Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'creature walking regions'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        creature willing regains
                                    
                                
                                    
                                        creature walking regains
                                    
                                
                                    
                                        creature willing region
                                    
                                
                                    
                                        creature willing regions
                                    
                                
                                    
                                        creature waking regains
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking
                                                
                                            
                                                
                                                    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even
                                                
                                            
                                                
                                                    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Crumbling Colossus. When the statue drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw
                                                
                                            
                                                
                                                    . Because they are so destructive, the walking statues are used only to fend off armies and seemingly insurmountable foes.
Each statue has a name and a unique appearance (see âThe Walking Statues
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     roll against a creature if at least one of the sea lionâs allies is within 5 feet of the creature and the ally isnât incapacitated.
Swimming Leap. With a 10-foot swimming start, the sea
                                                
                                            
                                                
                                                     White Plume Mountain might discover a group of these creatures confined in a watery cage.
These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Fire Burst
                                                
                                            
                                                
                                                     distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat.
Firenewts prize giant striders and seek to
                                                
                                            
                                        
                                                    Male Steeder
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach
                                                
                                            
                                                
                                                     Small or Tiny creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.
                                                
                                            
                                        
                                                    Female Steeder
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach
                                                
                                            
                                                
                                                     5 ft., one creature. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ 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
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6);{"diceNotation":"6d6+6","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ 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
                                                
                                            
                                                
                                                    ":"to hit"} to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4);{"diceNotation":"2d12+4","rollType":"damage","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +7
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     or send them out to gather treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A
                                                
                                            
                                                
                                                     breath looks like billowing clouds of green gas, while a white dragonâs animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragonâs animated
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ 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
                                                
                                            
                                                
                                                    ":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    Earth Tremors. The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a DC 20
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the wurm
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    . The jiangshi draws energy from a creature it can see within 30 feet of it. The target makes a DC 16 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction
                                                
                                            
                                                
                                                    . After regaining hit points from this action, the jiangshi gains the following benefits for 7 days: its walking speed increases to 40 feet, and it gains a flying speed equal to its walking speed and
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     Strixhaven.
Univocal Speech. When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says.
Unusual Nature. The guide doesnât require air, food
                                                
                                            
                                                
                                                     (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Smile and Wave. Each creature of the guideâs choice that is within
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Extraordinary Leap. The distance of the steederâs long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.
Spider Climb. The steeder can
                                                
                                            
                                                
                                                    , reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steederâs leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time.Giant hunting spiders
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     gains a swimming speed equal to its walking speed and can breathe air and water.
3
Mountain Creature. The chimeraâs body is that of a mountain-dwelling creature, such as a ram or a dragon
                                                
                                            
                                                
                                                     in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 32 (5d12);{"diceNotation":"5d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"fire
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    , range 50/200 ft., one creature. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType":"piercing"} piercing damage, and the target has the grappled
                                                
                                            
                                                
                                                     revealed and they are exiled, they often end up as leaders of Olhydraâs cults in colder regions.
Olhydra grants these frost giants the ability to breathe underwater, and they wield armor and weapons
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Water Walking. The professor can walk across water and other liquids as if they were solid ground.Multiattack. The professor makes three Tidal Strike attacks.
Tidal Strike. Melee or Ranged Spell
                                                
                                            
                                                
                                                     feet of any other creature during this bonus action, that creature must succeed on a DC 15 Strength saving throw, or the creature is knocked prone and it canât take reactions until the start of its next turn. A creature can suffer this effect only once during a turn.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
                                                
                                            
                                                
                                                     next turn. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Putrid Aura","rollDamageType":"acid"} acid
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
                                                
                                            
                                                
                                                     next turn. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Putrid Aura","rollDamageType":"acid"} acid
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    );{"diceNotation":"7d6+9", "rollType":"damage", "rollAction":"Stomp", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 22 Strength
                                                
                                            
                                                
                                                     titanic sauropod often likened to a walking mountain, with craggy spines, patterns of elemental energy that glow in its hide like streams of lava, and eight massive legs the size of ancient trees. It
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. The skull lord regains spent legendary actions at the start
                                                
                                            
                                                
                                                     way roll initiative, act in the next available turn, and obey the skull lord. The skull lord can have no more than five Undead summoned by this ability at a time.Skull lords have claimed vast regions
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Fire Aura (Fire Form Only). At the start of each of the animated breathâs turns, each creature within 5 feet of it takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Fire
                                                
                                            
                                                
                                                     Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that arenât being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     their hoards or send them out to gather treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that
                                                
                                            
                                                
                                                     poison breath looks like billowing clouds of green gas, while a white dragonâs animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragonâs
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Extraordinary Leap. The distance of the steederâs long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.
Spider Climb. The steeder can
                                                
                                            
                                                
                                                    , reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steederâs leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time.Giant hunting
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     walking speed is 50 feet.
2
Cockatrice. A creature hit by the bone rocâs Beak attack must succeed on a DC 14 Constitution saving throw or have its speed reduced by 10 feet until the start of
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    "} piercing damage and have the prone condition. A creature makes this saving throw only once per turn.Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of
                                                
                                            
                                                
                                                    Pack Tactics. The scout has advantage on an attack roll against a creature if at least one of the scoutâs allies is within 5 feet of the creature and the ally doesnât have the
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     of power (see the Dungeon Masterâs Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staffâs charges as an action to animate or
                                                
                                            
                                                
                                                     deactivate one or more of the walking statue of Waterdeep;walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Explode. When the vampirate is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 5 (1d10
                                                
                                            
                                                
                                                    ","rollAction":"Energy Drain"} to hit, reach 5 ft. or range 30 ft., one creature. Hit: 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Energy Drain","rollDamageType":"necrotic"} necrotic
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    , its walking speed increases to 40 feet until the start of its next turn.
3â4: Growth. Flowers and vines grow around the githzerai until the start of its next turn, then vanish; the ground
                                                
                                            
                                                
                                                     of its next turn. For the effectâs duration, whenever a creature within 5 feet of the githzerai hits it with a melee attack roll, that creature takes 3 (1d6);{"diceNotation":"1d6", "rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Magic Resistance. The anathema has advantage on saving throws against spells and other magical effects.
Ophidiophobia Aura. Any creature of the anathemaâs choice, other than a snake or a yuan
                                                
                                            
                                                
                                                    : +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Flurry of Bites"} to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6);{"diceNotation":"6d6+6", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ", "rollAction":"Barbed Javelin", "rollDamageType":"piercing"} piercing damage. If the target is a creature, its speed is reduced by 10 feet until the start of the bariaurâs next turn.
Ram. Melee
                                                
                                            
                                                
                                                     Planes and frequently taking on aspects of those planes (see âPlanar Influencesâ in Morteâs Planar Parade).Mighty Leap. The bariaur jumps a distance up to its walking speed.
                                                
                                            
                                        
                                                     Magic Items
                                                    Legendary Magic Items
                                                    
                                                
                                            
                                                    This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn.
As an action, you can expend 1 charge from the staff to create
                                                
                                            
                                                
                                                     create an open doorway up to 6 feet high and 4 feet wide. Any creature or object entering one portal exits from the other as if the two portals were a single opening that connects their locations.
A
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.
Gravitational Thrust. As an action, you can
                                                
                                            
                                                
                                                     expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ). You gain a +1 bonus to AC, and you canât be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or
                                                
                                            
                                                
                                                     addition, while you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back.
                                                
                                            
                                        





