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Returning 35 results for 'friendly of movement'.
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Monsters
Planescape: Adventures in the Multiverse
ability:
At will: dancing lights
1/day each: disguise self, invisibilitySkirmish Movement. When a creature ends its turn within 5 feet of the musteval, the musteval can move up to half its speed
. This movement doesn’t provoke opportunity attack;opportunity attacks.Mustevals are small, mousy guardinals skilled at evading danger. Their speed, stealthy nature, and illusion magic make them
Compelled Duel
Legacy
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Spells
Player’s Handbook (2014)
from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that
targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Monsters
Misplaced Monsters: Volume One
is invisible)
1/day each: dimension door, telekinesis
Created by Samuel B.
Sheldon is a friendly, good-natured dragon who collects and eats blueberries. When he’s not attending parties, he
wings can take him on their own.Force, PsychicWind Dash (2/Day). Sheldon summons a powerful gust of wind and flies up to his speed. This movement doesn’t provoke opportunity attack;opportunity
Faerie Dragon (Older)
Legacy
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Monsters
Monster Manual (2014)
action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving
contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.”
Friendly and Bright. A faerie dragon has a sharp mind, a fondness
Faerie Dragon (Younger)
Legacy
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Monsters
Monster Manual (2014)
determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the
;
Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon’s draconic nature by offering
True Polymorph
Legacy
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Spells
Basic Rules (2014)
’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have
creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
Sheldon the Blueberry Dragon Created by Samuel B. Sheldon the Blueberry Dragon – Illustration by: Samuel B. Sheldon is a friendly, good-natured dragon who collects and eats blueberries. When he’s
)
1/day each: dimension door, telekinesis
Bonus Actions
Wind Dash (2/Day). Sheldon summons a powerful gust of wind and flies up to his speed. This movement doesn’t provoke opportunity attacks
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
Sheldon the Blueberry Dragon Created by Samuel B. Sheldon the Blueberry Dragon – Illustration by: Samuel B. Sheldon is a friendly, good-natured dragon who collects and eats blueberries. When he’s
)
1/day each: dimension door, telekinesis
Bonus Actions
Wind Dash (2/Day). Sheldon summons a powerful gust of wind and flies up to his speed. This movement doesn’t provoke opportunity attacks
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you
and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement. If the spell becomes permanent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your
companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement. If the spell becomes permanent, you no
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your
companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement. If the spell becomes permanent, you no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you
and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement. If the spell becomes permanent
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ELEMENTALS
Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance
of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
heart of Iedcaru. It controls the castle’s movement. Zaythir can introduce the characters to it (see the “The Castellan” section). Walking Castle. The walking castle is called Iedcaru. It is a
can walk at the rate of 12 miles per hour, but it can go no faster or slower. The Castellan controls the walking castle and is friendly toward those who rescued Zaythir. If the Castellan’s attitude
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Once an altercation begins with the ochre jellies, Urzmaktok and Melwythorne flee to safety. After combat ends, any friendly word convinces them to help the characters track down and catalog the
faculty discovers the weird’s presence. A character can befriend Lothannep by engaging it in friendly conversation and succeeding on a DC 13 Charisma (Persuasion) check, with advantage if the character
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Once an altercation begins with the ochre jellies, Urzmaktok and Melwythorne flee to safety. After combat ends, any friendly word convinces them to help the characters track down and catalog the
faculty discovers the weird’s presence. A character can befriend Lothannep by engaging it in friendly conversation and succeeding on a DC 13 Charisma (Persuasion) check, with advantage if the character
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is done, the dragon might reveal itself, depending on the disposition of its “prey.” Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense
the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is done, the dragon might reveal itself, depending on the disposition of its “prey.” Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense
the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Princes and Scorpions As Uzoma leads the characters through the crowd, they notice movement in the shadows across the street. Read the following description: Shouts ring out at the crowd’s edge as
the princes to face five giant scorpions. Uzoma stands back and watches as the encounter unfolds. The princes are friendly toward the characters and are quick to ally with them. Both use the veteran
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
heart of Iedcaru. It controls the castle’s movement. Zaythir can introduce the characters to it (see the “The Castellan” section). Walking Castle. The walking castle is called Iedcaru. It is a
can walk at the rate of 12 miles per hour, but it can go no faster or slower. The Castellan controls the walking castle and is friendly toward those who rescued Zaythir. If the Castellan’s attitude
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ELEMENTALS
Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance
of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Princes and Scorpions As Uzoma leads the characters through the crowd, they notice movement in the shadows across the street. Read the following description: Shouts ring out at the crowd’s edge as
the princes to face five giant scorpions. Uzoma stands back and watches as the encounter unfolds. The princes are friendly toward the characters and are quick to ally with them. Both use the veteran
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
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
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
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
giant crane (use the pteranodon stat block) previously hidden by the fog emerges and takes flight. The giant crane poses no threat, but its sudden movement alerts a band of brigands lurking nearby. After
to win over the giant snail, turning it into a friendly ally. Roleplaying the Brigands If the characters don’t attack immediately, one of the brigands with weapons drawn signals the others to stop
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
magic 13th freedom of movement, guardian of faith 17th commune, flame strike Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon
, the creature can use the Dodge action. Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level, the range of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, dispel magic
13th
freedom of movement, guardian of faith
17th
commune, flame strike
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options
nowhere to move, the creature can use the Dodge action. Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, dispel magic
13th
freedom of movement, guardian of faith
17th
commune, flame strike
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options
nowhere to move, the creature can use the Dodge action. Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
giant crane (use the pteranodon stat block) previously hidden by the fog emerges and takes flight. The giant crane poses no threat, but its sudden movement alerts a band of brigands lurking nearby. After
to win over the giant snail, turning it into a friendly ally. Roleplaying the Brigands If the characters don’t attack immediately, one of the brigands with weapons drawn signals the others to stop
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
magic 13th freedom of movement, guardian of faith 17th commune, flame strike Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon
, the creature can use the Dodge action. Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level, the range of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
elves stop fighting and become Friendly. If they become Friendly, the elves return to Redwood Watch. Before leaving, Jherris tells the characters about a vial of Acid he has hidden in his bedroll (see
. Through its gaping eye sockets, you spot flitting movement within the dead dragon’s skull. “It is I, Sunset-Is-Nigh!” croaks a high-pitched voice from inside the skull. “Enter my lair and find your doom
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
elves stop fighting and become Friendly. If they become Friendly, the elves return to Redwood Watch. Before leaving, Jherris tells the characters about a vial of Acid he has hidden in his bedroll (see
. Through its gaping eye sockets, you spot flitting movement within the dead dragon’s skull. “It is I, Sunset-Is-Nigh!” croaks a high-pitched voice from inside the skull. “Enter my lair and find your doom
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
able to grant you and friendly creatures within 10 feet of you resistance to it. Is the breath weapon of a dragon magical? If you cast antimagic field, don armor of invulnerability, or use another
, supernatural beings. Does the movement from a dragon’s Wing Attack legendary action draw attacks of opportunity if it moves out of reach? Yes. Wing Attack does not protect the dragon from opportunity