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Returning 35 results for 'finds of movement'.
Other Suggestions:
find of monument
find of movement
find of movements
find of moment
fiends of movements
Monsters
The Book of Many Things
following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: Guidance, Light, Thaumaturgy
2/day each: Bless, Freedom of Movement
moves up to her speed. This movement doesn’t provoke opportunity attack;opportunity attacks.
Cast a Spell (Costs 2 Actions). Asteria uses Spellcasting.Though she now travels alone, Asteria
Monsters
Dragonlance: Shadow of the Dragon Queen
Ethereal Sight. Leedara can see 60 feet into the Ethereal Plane when she is on the Material Plane, and vice versa.
Incorporeal Movement. Leedara can move through other creatures and objects as if
they were difficult terrain. She takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if she ends her turn inside an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
same web.
Web Walker. The chitine ignores movement restrictions caused by webbing.Multiattack. The chitine makes three Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4
, chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys
Monsters
Icewind Dale: Rime of the Frostmaiden
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
Monsters
Mythic Odysseys of Theros
, without needing to make an ability check.
Web Walker. Arasta ignores movement restrictions caused by webbing.Multiattack. Arasta makes three attacks: one with her bite and two with her claws.
Bite
it a risk, though, for those who Klothys finds unworthy might be driven mad. There, within Enorasi’s hollow trunk, Arasta awaits the next would-be prophet to make her meal. Her webs stretch
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
itself, Orien finds a way.”
— Bali d’Orien, veteran courier
The Mark of Passage governs motion, allowing its bearer to move with uncanny speed and precision. Running, leaping, climbing — the Mark of
Passage enhances every form of movement. The bearer of the mark can even slip through space, leaping from point to point in the blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
itself, Orien finds a way.”
— Bali d’Orien, veteran courier
The Mark of Passage governs motion, allowing its bearer to move with uncanny speed and precision. Running, leaping, climbing — the Mark of
Passage enhances every form of movement. The bearer of the mark can even slip through space, leaping from point to point in the blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. A creature that succeeds on three checks in a row or that rolls a 20 on the d20 finds a special destination, as shown on the Howling Iceberg Tunnels table. Howling Iceberg Tunnels d10 Destination
1–4 A planar portal leading to the Frostfell 5–8 A planar portal leading to Pandemonium 9–10 The cavern where the Frostfell Shard rests A creature who finds the Frostfell Shard can attune to it as
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. A creature that succeeds on three checks in a row or that rolls a 20 on the d20 finds a special destination, as shown on the Howling Iceberg Tunnels table. Howling Iceberg Tunnels d10 Destination
1–4 A planar portal leading to the Frostfell 5–8 A planar portal leading to Pandemonium 9–10 The cavern where the Frostfell Shard rests A creature who finds the Frostfell Shard can attune to it as
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
engages Asteria in conversation about her interests finds her an overflowing font of information. But she also retains her stubborn streak and quickly repudiates anyone who tries to order her around
source. She finds arcane magic particularly interesting. As an altruistic and heroic figure, Asteria also makes a fine patron for adventuring groups that align with her values. The following adventure
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
engages Asteria in conversation about her interests finds her an overflowing font of information. But she also retains her stubborn streak and quickly repudiates anyone who tries to order her around
source. She finds arcane magic particularly interesting. As an altruistic and heroic figure, Asteria also makes a fine patron for adventuring groups that align with her values. The following adventure
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys the creature
Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
Web Walker. The chitine ignores movement restrictions caused by webbing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
-sized hole in the dragonshard. A character who is proficient in Arcana knows the dragonshard and wires control the movement of the lift. A character who makes a successful DC 13 Intelligence
(Investigation or Arcana) check finds a loose wire among those attached to the dragonshard and a hole in the dragonshard with no wire attached. A character who attaches the loose wire to the dragonshard causes
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys the creature
Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
Web Walker. The chitine ignores movement restrictions caused by webbing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
-sized hole in the dragonshard. A character who is proficient in Arcana knows the dragonshard and wires control the movement of the lift. A character who makes a successful DC 13 Intelligence
(Investigation or Arcana) check finds a loose wire among those attached to the dragonshard and a hole in the dragonshard with no wire attached. A character who attaches the loose wire to the dragonshard causes
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creatures behind it. A creature can move through the wall of thorns, albeit slowly and painfully. It costs 8 feet of movement to move through 1 foot of the wall. The first time a creature enters the
is ceremoniously produced from its box during the monarch’s coronation (see “Timed Events” later in the chapter). Any character who searches the wagon for secret compartments finds one with a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Characters who enter the fields find visibility reduced to 10 feet. A character who succeeds on a DC 14 Wisdom (Survival) check finds the trail of whatever just moved through the fields and can easily follow
it. Savage Scavengers If the characters follow the movement through the field, they come to a clearing and see an old farmer fleeing three horse-sized coyotes. The farmer is about 30 feet ahead of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices. Dark Masquerade. By plundering a corpse’s memories and accessing its capabilities, a dybbuk
, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, Common, telepathy 120 ft.
