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Returning 35 results for 'cover walking returns'.
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Monsters
Monster Manual
looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Object Slam attacks and uses Invitation.
Object Slam. Melee or Ranged Attack Roll
. Failure: The target is teleported inside the revenant’s space and swallowed. A swallowed creature has Total Cover against attacks and other effects outside the revenant.
While the revenant has
Magic Items
Dungeon Master’s Guide
shunting anything that can’t fit inside to the nearest unoccupied space.
If you place the corpse of a Humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP
) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can’t be used again for 7 days.
Monsters
Strixhaven: A Curriculum of Chaos
target can’t benefit from cover less than total cover), reach 5 ft. or range 120 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Spatial Blade
professor becomes Small. Its walking speed increases to 60 feet, attack rolls against it have disadvantage, and it has advantage on ability checks and saving throws that rely on Dexterity.
Cauldron of Rebirth
Legacy
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Magic Items
Tasha’s Cauldron of Everything
fit inside to the nearest unoccupied space.
If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is
consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can’t be used again for 7 days.
Monsters
Van Richten’s Guide to Ravenloft
Podling Link. The plant can see through and communicate telepathically with any of its podling;podlings within 10 miles of it.
Rejuvenation. When the plant dies, it returns to life in the place
grapple ends. While enveloped, the target is restrained, and it has total cover against attacks and effects originating outside the pod. The enveloped target must also immediately succeed on a DC 16
Monsters
Bigby Presents: Glory of the Giants
.
A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from
billowing smoke, the giant has half cover. The armor stops billowing smoke after 1 minute, when the giant dies, when the giant uses a bonus action to end the effect, or when the giant’s fire rune is destroyed.
Monsters
Icewind Dale: Rime of the Frostmaiden
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
form of a cloud of mist. After it feeds on a victim’s blood, its mist form takes on a crimson hue for an hour or so before its colorlessness returns.
TEKELI-LI AND THE CAVES OF HUNGER
Tekeli
Monsters
Bigby Presents: Glory of the Giants
damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Flying Staff", "rollDamageType":"thunder"} thunder damage. Hit or Miss: The staff magically returns to the giant’s
half masks that cover their eyes. The masks’ runic magic allows these giants not only to see normally, but also to see through illusions, invisibility, darkness, and other forms of magical
Magic Items
The Book of Many Things
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
offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
Caltrops (bag of 20)
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Equipment
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this
turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
monsters
fungi within 1 mile of the dragon’s lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the
-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
monsters
dragon’s lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that
Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
it’s not rising in a straight line. Cloud cover might even make it look as though it were broken into multiple pieces. After an hour, the Spire returns to normal. 2 A kolyarut (see Morte’s Planar Parade
that sunflies are susceptible to planar energies, but what would have killed so many is a mystery. 6 Mists rise around the walking castle. Within the mist, the characters see a duplicate of their walking castle. Before they can investigate, it vanishes.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcane Propulsion Armor Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement) The wearer of this armor gains these benefits: The wearer’s walking speed increases by 5 feet
force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Trek to the Prison Varrin has sent word to his agents, and Bethra (chaotic good, dwarf spy) meets the characters when they arrive in Luskan. She provides the uniforms for their chosen cover and
directs them to report to a ship called the Jolly Pelican the following dawn. The ship regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the Sword Coast
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Trek to the Prison Varrin has sent word to his agents, and Bethra (chaotic good, dwarf spy) meets the characters when they arrive in Luskan. She provides the uniforms for their chosen cover and
directs them to report to a ship called the Jolly Pelican the following dawn. The ship regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the Sword Coast
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Thorvin uses the ruse of maintenance inspections to cover up secret meetings he holds with Harper spies in Skullport and elsewhere. Thorvin wears iron-rimmed spectacles and carries a large, heavy wrench
: Thorvin is lawful neutral. He has these racial traits: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has an Intelligence of 16 (+3).
Orc
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
chief can plan where to send raiders next.
The territory that orc war parties cover can extend for many miles around the lair, and any encampment or settlement of elves, dwarves, or humans in that
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Satyr Traits As a satyr, you have the following racial traits. Creature Type. You are a Fey. Size. You are Medium. Speed. Your walking speed is 35 feet. Ram. You can use your head and horns to make
advantage on saving throws against spells. Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Special Travel Pace The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members’ walking speeds. The
difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
. Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
. Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dark.)
Animated Ballistae. Parked in front of the door to area 22a are two animated ballistae.
Each animated ballista is a Large wood-and-iron construct with AC 15, 50 hit points, a walking speed
amble forward on hinged legs to close the distance. If a ballista has nothing to attack on its turn, it returns to its startingposition.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has a walking speed of 30 feet and returns to its spot over the coals after 10 minutes. If the cauldron scuttles away, a magmin emerges from within the pile of hot coals. It introduces itself as the
the characters give him a bundle of dry wood (which can be obtained from the darklings in area D10), the magmin shares the password. The magmin lingers until the cauldron returns, at which point the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can’t be used again for 7 days.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
as an action, harmlessly shunting anything that can’t fit inside to the nearest unoccupied space. If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt
(which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can’t be used again for 7 days. Cauldron of Rebirth
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
is designed to hold a single Small humanoid, though a Medium humanoid can fit inside with some discomfort. While in the barrel with the hatch closed, a creature has total cover against attacks from
outside the contraption. It can use its action to make the contraption scuttle across the ground at a walking speed of 15 feet or make one attack with its pincer claws. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage, and the target is grappled (escape DC 10).
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
8. Neronvain’s Chambers Neronvain has created a lush living space in this rough-walled cavern, decorating it with select art and craftworks from his raids. Rich carpets and tapestries cover the floor
) becomes numb in 30 minutes, then becomes transparent 1 hour later. After another 2 hours, the affected area painfully returns to normal as the victim takes 27 (6d8) poison damage. If the saving throw is failed, the effect progresses as above but the victim takes 54 (12d8) poison damage.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
raiding party and walking wounded straggle into camp all through the day after the raid. The situation at the camp is confused, and security is lax. Most of these raiders are mercenaries and bandits
tempted to have characters seek cover and observe during the day and not attempt to enter the camp until nightfall. This can work, too, but sneaking around in the dark is more likely to attract
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and slower members of the raiding party and walking wounded straggle into camp all through the day after the raid. The situation at the camp is confused and security is lax. Most of these raiders are
right in. Players may be tempted to have characters seek cover and observe during the day and not attempt to enter the camp until nightfall. This can work, too, but sneaking around in the dark is more
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, expansion, transportation, and weapon options available to the characters for their headquarters. The available upgrades can cover literally any features that you and the players decide on, but always keep
, 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)
Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
8. Neronvain’s Chambers Neronvain has created a lush living space in this rough-walled cavern, decorating it with select art and craftworks from his raids. Rich carpets and tapestries cover the floor
. After another 2 hours, the affected area painfully returns to normal as the victim takes 27 (6d8) poison damage. On a failed save, the effect progresses as above but the victim takes 54 (12d8) poison damage instead.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance
Compendium
- Sources->Dungeons & Dragons->Monster Manual
structure elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit Points.
Actions
Multiattack. The revenant makes two Object Slam
damage.
Invitation. Charisma Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: The target is teleported inside the revenant’s space and swallowed. A swallowed creature has Total Cover






