. You can either roll on the table for a random result or choose whichever one works best.  Random Undersea
                                                
                                            
                                                
                                                     (giant octopus lair) 17 Undersea cave (dragon turtle lair) 18 Adult bronze dragon searching for treasure 19 Storm giant walking on the ocean floor 20 Sunken treasure chest (25 percent chance that it
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     on sight.
47
Creatures cannot gain advantage on attacks made against you as a result of another creature using the Help action.
You have disadvantage on Dexterity (Acrobatics) checks.
48
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     about, “That damned thumb-screwer, Andras.”
 Stolos The result of the same experiment that produced Andras (area 9), Stolos has the head of a male human atop the body of a giant snowy owl. He
                                                
                                            
                                                
                                                     pp, ten small rubies (worth 25 gp each), a ring of water walking, and a vial of blood of the lycanthrope antidote (see appendix C). Manipulating Time Having a mechanical guide spend 1 charge in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions. When a character mixes two potions
                                                
                                            
                                                
                                                     when they become evident.  Potion Miscibility   1d100 Result   01 Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its being. As a result, a hungry chimera might appear out of a clear sky to pick off prey
                                                
                                            
                                                
                                                     replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result. Body Composition    d4 Attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would
                                                
                                            
                                                
                                                     back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does.
 Blessing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     the disastrous activation of most of Waterdeep’s amazing walking statues during an earthquake. In the years before, the walking statues were often hidden on the Ethereal Plane, to be called forth
                                                
                                            
                                                
                                                     all to see, though, and each carved a swath of destruction through Waterdeep before it was stopped. Now the walking statues stand about the city in various states of readiness or disarray — one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     post, roadhouse, and so forth)  250 gp 
   Noble estate, large manor, fortified tower  350 gp 
   Airship  800 gp 
   Giant walking statue, magic locomotive  1,000 gp 
   Keep or small castle
                                                
                                            
                                                
                                                     Downtime” section later in this chapter. The result of this task is used to calculate the final monthly cost, and is deducted from the franchise’s coffers. Defaulting No self-respecting franchise would
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    ; otherwise, treat the result as no encounter. You find a corpse. Roll a d6 to determine the nature of the corpse: 1–2. The corpse belonged to a wolf killed by spears and crossbow bolts.
 3–5. The corpse
                                                
                                            
                                                
                                                     druid flees, heading toward Yester Hill (area Y). False Trail This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter. You discover a foot trail that cuts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Encounters in Hither table. If you roll on the table, get the same result as a previous roll, and don’t like the repetition, choose a different encounter that you think would be fun.  Random Encounters
                                                
                                            
                                                
                                                     Hither. It crawls through the swamp on fleshy legs and has a walking speed of 30 feet. Its movement is not reduced by swampy terrain or water up to 10 feet deep. It crosses the characters’ path as they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     walking statues, no longer mobile, offers another way to orient yourself on a local scale. At nine stories tall, twice the height of any buildings nearby, the Honorable Knight stands guard in a block of
                                                
                                            
                                                
                                                     traffic to hold. A traffic warden can often be heard blowing a whistle. When you hear it, look to the warden to see if you are being signaled. Failure to take care might result not only in accident but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     who confront them. Similarly, the spiraling Y sign of Demogorgon’s cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality
                                                
                                            
                                                
                                                    , which appears in his space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     into their lands. Epics like The Callapheia also describe multiple heroic minotaurs. As a result, a minotaur traveling in the company of other non-minotaurs is likely to be accepted in any polis. See
                                                
                                            
                                                
                                                     Height = 5 feet + 4 inches + your size modifier in inches Weight in pounds = 175 + (2d6 × your size modifier)  Speed. Your base walking speed is 30 feet.  Horns. Your horns are natural melee weapons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     make sure that the new race doesn’t pale in comparison to the existing options (which would result in the race being unpopular) or completely overshadow them (so that players don’t feel as if the other
                                                
                                            
                                                
                                                     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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     result, some warlike triton communities respond with periodic strikes against sailors and fishing vessels. Others believe that turnabout is fair play and so venture onto land to hunt for meat, steal
                                                
                                            
                                                
                                                     in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     a result, few goliaths live to see old age. Goliath Names Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a
                                                
                                            
                                                
                                                     walking speed is 30 feet. Natural Athlete. You have proficiency in the Athletics skill. Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     a fight. If a stat block becomes necessary, the dwarves are lawful good scouts, with these changes: Dwarf Traits: They have a walking speed of 25 feet and darkvision out to a range of 60 feet. They
                                                
                                            
                                                
                                                     chwinga must make a Dexterity (Sleight of Hand) check. If the check result exceeds the character’s passive Wisdom (Perception) score, the chwinga snatches the item and disappears without the theft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     ooze-folk’s space while unaware of the ooze-folk is surprised by the ooze-folk.
 Fragile Bones. For each 5 damage it takes, the ooze-folk’s walking speed is reduced by 5 feet.
 Actions
 Multiattack
                                                
                                            
                                                
                                                     become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , get the same result as on a previous roll, and don’t like the repetition, choose a different encounter that you think would be fun.  Random Encounters in Thither   d8 Encounter   1 Blink dogs 2
                                                
                                            
                                                
                                                     tells them to seek out the unicorn at Wayward Pool for answers. Winterbow’s walking speed is 25 feet, and his vision is limited to a range of 60 feet. He knows the woods of Thither well enough to point
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     of its walking speed and move toward a bank.
 On a failed check, the creature must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. Creatures that have a swim speed can
                                                
                                            
                                                
                                                     and there a remnant of something valuable can be salvaged from the trash. Roll a d10 the first time a character searches a given room; on a result of 10, the character uncovers a semiprecious stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     must perform a cruel act, such as slaying the defenseless elders as King Gunvald commands. The characters can also pass the test by walking away from the camp and leaving the starving nomads at the
                                                
                                            
                                                
                                                     overwhelming and routing the enemy, Bjornhild decides to take over their camp and wait for Elk hunting parties to return so she can slaughter them and take their food as well. As a result, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    -bustling place that works day and night (three shifts of workers) because making wagons of top quality takes time. The quality of Thelorn’s wagons is well known throughout the region, with the result that
                                                
                                            
                                                
                                                    ) wears carved and stamped leather armor of her own making as a sort of walking advertisement. With the sharp knives, awls, and punches she wears in custom sheaths at her belt and strapped to her arms
                                                
                                            
                                        





