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Returning 35 results for 'mile speed with only above force for light'.
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make speed with only above force for light
move speed with only above force for light
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in sunlight, the dragon has Disadvantage on ability checks and attack rolls.Multiattack
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in sunlight, the dragon has Disadvantage on ability checks and attack rolls.Multiattack
Magic Items
Dungeon Master’s Guide
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
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
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.
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you
ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or
Monsters
Monster Manual
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee 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
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target’s Speed is halved; the target can’t take Reactions; and it can take either an action or a
":"Disintegration Ray", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10- foot Cube of it disintegrates into dust. Success: Half damage. Failure
Spells
Player’s Handbook
A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and
your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force
Monsters
Monster Manual
", "rollAction":"Slowing ray", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target can’t take Reactions; its Speed is halved; and it can take
", "rollAction":"Disintegration Ray", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success
Monsters
Monster Manual
", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Light Sensitivity. While in Bright Light, the demon has Disadvantage on ability checks and attack rolls.Umbral Claw. Melee
", "rollDamageType":"Psychic"} Psychic damage.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, ThunderRadiantShadow Stealth. While in Dim Light or Darkness, the demon takes the Hide action.
Equipment
Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the
Species
Player’s Handbook
;luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they
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
Magic Items
Dungeon Master’s Guide
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.
You can take a Magic action to throw the bead up to 60 feet
. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent
Spells
Player’s Handbook
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until
Monsters
Monster Manual
Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp 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
Monsters
Monster Manual
the following actions. The dracolich regains all expended uses at the start of each of its turns.
Pounce. The dracolich moves up to half its Speed, and it makes one Rend attack.
Sickening Ray. The
. The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15
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
Monsters
Monster Manual
Resistances. See Living Shadow.
Living Shadow. While in Dim Light or Darkness, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in
Initiative count but acts immediately after the dragon.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
Monsters
Monster Manual
the start of its next turn.
Umbral Strike. The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.Vampire Lairs
vampire;Vampires and vampire umbral lords
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
Monsters
Monster Manual
Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
A creature can take an action to try to detach the darkmantle
-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.
Monsters
Monster Manual
.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
":"Banish", "rollDamageType":"Force"} Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon’s next turn, at which
Monsters
Monster Manual
action again until the start of its next turn.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
);{"diceNotation":"7d6", "rollType":"damage", "rollAction":"Banish", "rollDamageType":"Force"} Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the
Monsters
Monster Manual
":"Force"} Force damage. If the target is a Large or smaller creature, it has the Prone condition.
Crackling Wave. Dexterity Saving Throw: DC 22, each creature in a 60-foot Cone. Failure: 32 (5d12
(excluding the hag and its allies) within 1 mile of the lair subtract 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Lapsus Linguae"} from any ability check they make when they take the
Monsters
Monster Manual
":"Flame Aura", "rollDamageType":"Fire"} Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.Multiattack. The gorgon makes two Gore attacks
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Smelting Charge"}. The gorgon moves up to its Speed without provoking opportunity attack;Opportunity Attacks and can move through the spaces of
Equipment
An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity
saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.
It takes 1 minute to bind two or more Dynamite Sticks together so they explode at the same time. Each
Magic Items
Dungeon Master’s Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
Magic Items
Dungeon Master’s Guide
Dispel Magic
3
Enlarge/Reduce
0
Fireball (level 7 version)
7
Flaming Sphere
2
Ice Storm
4
Invisibility
2
Knock
2
Light
0
Lightning Bolt (level 7 version)
7
random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a
Monsters
Monster Manual
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Radiant Ray. Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction
of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack.
Radiant Strike. The animal lord makes one
Monsters
Monster Manual
":"to hit", "rollAction":"Pseudopod"}, reach 30 ft. Hit: 24 (3d10 + 8);{"diceNotation":"3d10+8", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType":"Force"} Force damage.
Engulf. The blob
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
Monsters
Monster Manual
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
", "rollAction":"Scorching Sands", "rollDamageType":"Fire"} Fire damage, and the target’s Speed is halved until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.Fire
Monsters
Monster Manual
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
damage, and the target’s Speed is halved until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.Fire
Monsters
Monster Manual
", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Radiant Ray. Ranged Attack Roll: +12
.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack.
Radiant Strike. The animal lord makes one Radiant Ray
Magic Items
Dungeon Master’s Guide
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
Monsters
Monster Manual
":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Radiant Ray. Ranged Attack Roll: +12;{"diceNotation":"1d20
regains all expended uses at the start of each of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack
Magic Items
Dungeon Master’s Guide
pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears
speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.
Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter






