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Returning 35 results for 'moving same with only around for for large'.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Moving Around Other Creatures You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Moving Around Other Creatures You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or
creatures can fit in a 5-foot radius around another one. Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one
Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can
Monsters
Stranger Things: Welcome to the Hellfire Club
", "rollAction":"Constricting Vine"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 12) from one of three vines.
Entangling Vines (Recharge 5–6
lash out at non-Plant creatures.
Vine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to flowering kudzu. They can cause plants to burst from the ground around themselves and entangle nearby foes.
Monsters
Forgotten Realms: Adventures in Faerûn
until the grapple ends.Polar serpents are large, white snakes of mist and cold that lurk in snowy places of the world. They pursue warm-blooded prey through snowstorms and fog, wrapping around their victims to drain away their heat.ColdFire
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Slashing"} Slashing damage. If the target is Large or smaller, it has the Prone condition.Malar, god of the bestial hunt, sometimes manifests a spark of primal predation in physical form
glossy black with red fur around its jaws and claws as though stained by the blood it has spilled.
The beast of Malar has a muscular and unnatural appearance no matter its form; whether it resembles a
Monsters
Lorwyn: First Light
"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Wild Magic Cataclysm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wild Magic
rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and disinterested in the squabbles of boggarts, kithkin, elves, and
Monsters
Lorwyn: First Light
"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.In Lorwyn, giants are curious colossi who roam vast plains, bathe in salty lagoons, and nap against
their homeland in search of wondrous things or simply a place to rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and
Magic Items
Forgotten Realms: Adventures in Faerûn
The Crown of Horns contains the essence and intelligence of Myrkul, one of the Dead Three. This ghastly crown is a pale silver circlet with four curved bones set around its rim. On the crown's brow
have the Frightened condition. A Frightened target must use its movement on its turns to get as far away as possible from you, moving by the safest route.
If you damage a Frightened target or if a
Magic Items
Ghosts of Saltmarsh
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes
, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
Monsters
Dragonlance: Shadow of the Dragon Queen
":"piercing"} piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a horizontal direction of the anhkolox’s
":"5d6+6", "rollType":"damage", "rollAction":"Entrapping Rend", "rollDamageType":"piercing"} piercing damage, and if the target is a Large or smaller creature, the target must succeed on a DC 18 Strength
Magic Items
Wayfinder's Guide to Eberron
Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth
fluttering around it.
When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can’t be used again until the next dawn.
Magic Items
Wayfinder's Guide to Eberron
Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth
fluttering around it.
When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can’t be used again until the next dawn.
Magic Items
Storm King's Thunder
A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to
into contact with the ground, the castle lands gently.
The castle, if it is moving, comes to a gradual stop.
The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly
Monsters
Icewind Dale: Rime of the Frostmaiden
polymorph into a Large bear–humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is
the weather and the geography of Icewind Dale can be brutal. They know the safest routes across the tundra, and they can help guide travelers through the Sea of Moving Ice and across its ever-shifting
Monsters
Planescape: Adventures in the Multiverse
and space, moving freely and manipulating the outcomes of actions around them.Spatial Loophole. The law bender teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Equipment
Combat
Utility
Whimsy
11
16
14
The sacred water from the Opu Opu Spring has always been famous for its healing properties. Villagers would come from all around and make the
long trek up into the mountains to collect the spring water, but recently a large troll has moved into the area and the villagers have been too afraid to travel there. Because of this, supplies of the spring water are now at an all-time low.
Spells
Elemental Evil Player's Companion
next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Kuo-toa
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has
attack.
Net. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Net"} to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature
Monsters
Van Richten’s Guide to Ravenloft
":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Crushing Embrace. The boneless wraps its body around a Large or smaller creature grappled by it. While the boneless is
doesn’t require sleep.Multiattack. The boneless makes two Slam attacks. If both attacks hit a Large or smaller creature, the creature is grappled (escape DC 13), and the boneless can use
Monsters
Vecna: Eve of Ruin
All-Around Vision. The vlazok can’t be surprise;surprised.
Blood Frenzy. The vlazok has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Magic
target. Hit: 23 (4d8 + 5);{"diceNotation":"4d8+5", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"piercing"} piercing damage, and if the target is a Large or smaller creature, it has the
Monsters
Storm King's Thunder
Equipment. He has a blod stone bolted to a 50-pound iron chain that he wears around his neck.Multiattack. Storvald makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9;{"diceNotation":"1d20
of the Sea of Moving Ice to reclaim Svardborg, the ancestral home of his forebears. He found a nest of white dragon eggs within the iceberg fortress and successfully enslaved a mated pair of white
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Crystal Blade", "rollDamageType":"force"} force damage if the seeker is Large.
Augment Physicality (1/Day). For 1 minute, the seeker magically
heightens its physical ability and increases in size, along with anything it is wearing or carrying. While augmented, the seeker is Large, and makes Strength and Dexterity saving throws with advantage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Claw"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Retract Filament. One Large or
cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can
Monsters
Spelljammer: Adventures in Space
barrier of magical force around itself that lasts until the start of its next turn. This barrier gives the braxat a +5 bonus to AC, including against the triggering attack, and prevents magic missile
spells from damaging it.A braxat is a towering, warm-blooded carnivore with a thick, articulated shell covering its back, a squarish head topped with horny protrusions, and thick arms ending in large hands
Forcecage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
prowess, moving with a speed and grace others can only imagine. Their tall stature, large wings, elaborate horns, and massive weapons give them a truly intimidating silhouette.
The most trusted high
feet, to a minimum speed of 5 feet. The reduction lasts until the start of the high fae’s next turn.
Tripping Feint. The high fae targets one Large or smaller creature it can see within 10 feet
Spells
Elemental Evil Player's Companion
Until the spell ends, wind whirls around you, and you gain the following benefits:
Ranged weapon attacks made against you have disadvantage on the attack roll.
You gain a flying speed of 60
Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Monsters
Strixhaven: A Curriculum of Chaos
", "rollDamageType":"force"} force damage, or 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Spatial Blade", "rollDamageType":"force"} force damage if the professor is Large or
merely intellectual concepts, but that they exist physically in all things. Professors of substance teach their students to wield magic practically, creating tangible change in the world around them
Monsters
The Wild Beyond the Witchlight
swarm can move through any opening large enough to accommodate an individual campestri. The swarm can’t regain hit points or gain temporary hit points.Head Butts. Melee Weapon Attack: +0
fewer.
Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature
Myconid Sovereign
Legacy
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Monsters
Monster Manual (2014)
/Day). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse
condition on itself on a success.
Rapport Spores. A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that
Monsters
Tales from the Yawning Portal
White Plume Mountain might discover a group of these creatures confined in a watery cage.
These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy.
Monsters
Princes of the Apocalypse
she is in her elemental domain or temporarily occupying a water node, Olhydra commands the waters around her and can shape them to her will.
Lair Actions
Olhydra can command the waters around herself
":"2d12","rollType":"roll","rollAction":"Violent downpours"} hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed.
Within 5 miles of the lair
Monsters
Tales from the Yawning Portal
Amphibious. The kelpie can breathe air and water.
Seaweed Shape. The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its
, trying to get within 5 feet. It doesn’t avoid opportunity attacks.
Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest
uses this bonus action again:
Slippery Oil. The boggle has advantage on Dexterity (Acrobatics) checks made to escape bonds and end grapples, and it can move through openings large enough for a Tiny






