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Returning 35 results for 'mechanical speed with only are from for land'.
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Magic Items
Dungeon Master’s Guide
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Magic Items
Dungeon Master’s Guide
feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.
As a Magic
This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50
Spells
Player’s Handbook
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and
a Magic action followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
Spells
Player’s Handbook
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
Mod
Save
STR
18
+4
+4
DEX
11
+0
+0
CON
16
+3
+3
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Magic Items
Dungeon Master’s Guide
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
, Neutral Evil
AC 20 Initiative +3 (13)
HP Half the HP maximum of its summoner
Speed 60 ft., Fly 60 ft. (hover)
Mod
Save
STR
16
+3
+3
DEX
16
+3
+3
Magic Items
Forgotten Realms: Adventures in Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the
Magic Items
Forgotten Realms: Heroes of Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the
Magic Items
Descent into the Lost Caverns of Tsojcanth
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater
pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Winged Boots
Legacy
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Magic Items
Basic Rules (2014)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of
1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Rowboat
Legacy
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Equipment
If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
Rowboat
;Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any
Broom of Flying
Legacy
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Magic Items
Basic Rules (2014)
flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone
Magic Items
Tales from the Yawning Portal
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution
modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Magic Items
The Wild Beyond the Witchlight
This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air
. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.
The lily pad can transport up to 300 pounds without
Magic Items
Princes of the Apocalypse
suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly
to 0 feet at the end of your turn if you didn’t fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use
Summon Beast
Legacy
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Spells
Tasha’s Cauldron of Everything
armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)
STR
18
environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it
Wind Walk
Legacy
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Spells
Basic Rules (2014)
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet
the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
throw or have its speed reduced to 0 until the start of the inventor’s next turn.
Thunderscream Gadget (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Thunderscream
Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels.
Monsters
Mythic Odysseys of Theros
Frost"} to hit, range 60 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Ray of Frost","rollDamageType":"cold"} cold damage, and the target’s speed is
ally, using it to defend their people or enact Thassa’s wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean’s depths
Monsters
Mythic Odysseys of Theros
, triton shorestalkers seek vengeance. Using speed and poison harvested from deadly sea beasts, these triton assassins slip into shallow waters and strike when least expected. Often, surface dwellers don't
to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove
Keelboat
Legacy
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Equipment
If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
One of
they're easier and less expensive to operate than larger vessels.
Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to
Monsters
Vecna: Eve of Ruin
);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Bolt Launcher", "rollDamageType":"piercing"} piercing damage.
Snare Trap (1/Day). The scout deploys a Tiny mechanical trap on a solid surface within
blades is that non-warforged on the continent of Khorvaire must be slaughtered.PoisonDash. The scout moves up to its speed without provoking opportunity attack;opportunity attacks.
Magic Items
Storm King's Thunder
following properties, which work only while it’s on your person.
Wind Step. As an action, you fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have
appears in silver on the chosen item, which gains a benefit based on its form:
Armor. The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only
from their native land without feeling homesick, often viewing their current companions as their family.
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
traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacker.The thick plates of stone riveted onto a stone defender give it substantial protection. Its chief role is as a bodyguard.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has
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
AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can
long.
Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
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
clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but
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
attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking opportunity attacks. It can replace one of the attacks with a use of Flame Jet.
Iron
will: mage hand, minor illusion
1/day: stinking cloudDuergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities.
Duergar
Duergar are
Equipment
Scorpion Ship;Scorpion ships are archaic metal warships that have never lost their popularity, largely because of their versatility. Articulated legs enable a scorpion ship to land safely on the
ground and move across a solid surface at a walking speed of 30 feet. The ship can’t float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail
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
the blink of an eye.
House Orien
Leader: Kwanti d’Orien
Headquarters: Journey’s Home (Passage, Aundair)
The House of Passage manages land transportation. The lightning rail is the house
Ancient Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
dragon’s magic, which creates one or more of the following effects:
Thunderstorms rage within 6 miles of the lair.
Dust devils scour the land within 6 miles of the lair. A dust devil has the
statistics of an air 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
used at a time and only at the end of another creature’s turn. The tempest regains spent legendary actions at the start of its turn.
Move. The tempest moves up to its speed.
Lightning Strike
tempests assume the shape of serpents that slither through the sky. They drown the land beneath them with rain and stab the earth with lances of lightning. Punishing winds scream around them as they fly
Adult Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
’s magic, which creates one or more of the following effects:
Thunderstorms rage within 6 miles of the lair.
Dust devils scour the land within 6 miles of the lair. A dust devil has the
statistics of an air 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Unusual Nature. The hellfire engine doesn’t require air, food, drink, or sleep.Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it
these magical-mechanical hybrids gets loose, driven berserk by its need to destroy.
Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of






