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Returning 35 results for 'moves same with only are for for larger'.
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Monsters
Spelljammer: Adventures in Space
space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
Monsters
Spelljammer: Adventures in Space
-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids
, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties
Monsters
Spelljammer: Adventures in Space
their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The larger varieties are more
always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as
Monsters
Eberron: Rising from the Last War
the clawfoot moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the
imposing creatures, about the size of a tall human, and are fierce enough to take down even larger prey.
In the wild, an untrained clawfoot can easily hold its own in combat, but they are even fiercer
Monsters
Spelljammer: Adventures in Space
in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes
of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be
);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.This larger cousin of the velociraptor kills by gripping its target with its claws and feeding.
Dinosaurs
The Monster Manual has statistics for several kinds of dinosaurs.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a
territorial, eats bugs and little animals, and is known for playing with its food. A lone wild gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger
Monsters
Mordenkainen Presents: Monsters of the Multiverse
if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Demonic Weapon
molydeus makes one Demonic Weapon or Snakebite attack.
Move. The molydeus moves without provoking opportunity attack;opportunity attacks.
Cast a Spell (Costs 2 Actions). The molydeus uses
Monsters
Mordenkainen Presents: Monsters of the Multiverse
less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or
) is territorial, eats bugs and little animals, and is known for playing with its food. A lone wild gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Demonic Weapon
spent legendary actions at the start of its turn.
Attack. The molydeus makes one Demonic Weapon or Snakebite attack.
Move. The molydeus moves without provoking opportunity attack;opportunity attacks
Monsters
Quests from the Infinite Staircase
rounds in a row:
Plant Walk. The Gardener moves up to their speed into the space of a Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium
or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Baphomet regains spent legendary actions at the start of his turn.
Heartcleaver Attack. Baphomet makes one Heartcleaver attack.
Charge (Costs 2 Actions). Baphomet moves up to his speed without
that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet’s spellcasting ability for this spell.
Reverse Gravity. Baphomet chooses a
Baphomet
Legacy
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Monsters
Out of the Abyss
Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage
.
Heartcleaver Attack. Baphomet makes a melee attack with Heartcleaver.
Charge. Baphomet moves up to his speed, then makes a gore attack.Civilization is weakness and savagery is strength in the credo of Baphomet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: a larger and more potent mind flayer with six tentacles. Illithids innately recognize that an ulitharid’s survival is more important than their own. An elder brain’s reaction to the rise
, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid’s body, a special process transforms its brain into a new elder brain for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of its composition. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks.
Move Object. The anarch can magically move an object it can see within 150 feet of
it by making a Wisdom check with advantage. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
Psionic Bolt
Monsters
The Book of Many Things
, has legendary actions, or is Huge or larger. Such a creature takes an extra 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Final Blade", "rollDamageType":"force"} force damage from
legendary action at a time and only at the end of another creature’s turn. The medusa regains spent legendary actions at the start of its turn.
Move. The medusa moves up to its speed without
Monsters
Mythic Odysseys of Theros
minute. Any creature that moves into the web or that starts its turn there must make a DC 21 Dexterity saving throw. On a failed save, the creature is restrained while in the web. A creature can use
ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies.
Fighting Arasta as a mythic
feats
master of finding those whom you seek. You gain the following benefits.
Motion Sensor. Whenever a creature that is Small or larger moves within 10 feet of you while you do not have the Unconscious
Molydeus
Legacy
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Monsters
Mordenkainen’s Tome of Foes
is Huge or larger. Such a creature takes an extra 6d8;{"diceNotation":"6d8","rollType":"damage","rollAction":"Demonic Weapon","rollDamageType":"slashing"} slashing damage from the hit.
Wolf Bite. Melee
its snakebite.
Move. The molydeus moves without provoking opportunity attacks.
Cast a Spell. The molydeus casts one spell from its Innate Spellcasting trait.PoisonCold, Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Antipathy/Sympathy
Legacy
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Spells
Basic Rules (2014)
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify
. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and
Molydeus (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
is Huge or larger. Such a creature takes an extra 6d8;{"diceNotation":"6d8","rollType":"damage","rollAction":"Demonic Weapon","rollDamageType":"slashing"} slashing damage from the hit.
Wolf Bite. Melee
weapon or with its snakebite.
Move. The molydeus moves without provoking opportunity attacks.
Cast a Spell. The molydeus casts one spell from its Innate Spellcasting trait.PoisonCold, Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
True Polymorph
Legacy
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Spells
Basic Rules (2014)
benefit from any of its equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the
creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature
Spells
Elemental Evil Player's Companion
choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the
it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends
Kobold
Legacy
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Species
Volo's Guide to Monsters
;Kurtulmak: God of Kobolds” sidebar). In the world they occupy, kobolds are often bullied and enslaved by larger creatures — or, when they live on their own, they are constantly fearful of
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
Beholder
Legacy
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Monsters
Monster Manual (2014)
the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
If
becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of the tyrant’s next turn or
the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or
Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with
advantage. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
Regional Effects. The region containing an
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Scavvers Scavvers are shark-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as
well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mounted Combat A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules. Mounting and Dismounting During
. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Crash Damage table. It also stops moving if the object or creature is one size smaller than it or larger. Otherwise the ship continues moving and the creature or object collided with moves to the
Crashing a Ship If a ship moves into the space occupied by a creature or an object, the ship might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it. When
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mounted Combat GABOLEPS Astride a giant seahorse, a
paladin adventures underwater A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as
. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on
, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on
, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Deinonychus This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive. Deinonychus
Medium beast, unaligned
Armor Class 13
Senses passive Perception 13
Languages —
Challenge 1 (200 XP)
Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn






