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Returning 35 results for 'dispelled speed'.
Spells
Player’s Handbook
success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a
a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Monsters
Tales from the Yawning Portal
the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also
becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 11 Strength check as an action. On its turn, the
Darkmantle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it
maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Monsters
Locathah Rising
watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more
regains spent legendary actions at the start of his turn.
Move. Gar moves up to his speed without provoking opportunity attacks.Claw. Gar makes one attack with his claw.Wave (Costs 2 Actions). Gar makes
Wall of Stone
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or
connected panels to collapse at the GM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
if it were being worn by an invisible creature. Created by a minor illusion spell, the cloak is silent and moves away from the party at a speed of 30 feet. It disappears upon entering area 33a, 34a, or 36b, or if it is dispelled.
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
, while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
+ 5)
Speed 10 ft., fly 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
10 (+0)
CHA
5 (−3)
Skills Stealth +3
Senses blindsight 60 ft
. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical
discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical
discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t
and might cause connected panels to collapse at the DM’s discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t
and might cause connected panels to collapse at the DM’s discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Rezmir Rezmir
Medium humanoid (half-black dragon), neutral evil
Armor Class 13 (15 with the Black Dragon Mask)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
16
can’t see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Melee Attack. Rezmir makes one melee attack.
Hide. Rezmir takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Rezmir Rezmir
Medium humanoid (half-black dragon), neutral evil
Armor Class 13 (15 with the Black Dragon Mask)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
16
can’t see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Melee Attack. Rezmir makes one melee attack.
Hide. Rezmir takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rezmir Rezmir
Medium humanoid (half-black dragon), neutral evil
Armor Class 13 (15 with the Black Dragon Mask)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3
darkvision can’t see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Melee Attack. Rezmir makes one melee attack.
Hide. Rezmir takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
draft horses, which are magically tethered to the wagon and can’t be separated from it. The horses and wagon have a speed of 30 feet, and the horses heed the driver’s simple commands. The driver can
dismiss the horses with a second command word (“Arvesh”). The horses can be dispelled (DC 15) but not harmed. The wagon has a hidden trapdoor in its underbelly that can be detected by a character who
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
need powerful magic dispelled, such as the effects of the more ruinous cards from a Deck of Many Things. Zoology and Herbology. As an archdruid, Euryale knows much regarding primal magic, nature gods
(natural armor)
Hit Points 297 (35d8 + 140)
Speed 30 ft. in medusa form; 50 ft., climb 50 ft. in serpent form
STR
21 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
20 (+5)
CHA
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Borrower Tiny Fey, Typically Chaotic Neutral
Armor Class 15
Hit Points 12 (5d4)
Speed 10 ft., fly 30 ft.
STR
2 (−4)
DEX
20 (+5)
CON
10 (+0)
INT
13 (+1)
WIS
12 (+1)
CHA
faint white aura surrounds their bodies. Faerie Pathlighter Medium Fey, Typically Chaotic Good
Armor Class 12
Hit Points 38 (7d8 + 7)
Speed 30 ft., fly 30 ft. (hover)
STR
10 (+0)
DEX
14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and speed. Zord visits the distant island of Lantan about once a year. During his last visit, he purchased four nimblewrights from a Lantanese wizard. He keeps two aboard his flagship, and one aboard
doesn’t need it to hide his true form while he’s aboard any of his ships. His disguise (and the disguises of his drow subordinates) can be dispelled only by destroying the ship’s figurehead (see chapter
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
with a training version of a spelljamming helm and creates complex illusions designed to test cadets’ speed, skill, and ability to work together in a crisis. Saerthe Abizin accompanies the characters to
sense that they are in an illusion, nor can the illusion be dispelled. The detect magic and dispel magic spells don’t register or disrupt the magic of the illusion, nor of the creatures or objects it
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too
, unaligned
Armor Class 16 (natural armor)
Hit Points 263 (17d20 + 85)
Speed 30 ft.
STR
26(+8)
DEX
7(−2)
CON
20(+5)
INT
1(−5)
WIS
3(−4)
CHA
3(−4)
Saving
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Yams. Any creature that eats from the plate of candied yams is targeted by a faerie fire spell (save DC 15) that affects only it and lasts for 1 hour or until dispelled. Cheese-Stuffed Peppers. Any
whatever it was carrying and wearing. Jerk Frog Legs. Any creature that eats from the plate of jerk frog legs gains the benefit of a jump spell that lasts for 1 hour or until dispelled. Salted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
what else nearby might catch fire. Eternal Flame Guardian
Medium humanoid (human), chaotic evil
Armor Class 17 (breastplate, shield; 15 while using a crossbow)
Hit Points 45 (7d8 + 14)
Speed 30
+ 16)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Intimidation +5, Religion +2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
have total cover, their speed is 0 feet, and they can’t attack with their pseudopods. 17b. Temple of Kiaransalee This temple of Kiaransalee, drow god of undeath, reeks of decay and contains the
pounds or less that is left unattended atop the altar rises until it is levitating 1 foot above the surface. This levitation field can’t be dispelled but is suppressed in an antimagic field. If a humanoid
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Armor Class 17 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
17 (+3)
WIS
21 (+5)
CHA
16 (+3
darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled.
Magic Resistance. The councilor has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
spellcasting ability (your choice). Campfire. You 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, while leaving your hands free. Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
created by magic and can be dispelled.) A hammock is suspended in the starboard alcove. A detect magic spell or similar magic reveals that the wall behind the hammock radiates an aura of transmutation magic
Intelligence check to figure out the controls. From the control panel, the pilot can detach the submarine from the Eyecatcher, as well as control its speed, direction, and depth. The pilot can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and blasted ruins that are its home. Ancient Black Dragon Ancient Black Dragon
Gargantuan dragon, chaotic evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft., fly 80
succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Black Dragon Adult Black Dragon
Huge
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice. The arched ceiling is covered with icicles.
This chamber is lit by a permanent dancing lights spell that can be dispelled (DC 17). Characters who succeed on a DC 10 Wisdom (Perception) check spot
dispelled (DC 17) or examined by someone who has truesight. It reads “Sixth, hide thyself behind a mask.” Y23. Ythryn Mythallar This enormous artifact is enclosed within the force field surrounding the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
you wonder whether a spell’s effects can be dispelled or suspended, you need to answer one question: is the spell’s duration instantaneous? If the answer is yes, there is nothing to dispel or suspend
example: cure wounds instantaneously restores hit points to a creature. Because the spell’s duration is instantaneous, the restoration can’t be later dispelled. And you don’t suddenly lose hit points if you
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
one aarakocra spelljammer (use the mage stat block, but give this aarakocra a flying speed of 50 feet). Dock 2. The Remora, a lamprey ship, has a crew of twelve aartuk weedlings, three aartuk
force; a wall is otherwise indestructible and can’t be dispelled. Where’s Vocath? When the characters first arrive at Vocath’s base, the mercane (see Boo’s Astral Menagerie) is in his audience chamber
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
table is a doppelganger named Xerophon. It has been rendered invisible and placed in a state of suspended animation by a sequester spell. The spell can be dispelled (DC 17), which renders Xerophon
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
toward you!
Have the players roll initiative for their characters. The illusory monster acts on initiative count 15 and does nothing except approach the characters, moving at a speed of 30 feet on each
has no substance and objects pass right through it. If the illusion is not dispelled (DC 16), it disappears after 5 minutes. The magic then resets, triggering again the next time one or more intruders