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Returning 35 results for 'dice speed'.
Other Suggestions:
deck speed
Spells
Player’s Handbook
possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your
Spells
Player’s Handbook
number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
Magic Items
Bigby Presents: Glory of the Giants
considered a simple melee weapon with the finesse and light properties, and it deals 1d4 slashing damage on a hit. While attuned to the glove, you gain a burrowing speed equal to your walking speed and
blindsight to 15 feet.
Invoking the Rune. As an action, you can invoke the glove’s rune to bolster yourself with the sturdiness of the earth. Spend and roll a number of your unspent Hit Dice up to a
Monsters
Vecna: Eve of Ruin
attacks.
5
Pteranodon. The bone roc doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
6
Roc. The bone roc’s size is Gargantuan, and its flying speed is 120 feet. Its Hit Dice remain unchanged.
PoisonBludgeoning
walking speed is 50 feet.
2
Cockatrice. A creature hit by the bone roc’s Beak attack must succeed on a DC 14 Constitution saving throw or have its speed reduced by 10 feet until the start of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn&rsquo
Fortified. The clockwork’s AC increases by 2.
4
Increased Speed. The clockwork’s speed increases by 10 feet.
5
Reinforced Construction. The clockwork has resistance to force
Monsters
Mordenkainen Presents: Monsters of the Multiverse
number of Hit Dice.
8
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water
lacks that proficiency.
3
Fortified. The clockwork’s AC increases by 2.
4
Increased Speed. The clockwork’s speed increases by 10 feet.
5
Reinforced Construction. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fortified. The clockwork’s AC increases by 2.
4
Increased Speed. The clockwork’s speed increases by 10 feet.
5
Reinforced Construction. The clockwork has resistance to force
damage, this ability doesn’t function at the start of its next turn.
7
Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice.
8
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fortified. The clockwork’s AC increases by 2.
4
Increased Speed. The clockwork’s speed increases by 10 feet.
5
Reinforced Construction. The clockwork has resistance to force
, this ability doesn’t function at the start of its next turn.
7
Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice.
8
Suction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
target’s hands grow claws, which can be used as dagger;daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21&ndash
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. One creature charmed by Zuggtmoy that she can see must use its reaction, if available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.The Demon
;t take the same lair action two rounds in a row:
Rally Plants. Up to four Plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed
Spells
Fizban's Treasury of Dragons
Points 50 + 10 for each spell level above 5th (the dragon has a number of Hit Dice [d10s] equal to the level of the spell)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR
19 (+4)
DEX
14 (+2
Monsters
Storm King's Thunder
, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced
elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from
spells
As part of casting this spell, you must expend nine Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and gain a number of Temporary Hit Points equal
and Necrotic damage and have a Fly Speed of 60 feet.
Elemental. You have Resistance to Acid, Cold, Fire, Lightning, and Thunder damage.
Fey. You can use a Bonus Action to have the Invisible
Leucrotta
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.Multiattack. The leucrotta makes
);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of
feats
you roll for damage with a Ranged weapon, you can flip one of the damage dice over and use the number on the bottom. You can’t use this ability on d4s. Note that for a balanced die, the top and
bottom numbers add up to one more than the die’s largest number.
Enhanced Critical. When you score a Critical Hit with a Ranged weapon, the target’s Speed is 0 until the end of its next turn.
Ancient Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more
dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its
Critical Hits
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 16 Constitution saving throw or be
Nature. A demilich doesn’t require air, food, drink, or sleep. So great is a demilich’s will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and
Damage Rolls Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and
Damage Rolls Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then
Damage Rolls Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then
Damage Rolls Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers
dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the monster’s Speed is provided, along with any special speeds
are detailed in chapter 1. In parentheses after the Hit Points, the monster’s Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Following the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the monster’s Speed is provided, along with any special
are detailed in “Playing the Game”. In parentheses after the Hit Points, the monster’s Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Following the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the monster’s Speed is provided, along with any special
are detailed in “Playing the Game”. In parentheses after the Hit Points, the monster’s Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. You have a Climb Speed equal to your Speed. Salmon. You have a Swim Speed equal to your Speed. Level 10: Nature Speaker You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your
spellcasting ability for it. Level 14: Power of the Wilds Whenever you activate your Rage, you gain one of the following options of your choice. Falcon. While your Rage is active, you have a Fly Speed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. You have a Climb Speed equal to your Speed. Salmon. You have a Swim Speed equal to your Speed. Level 10: Nature Speaker You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your
spellcasting ability for it. Level 14: Power of the Wilds Whenever you activate your Rage, you gain one of the following options of your choice. Falcon. While your Rage is active, you have a Fly Speed
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers
dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
number of Hit Point Dice, rounded down. You do not regain Hit Point Dice lost this way until you finish two Long Rests. Gift of Unsurpassed Fortune When an enemy you can see within 10 feet succeeds
wings. You gain a Fly Speed equal to half your Speed. These wings recede if you dismiss them as a Bonus Action on your turn, if you have the Unconscious condition, or if you become Bloodied while they
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the monster’s Speed is provided, along with any special speeds
are detailed in chapter 1. In parentheses after the Hit Points, the monster’s Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim
until you finish a long rest. Savage Attacks. When you score a critical hit with
a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is 120 feet. Its Hit Dice remain unchanged. Bone Roc Huge Undead, Typically Neutral Evil
Armor Class 15
Hit Points 133 (14d12 + 42)
Speed 15 ft., fly 90 ft.
STR
18 (+4)
DEX
20 (+5
Roc Sources d6 Bone Source 1 Axe Beak. The bone roc’s walking speed is 50 feet. 2 Cockatrice. A creature hit by the bone roc’s Beak attack must succeed on a DC 14 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is 120 feet. Its Hit Dice remain unchanged. Bone Roc Huge Undead, Typically Neutral Evil
Armor Class 15
Hit Points 133 (14d12 + 42)
Speed 15 ft., fly 90 ft.
STR
18 (+4)
DEX
20 (+5
Roc Sources d6 Bone Source 1 Axe Beak. The bone roc’s walking speed is 50 feet. 2 Cockatrice. A creature hit by the bone roc’s Beak attack must succeed on a DC 14 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim
until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of