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Returning 35 results for 'mechanism speed with only along from for large'.
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Magic Items
Dungeon Master’s Guide
While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Spells
Player’s Handbook
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb
Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Monsters
Monster Manual
Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature
’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain Hit Points or gain Temporary Hit Points.Bites. Melee Attack Roll
Magic Items
Dungeon Master’s Guide
Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.
Spider Walk. You can’t be caught in webs
Magic Items
Dungeon Master’s Guide
particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to
Spells
Player’s Handbook
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing—not
object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to
Monsters
Monster Manual
Amorphous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so.
Spider Climb. The jelly can climb difficult surfaces, including along ceilings, without
", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType":"Acid"} Acid damage.Split. Trigger: While the jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to
Magic Items
Dungeon Master’s Guide
rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The
Species
Player’s Handbook
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: HumanoidSize: Small (about 2–3 feet tall)Speed: 30 feet
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape
Spells
Player’s Handbook
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
Monsters
Monster Manual
Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to
":"Slashing"} Slashing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Acid"} Acid damage. If the target is a Large or smaller creature, it has the
Monsters
Monster Manual
Spider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The ettercap ignores movement restrictions caused by webs
", "rollDamageType":"Slashing"} Slashing damage.
Web Strand (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Web Strand"}. Dexterity Saving Throw: DC 12, one Large or smaller
Spells
Player’s Handbook
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit
steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Longbow", "rollDamageType":"Piercing"} Piercing damage.Prowl (Tiger or Hybrid Form Only). The weretiger moves up to its Speed without provoking Opportunity Attack
;Opportunity Attacks. At the end of this movement, the weretiger can take the Hide action.
Shape-Shift. The weretiger shape-shifting;shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it
Monsters
Monster Manual
Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.
Water Form. The elemental can enter an enemy’s space and stop there. It can move
’s space. Failure: 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Whelm", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature
Monsters
Monster Manual
Tunneler. The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.Multiattack. The worm makes one Bite attack and one Tail Stinger attack
", "rollDamageType":"Piercing"} Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition until the grapple ends.
Tail
Monsters
Monster Manual
can climb difficult surfaces, including along ceilings, without needing to make an ability check.Dissolving Pseudopod. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
. Trigger: While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The pudding splits into two new Black Puddings. Each new
Magic Items
Dungeon Master’s Guide
. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft
.
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs extend, allowing the apparatus to walk and swim.
Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
Spells
Player’s Handbook
level above 5.
Animated Object
Huge or Smaller Construct, Unaligned
AC 15
HP 10 (Medium or smaller), 20 (Large), 40 (Huge)
Speed 30 ft.
Mod
Save
STR
16
+3
number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three
Spells
Player’s Handbook
A willing creature you touch shape-shifting;shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit
Points or if it takes a Magic action to end the spell on itself.
While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and
Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
level for the spell’s level in the stat block.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level
HP 5 + 10 per spell level (the steed has a
Monsters
Monster Manual
saving throw.
Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time.
As an action, a creature within 5
);{"diceNotation":"3d6+2", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType":"Acid"} Acid damage.
Engulf. The cube moves up to its Speed without provoking Opportunity Attack;Opportunity Attacks
Monsters
Monster Manual
":"Radiant"} Radiant damage. If the target is a Large or smaller creature, it has the Prone condition.
Divine Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Divine Beam
its turns.
Smite. The colossus makes one Radiant Ray attack.
Stomp. The colossus moves up to half its Speed without provoking Opportunity Attack;Opportunity Attacks, and it can make one Slam attack at any point during that move.Poison, PsychicNecrotic, Radiant
Monsters
Monster Manual
damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.
Fling. The kraken throws a Large or smaller creature
(3d8 + 10);{"diceNotation":"3d8+10", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"Piercing"} Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled
Spells
Player’s Handbook
spell’s level in the stat block.
Draconic Spirit
Large Dragon, Neutral
AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
Speed 30 ft., Fly 60 ft., Swim 30 ft
Monsters
Monster Manual
at the start of each of its turns.
Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack.
World-Shaking Movement. The tarrasque moves up to its Speed. At the end
condition. The tarrasque can’t take this action again until the start of its next turn.Fire, PoisonBludgeoning, Piercing, SlashingSwallow. Strength Saving Throw: DC 27, one Large or smaller
Spells
Player’s Handbook
the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit
Large
Celestial, Neutral
AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
Speed 30 ft., Fly 40 ft.
Mod
Save
STR
16
+3
+3
Monsters
Monster Manual
moves up to its Speed and can move through the spaces of Huge or smaller creatures and objects. Strength Saving Throw: DC 23, each creature or object whose space the blob enters for the first time
0 Hit Points dissolves into ash, which is ejected into the Astral Sea.
Success: The target escapes and enters the nearest unoccupied space.
Restraining Glob. The blob lobs a slimy glob at one Large
Magic Items
Dungeon Master’s Guide
) for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Giant Fly
Large Beast, Unaligned
AC 11 Initiative +1 (11)
HP 19
(3d10 + 3)
Speed 30 ft., Fly 60 ft.
Mod
Save
STR
14
+2
+2
DEX
13
+1
+1
CON
13
+1
+1
Mod
Save
INT
2
&minus
Spells
Player’s Handbook
.
Fiendish Spirit
Large Fiend, Neutral
AC 12 + the spell’s level
HP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6
Speed 40 ft.; Climb 40 ft
Monsters
Stranger Things: Welcome to the Hellfire Club
Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by
":"damage", "rollAction":"Bite", "rollDamageType":"Acid"} Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13).
Acid Spray (Recharge 6
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"damage", "rollAction":"Beak", "rollDamageType":"Piercing"} Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
Scimitar (Humanoid Form Only). Melee
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
Monsters
Astarion's Book of Hungers
of its turns.
Hellfire Strike. The vampire moves up to half its Speed, and it makes one Hellfire Claw attack.
Infernal Majesty. Charisma Saving Throw: DC 17, each creature in a 20-foot Emanation
laws of the Nine Hells.
The greatest hell-bound vampires are masters of hellfire called infernalists, who prey on mages. Vampire infernalists are usually too arrogant to work together; even a large
Monsters
Lorwyn: First Light
", "rollType":"damage", "rollAction":"Miasmic Globule", "rollDamageType":"Acid"} Acid damage, and the target’s Speed is reduced by 10 feet until the end of the incarnation’s next turn.
Spectral
being might instead resemble a giant crow with a rattlesnake’s tail, its leonine legs stained with blood.Shape-Shift. The incarnation changes its size to Medium, Large, or Huge.