Challenge 4 (1,100 XP)
Incoporeal Movement. The dybbuk can
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Characters who enter the fields find visibility reduced to 10 feet. A character who succeeds on a DC 14 Wisdom (Survival) check finds the trail of whatever just moved through the fields and can easily follow
it. Savage Scavengers If the characters follow the movement through the field, they come to a clearing and see an old farmer fleeing three horse-sized coyotes. The farmer is about 30 feet ahead of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creatures behind it. A creature can move through the wall of thorns, albeit slowly and painfully. It costs 8 feet of movement to move through 1 foot of the wall. The first time a creature enters the
is ceremoniously produced from its box during the monarch’s coronation (see “Timed Events” later in the chapter). Any character who searches the wagon for secret compartments finds one with a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices. Dark Masquerade. By plundering a corpse’s memories and accessing its capabilities, a dybbuk
, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, Common, telepathy 120 ft.
Challenge 4 (1,100 XP)
Incoporeal Movement. The dybbuk can
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
) check. On a successful check, the character makes a skiff sturdy enough to support up to two Medium or smaller creatures. While riding a skiff, a creature can use its movement to propel the skiff up
Ghost’s Identity. The ghost is the spirit of the knight entombed in area N6. Clues regarding the ghost’s identity can be found in areas N5 and N6. A character who searches the rotunda for 10 minutes finds
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
) check. On a successful check, the character makes a skiff sturdy enough to support up to two Medium or smaller creatures. While riding a skiff, a creature can use its movement to propel the skiff up
Ghost’s Identity. The ghost is the spirit of the knight entombed in area N6. Clues regarding the ghost’s identity can be found in areas N5 and N6. A character who searches the rotunda for 10 minutes finds
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
as they sense movement. If the mine entrance has not yet collapsed and all the characters are in or near this room, Itzmin detonates his charges (see the “Cave-In!” section earlier in the adventure
Intelligence (Investigation) check finds a spell scroll of lesser restoration and a book containing rituals for the alarm, find familiar, and illusory script spells. Drawing Desk. Nubs of charcoal and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
creatures without a swimming speed, each foot of movement costs 2 extra feet as they swim out of the pit. Disturbed Dead. If a creature falls into one of the pits, it disturbs the dead buried in the vault
the stairs leading to them are filled with rubble and brackish water. Treasure. A character who searches the shelves and succeeds on a DC 15 Intelligence (Investigation) check finds three intact spell
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
as they sense movement. If the mine entrance has not yet collapsed and all the characters are in or near this room, Itzmin detonates his charges (see the “Cave-In!” section earlier in the adventure
Intelligence (Investigation) check finds a spell scroll of lesser restoration and a book containing rituals for the alarm, find familiar, and illusory script spells. Drawing Desk. Nubs of charcoal and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
creatures without a swimming speed, each foot of movement costs 2 extra feet as they swim out of the pit. Disturbed Dead. If a creature falls into one of the pits, it disturbs the dead buried in the vault
the stairs leading to them are filled with rubble and brackish water. Treasure. A character who searches the shelves and succeeds on a DC 15 Intelligence (Investigation) check finds three intact spell
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
lend their services to the keep.
Exploration and Movement. Exploration is open-ended; the players don’t take turns moving around the keep the way they do in combat. Instead, players simply say
). Whenever a player character finds gold, give that player Gold Pieces equal to the listed value, which is tracked on their character sheet. Encourage players to split their treasure as evenly as possible.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
lend their services to the keep.
Exploration and Movement. Exploration is open-ended; the players don’t take turns moving around the keep the way they do in combat. Instead, players simply say
). Whenever a player character finds gold, give that player Gold Pieces equal to the listed value, which is tracked on their character sheet. Encourage players to split their treasure as evenly as possible.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Kobold Lair Locations The following locations are keyed to map A.
Marc Moureau Map A: Kobold Lair (DM’s Version) View Without Tokens View Player Version
Exploration and Movement
consists of Gold Pieces (GP), magic items, or both.
Whenever a player character finds gold, give that player Gold Pieces equal to the listed value, which is tracked on their character sheet. For
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
with it a risk, though, for those who Klothys finds unworthy might be driven mad. There, within Enorasi’s hollow trunk, Arasta awaits the next would-be prophet to make her meal. Her webs stretch
ignores movement restrictions caused by webbing.
Actions
Multiattack. Arasta makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
covers the walls of this tunnel, its bioluminescent glow filling the cavern with dim light. The surface of the water swirls with colorful, faintly glowing spores—perhaps reacting to the movement of
searching this chamber for useful fungi and succeeds on a DC 12 Intelligence (Nature) or Wisdom (Survival) check finds 1d6 of these reddish mushrooms, which bear an unsettling resemblance to human hearts
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Immunities charmed, frightened, poisoned
Senses passive Perception 11
Languages Common, Sylvan
Challenge 3 (700 XP)
Corpse Stride. Once on its turn, the lampad can use 10 feet of its movement to step
regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
with it a risk, though, for those who Klothys finds unworthy might be driven mad. There, within Enorasi’s hollow trunk, Arasta awaits the next would-be prophet to make her meal. Her webs stretch
ignores movement restrictions caused by webbing.
Actions
Multiattack. Arasta makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Kobold Lair Locations The following locations are keyed to map A.
Marc Moureau Map A: Kobold Lair (DM’s Version) View Without Tokens View Player Version
Exploration and Movement
consists of Gold Pieces (GP), magic items, or both.
Whenever a player character finds gold, give that player Gold Pieces equal to the listed value, which is tracked on their character sheet. For






