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Returning 35 results for 'monster speed with only about for for linked'.
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Magic Items
Dungeon Master’s Guide
Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
.
Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane:
Ring of Elemental Command (Air);Air. You know Auran, you have
Monsters
Monster Manual
Resistance. The goristro has Advantage on saving throws against spells and other magical effects.
Siege Monster. The goristro deals double damage to objects and structures.Multiattack. The goristro makes one
", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage.PoisonCold, Fire, LightningCharge. The goristro moves up to half its Speed straight toward an enemy it can see.
Monsters
Monster Manual
with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit
use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can’t take
Monsters
Monster Manual
":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and
uses Spellcasting to cast Hold Monster. The dragon can’t take this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes three attacks, using Slam or
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
":"Reflective Carapace"}. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals
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
Monsters
Monster Manual
). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.Multiattack. The cataclysm makes two Elemental Burst
damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The target’s Speed is reduced to 0 until the end of its next turn.3: Raging Storm. A storm cloud
Monsters
Monster Manual
Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken
until the end of the kraken’s next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can’t take this action again until the start of its next turn.Cold, Lightning
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane.
While wearing this ring, you have advantage on attack rolls against elementals from
the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4 + 1 expended
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Air.
While wearing this ring, you have advantage on attack rolls against air elementals, and they have disadvantage on attack rolls against you. In
.
You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Water.
While wearing this ring, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. In
17.
You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Fire.
While wearing this ring, you have advantage on attack rolls against fire elementals, and they have disadvantage on attack rolls against you. In
.
You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire
Backgrounds
Spelljammer: Adventures in Space
described in the Monster Manual.
Close Encounter
d10
Creature
1
Beholder
2
Cosmic horror*
3
Feyr*
4
Lunar dragon*
5
Mind flayer
6
Neh-thalggu
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Earth.
While wearing this ring, you have advantage on attack rolls against earth elementals, and they have disadvantage on attack rolls against you. In
17.
You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were
Monsters
Mordenkainen Presents: Monsters of the Multiverse
1/day each: dominate monster, plane shift (self only)The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end
are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts
Monsters
Guildmasters’ Guide to Ravnica
Aggressive. As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.
Siege Monster. The anarch deals double damage to objects and structures.Spiked Club. Melee
Ogre Battering Ram
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Siege Monster. The ogre deals double damage to objects and structures.Bash. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bash"} to hit, reach 5 ft., one target
move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead
trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its
Monsters
Guildmasters’ Guide to Ravnica
"} bludgeoning damage.Spell Vitalization. Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking
opportunity attacks. It can then make one slam attack against a target of its choice.Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans. They are forces of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Siege Monster. The ogre deals double damage to objects and structures.Multiattack. The ogre makes two Bash attacks.
Bash. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
creature. If the attack hits, the target’s speed is reduced to 0 until the start of the ogre’s next turn.An ogre battering ram carries an enormous club that’s primarily used for bashing
Monsters
Strixhaven: A Curriculum of Chaos
Fire Absorption. Whenever the ruin grinder is subjected to fire damage, it regains a number of hit points equal to half the fire damage dealt.
Siege Monster. The ruin grinder deals double damage to
objects and structures.
Tunneler. The ruin grinder can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.Multiattack. The ruin grinder makes two
Monsters
Guildmasters’ Guide to Ravnica
action as a bonus action on each of its turns.
Ruin Dweller. The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed
of rubble.
Siege Monster. The stalker deals double damage to objects and structures.Multiattack. The stalker makes three attacks with its shortsword.
Shortsword. Melee Attack: +4;{"diceNotation
Magic Items
Mythic Odysseys of Theros
monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk
swimming speed of 60 feet.
Piety 25+. The bident has 1 randomly determined minor beneficial property.
Piety 50+. The bident has 1 randomly determined major beneficial property.
If you aren’t a
Monsters
Fizban's Treasury of Dragons
turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
Backgrounds
The Wild Beyond the Witchlight
companions. Statistics for the other companions appear in the Monster Manual.
Carnival Companion
d8
Companion
1
Old, cantankerous Witchlight hand
2
Young, impressionable Witchlight
of light (no stat block required) that has a flying speed of 30 feet, can hover, and sheds bright light in a 5-foot radius and dim light for an additional 5 feet
Monsters
Tomb of Annihilation
slots): detect thoughts, knock
3rd level (3 slots): clairvoyance, tongues
4th level (3 slots): dominate beast, stoneskin
5th level (3 slots): hold monster, telekinesis
6th level (1 slot): true seeing
7th level (1 slot): fire storm
Dragon Wings. As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a
Monsters
Fizban's Treasury of Dragons
underwater doesn't grant resistance against this damage.Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the
Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Yeenoghu;fang of Yeenoghu; see the Monster Manual). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it
shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu.PoisonCold, Fire, LightningRampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can move up to half its speed and make one Bite attack.
Monsters
Vecna: Eve of Ruin
Magic Resistance. The juggernaut has advantage on saving throws against spells and other magical effects.
Siege Monster. The juggernaut deals double damage to objects and structures.Slam. Melee
; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't AdamantineDevastating Roll. The juggernaut moves up to its speed. During this movement, the juggernaut can move through the
Monsters
Van Richten’s Guide to Ravenloft
. After regaining hit points from this action, the jiangshi gains the following benefits for 7 days: its walking speed increases to 40 feet, and it gains a flying speed equal to its walking speed and
can hover.
A Humanoid slain by this necrotic damage rises as a wight (see its entry in the Monster Manual) at the end of the jiangshi’s turn. The wight acts immediately after the jiangshi in
Monsters
Phandelver and Below: The Shattered Obelisk
Siege Monster. The auger deals double damage to objects and structures.
Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: command, dispel magic, hold monster
1/day: feeblemind
Warp Creature. The sibriex targets up to three
6 levels of exhaustion, it dies and instantly transforms into a living manes (see the Monster Manual) under the sibriex’s control. The transformation of the body can be undone only by a wish
Monsters
Fizban's Treasury of Dragons
magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can
up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.
Boiling Aura (Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the
Monsters
Curse of Strahd
wereraven polymorphs into a raven–humanoid hybrid or into a raven, or back into its humanoid form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing
, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters
Monsters
Guildmasters’ Guide to Ravnica
":"force"} force damage.
Siege Monster. The wurm deals double damage to objects and structures.
Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter






