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Returning 35 results for 'facing speed'.
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Backgrounds
Spelljammer: Adventures in Space
Wildspace has toughened you so well that you are as brave as a miniature giant space hamster when it comes to facing the terrors and other challenges of the airless night.
Skill Proficiencies
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
Species
Eberron: Rising from the Last War
finds a way.
—Bali d’Orien, veteran courier
The Mark of Passage governs motion, allowing its bearer to move with uncanny speed. The bearer of the mark can even slip through space in
.
Orien has dominated transportation for centuries, but now the house is facing challenges. The Mournland is a dramatic obstacle for ground transportation, and Baron Kwanti d’Orien has had tremendous
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
). Standard weaponry on a nightspider includes four ballistae (two forward-facing and two aft-facing) and a forward-facing mangonel. Nightspider Summary Armor Class: 19 (metal) Cargo: 50 tons Hit Points: 300
Crew: 25 Damage Threshold: 15 Keel/Beam: 175 ft./50 ft. Speed: fly 40 ft. (4½ mph) Cost: 50,000 gp 4 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
cadets facing their own simulation. Awaiting the characters in the main hall are two officers: Saerthe Abizin (a human), the Spelljammer training officer, and Boatswain Tarto (a hadozee), the
Spelljammer Corps training officer. Characters who played through the first Spelljammer Academy adventure met both officers; use the information in the accompanying sidebars to bring new player characters up to speed.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion When the characters return to Atagua, Melecio greets them and can use the Hammock of Worlds to speed them back to the Ghost Orchid Tepui. There, they find Yarana attending the weakening
later, people across the land know of their heroics, and they’re celebrated wherever they go. Some may seek out the heroes, hoping they can solve other threats facing the land.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Trapper A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. When a target is within its reach, it peels itself away from the surface and wraps around
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
G6. Barrel Crabs Parked in alcoves in this otherwise empty room are two gnomish contraptions. Each resembles a crab with a barrel for a shell, six articulated metal legs, and a pair of forward-facing
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->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
turtle ship includes three forward-mounted ballistae and a rear-facing mangonel. These weapons can’t be used while the ship is underwater. Turtle Ship Summary Armor Class: 19 (metal) Cargo: 30 tons Hit
Points: 300 Crew: 16 Damage Threshold: 15 Keel/Beam: 95 ft./70 ft. Speed: fly 25 ft. (3 mph), swim 25 ft. (3 mph) Cost: 40,000 gp 3 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters decided to rest after facing the memory web, Sion interrupts their repose.
Sion is accompanied by a hound and an oversized raven, both made of pure shadow (both creatures use the shadow
stat block, but the raven has a flying speed of 40 feet). When a companion drops to 0 hit points, it vanishes in a cloud of shadow. The companions also vanish when Sion dies.
Sion attempts to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Worker Robot Worker robots are built for physical labor such as hauling cargo, construction, and maintenance, though some worker robots fill public-facing service roles. Antigravity technology and
Worker Robot Medium Construct, Typically Neutral
Armor Class 13 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., climb 30 ft.
STR
20 (+5)
DEX
9 (−1)
CON
16 (+3)
INT
10 (+0
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Trapper A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Trapper A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Draconic Sorcery Breathe the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You
). For the duration, you have a Fly Speed of 60 feet. Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and enclosed by a half-circle of pale blue crystal pillars. North of the berm is a delicately carved gazebo made of marble, and south of the berm is a row of outward-facing, white marble statues atop
encounter the moose in area E6. Awakened White Moose
Large beast, neutral evil
Armor Class 11 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft.
STR
19 (+4)
DEX
11 (+0)
CON
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
facing each other on a yellow field 10 Knotted brambles on a green field 11 Red owlbear with a silver crown on a checkered field of black and white 12 Black anvil cracked down the middle on an orange
field Champion
Medium Humanoid, Any Alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
creatures. If a creature’s thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees. Psionic Siphons. Flumphs feed by siphoning mental energy
of dungeon survival
Flumph
Small aberration, lawful good
Armor Class 12
Hit Points 7 (2d6)
Speed 5 ft., fly 30 ft.
STR
6 (−2)
DEX
15 (+2)
CON
10 (+0)
INT
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
great size, carrion crawlers can also easily set up ambushes by waiting around blind corners for prey to come to them. When facing potential prey or intruders, a carrion crawler lets its poison do the
resumes patrolling its territory while waiting for its meal to ripen. Carrion Crawler
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 30 ft., climb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of fresh water. The statues stand atop stone plinths above the water, facing outward. Starting with the northernmost one and moving clockwise, the statues represent Eilistraee (god of beauty, dance
. They are Small, and their walking speed is 25 feet. They have advantage on saving throws against poison and against being frightened, and they have resistance to poison damage. They can move through
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
them resistance to necrotic damage as well, making them good at facing undead. The tiefling’s Infernal Legacy trait is a good model for a similar trait to reflect a magical, celestial heritage
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->Ghosts of Saltmarsh
is lying broadside to the coastline, the starboard side facing landward. If the characters approach it from this side, they are automatically seen when within 20 feet, even if they approach silently
colleagues forget to alert him), and he descends with all speed to the deck to assist his mates. Otherwise, he is oblivious to the characters’ intrusion unless someone climbs the rope ladder or the rigging to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
8. Nightstone Inn A shield dwarf named Morak Ur’gray owns this establishment. An ornate wrought-iron sign bearing the inn’s name hangs above the entrance, facing the town square. Morak is a natural
suffers a 10-foot reduction to her speed. Treasure. Gum-Gum’s sack contains several muffins, a block of cheese, a cooked chicken, a frying pan, an iron pot, a bullseye lantern, two flasks of oil, a set
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies. IGNATIUS BUDI Assassin
techniques that aid your infiltrations. Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them. Roving Aim. Your Speed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia. Glistening Flight
. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light. See the Invisible. You can see any Invisible creature within 60 feet of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the Long Road facing the Stone Trail. The inn’s proprietor is the affable Herivin Dardragon (CG male strongheart halfling commoner), a curly-haired collector and reseller of paintings and
statistics of a bandit captain with the following changes: The Weevil is neutral evil. His speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance of the fortress: a ten-foot-high double door of featureless stone. An arrow slit facing in your direction guards the approach.
The entrance doors are barred shut from within and can’t be
chair facing the door is a haggard old duergar with long black hair streaked with ribbons of white and fingernails like shards of iron. She is devouring a hearty buffet of cooked meats, mushrooms
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
discard the shield, and remain attuned to it, as long as you are cursed. As long as you are cursed, you are sluggish. Your speed is halved. When you roll initiative, treat the roll on your d20 as a 1. You
(DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
60-foot-diameter hut with a beaded curtain entrance in the northeast wall, facing an outdoor campfire. The interior of the hut is one large chamber dominated by a shallow, 10-foot-diameter, circular
from the top of the shaft to the bottom, or vice versa. Between stops, it moves at a constant speed. Bolted to the northeast wall of the room is a rectangular metal plate with a 3-foot-long iron
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
unless someone attempts to take its book. A sage named Klaudel Kamven visited the Briny Maze long ago with an esoteric tome called Truths of the Inward Facing Mind. Klaudel had dedicated his life to
languages, and a spell scroll of tongues. Jomlus doesn’t part with Truths of the Inward Facing Mind willingly, but characters who obtain it can sell it for 2,000 gp. A character can make a DC 16
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
two became separated during a carrion crawler attack in the cavern just beyond this one. Caerhan must have escaped deeper into the tunnels, but Gorkoh wasn’t willing to risk facing the monster to
. Ten of the feet in the room are stomping feet, the lesser known and smellier cousins to the crawling claw. A stomping foot uses the crawling claw stat block with these changes: Its speed is 30 feet
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
Medium or larger creatures that lack a swimming speed, while Small and smaller creatures must swim to traverse the tunnel. Water Weird. A neutral evil water weird lurks here. It tries to ambush and
takes damage. N11: Door of the Eldritch Eye A double door made of green-tinged stone seals off further progression into the catacombs. Facing the double door is a large carving of a grinning skull; one
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Features” in appendix B) and uses the priest stat block with these changes: She wears half plate (AC 15). She has these racial traits: Her speed is 25 feet. She has darkvision out to a range of 60 feet
characters can ignore the plight of the crew and work their way toward the docks and to the portal. This requires moving past three zombies and one ogre zombie, which are facing off against a lone pirate named
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
), lawful evil
Armor Class 9
Hit Points 5 (2d8 − 4)
Speed 30 ft.
STR
7 (−2)
DEX
8 (−1)
CON
6 (−2)
INT
15 (+2)
WIS
17 (+3)
CHA
12 (+1)
Skills Deception
austere, high-backed chair facing a pair of padded couches and a coffee table. A hidden compartment in the left armrest of the duke’s chair contains a silvered dagger. A character who examines the chair
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. They have these racial traits: They are Small, and their walking speed is 25 feet. They can move through the space of a Medium or larger creature. They have advantage on saving throws against being
. If a fight breaks out, Manshoon grabs his staff of power (which he hides under the bed) and holds his ground. For more information on how to play Manshoon, see “Facing Manshoon” at the beginning of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
crypt. He wants the effect to be undone and to be restored to his true form. While in this form, he has resistance to all damage, but his speed is halved. Obal Obb, a headless dwarf (lawful good, male
clearing. An arcane sigil is inscribed on the inward-facing side of each stone, and the space between the stones is free of vegetation.
A detect magic spell reveals an aura of conjuration magic around
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
underlings, Xanathar is impressed enough to grant the party an audience, during which it tries to subjugate them (see “Facing Xanathar”). Scrying Sensor. The spectral eyestalk is a magical sensor, which
racial traits: She is Small, and her walking speed is 25 feet. She can move through the space of any Medium or larger creature. She has advantage on saving throws against being frightened. She speaks






