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Returning 35 results for 'monster speed with only action feet for lasts'.
Species
Player’s Handbook
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
;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
Monsters
Monster Manual
;t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.Acid
Monsters
Monster Manual
DC 14):
At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft1/Day Each: Entangle, Pass without TraceTree Stride. If within 5 feet of a
a language.Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster.
Vine Lash. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
Monsters
Monster Manual
. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Acid
Equipment
As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC
15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
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
from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.
Darkness Aura (1/Day). Magical Darkness fills a 15
Monsters
Monster Manual
dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
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
Monsters
Monster Manual
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
dragon. Success: Half damage only. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
Monsters
Monster Manual
fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses Cataclysmic Event again. Creatures entirely in the
target has the Restrained condition, has Total Cover, and is suffocating. As an action, a buried creature or another creature within 5 feet of it can make a DC 18 Strength (Athletics) check. On a
Magic Items
Dungeon Master’s Guide
This tiny vial contains magic perfume, enough for one use. You can take a Magic action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have Advantage on all Charisma (Deception and Persuasion) checks made to influence a creature within 5 feet of yourself.
Monsters
Monster Manual
. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.Acid
Monsters
Monster Manual
. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Acid
Equipment
, 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
creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Species
Player’s Handbook
reminiscent of their draconic ancestors.
Dragonborn Traits
Creature Type: HumanoidSize: Medium (about 5–7 feet tall)Speed: 30 feet
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
":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage, and the colossus pushes the target up to 20 feet straight away from itself.
Radiant Ray. Ranged Attack Roll: +18
Equipment
String is 10 feet long. You can tie a knot in it as a Utilize action.
Equipment
feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action.
A Climber’s Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25
Species
Player’s Handbook
conflicts that have ravaged giantkind for ages—and seek heights above those reached by their ancestors.
Goliath Traits
Creature Type: HumanoidSize: Medium (about 7–8 feet tall)Speed: 35 feet
Magic Items
Dungeon Master’s Guide
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
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.
Monsters
Monster Manual
Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.Multiattack. The rust monster makes one Bite attack and uses Antennae twice.
Bite. Melee Attack Roll
"} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
Spells
Player’s Handbook
make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you
Spells
Player’s Handbook
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
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
: Half damage only.Legendary Action Uses: 3. Immediately after another creature’s turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses
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
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
);{"diceNotation":"6d10+7", "rollType":"damage", "rollAction":"Brutal Gore", "rollDamageType":"Piercing"} Piercing damage. If the target is a Huge or smaller creature, it is pushed up to 20 feet straight away from
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.
Equipment
When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
Magic Items
Dungeon Master’s Guide
a horseshoe also takes a Magic action.
While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing
Magic Items
Dungeon Master’s Guide
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its
Equipment
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 creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
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 creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
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 creature is
hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of
light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
Regaining Charges. The wand regains 1d6 + 1 expended
Equipment
When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.






