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Returning 35 results for 'passed arms and his climbing'.
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passes armor and his climbing
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Monsters
Spelljammer: Adventures in Space
features and their own language. Their feet are fully as dexterous as their hands, even to the extent of having toes that serve as opposable thumbs. Membranes of skin hang loosely from their arms and legs
. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to
Monsters
Spelljammer: Adventures in Space
and their own language. Their feet are fully as dexterous as their hands, even to the extent of having toes that serve as opposable thumbs. Membranes of skin hang loosely from their arms and legs
. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to glide
Monsters
Spelljammer: Adventures in Space
. Membranes of skin hang loosely from their arms and legs. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide.
On Yazir, their home world, hadozees lived high up in
the trees to avoid large predators that walk on land. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing
Monsters
The Tortle Package
each type, but not their identities.Also known as rocklings and rock hermits, geonids are small, intelligent cave dwellers that originated on the Elemental Plane of Earth. A geonid’s arms and
trespassed in their territory. The information gleaned is imprecise and doesn’t include the specific identities of such creatures or the precise times when they passed nearby.
Speed
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
.
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM’s option, climbing a
you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out
;ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. In some cases, the passage of time is something that occurs with little fanfare or
description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. In some cases, the passage of time is something that occurs with little fanfare or
description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. In some cases, the passage of time is something that occurs with little fanfare or
description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. In some cases, the passage of time is something that occurs with little fanfare or
description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide. On Yazir, their home world
. Their natural climbing ability comes in handy, as does their ability to glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
have a climbing speed and use it to climb or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide. On Yazir, their home world
. Their natural climbing ability comes in handy, as does their ability to glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
have a climbing speed and use it to climb or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Geonid Also known as rocklings and rock hermits, geonids are small, intelligent cave dwellers that originated on the Elemental Plane of Earth. A geonid’s arms and legs come out of a small opening in
information gleaned is imprecise and doesn’t include the specific identities of such creatures or the precise times when they passed nearby. Geonid
Small elemental, neutral
Armor Class 17 (natural)
Hit
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Geonid Also known as rocklings and rock hermits, geonids are small, intelligent cave dwellers that originated on the Elemental Plane of Earth. A geonid’s arms and legs come out of a small opening in
information gleaned is imprecise and doesn’t include the specific identities of such creatures or the precise times when they passed nearby. Geonid
Small elemental, neutral
Armor Class 17 (natural)
Hit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(6d10) bludgeoning damage and landing prone in an unoccupied space at either end of the nearest train car. If a character falls off the Caboose, the train’s track-retrieval arms snatch up the character
leader Strong Winds Creatures climbing on the outside the train or flying within 15 feet of it while it’s in motion are subject to strong winds, the effects of which are as follows: Difficult Terrain
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(6d10) bludgeoning damage and landing prone in an unoccupied space at either end of the nearest train car. If a character falls off the Caboose, the train’s track-retrieval arms snatch up the character
leader Strong Winds Creatures climbing on the outside the train or flying within 15 feet of it while it’s in motion are subject to strong winds, the effects of which are as follows: Difficult Terrain
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in the branches above. The crash could have occurred anytime within the past 3d10 days. Climbing up to the wreck is relatively easy, thanks to many vines in the trees and lines of rigging hanging from
navigator, Ra-das (N male Halruaan human scout); the master-of-arms, Falx Haranis (CN male Halruaan human veteran); and three other crewmen named Brax, Nhar, and Veliod (N male Halruaan human guards
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in the branches above. The crash could have occurred anytime within the past 3d10 days. Climbing up to the wreck is relatively easy, thanks to many vines in the trees and lines of rigging hanging from
navigator, Ra-das (N male Halruaan human scout); the master-of-arms, Falx Haranis (CN male Halruaan human veteran); and three other crewmen named Brax, Nhar, and Veliod (N male Halruaan human guards
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
long, powerfully built arms and legs, which end in wickedly curved hooked claws.
Echoes in the Dark. Hook horrors communicate by striking their hooks against their exoskeletons or the stone
climbing skills to ambush prey from above. They hunt in packs, working together against the largest and most dangerous opponents. If a battle goes poorly, a hook horror quickly climbs a cavern wall
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
long, powerfully built arms and legs, which end in wickedly curved hooked claws.
Echoes in the Dark. Hook horrors communicate by striking their hooks against their exoskeletons or the stone
climbing skills to ambush prey from above. They hunt in packs, working together against the largest and most dangerous opponents. If a battle goes poorly, a hook horror quickly climbs a cavern wall
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
alone. Three days ago, a cloud giant castle passed over Nightstone and dropped large rocks on the settlement and its keep. Unable to defend themselves against the bombardment, villagers who weren’t
palisade’s logs rise to sharpened points, and the gaps between the logs are sealed with tar. The palisade and its stone watchtowers (see area 2) can’t be climbed without the aid of climbing gear or magic
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
alone. Three days ago, a cloud giant castle passed over Nightstone and dropped large rocks on the settlement and its keep. Unable to defend themselves against the bombardment, villagers who weren’t
palisade’s logs rise to sharpened points, and the gaps between the logs are sealed with tar. The palisade and its stone watchtowers (see area 2) can’t be climbed without the aid of climbing gear or magic
Compendium
- Sources->Dungeons & Dragons->Divine Contention
climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
threat has passed. MOON WRITING
The moon writing is magical Dwarven rune script left by ancient worshippers of Dumathoin. The runes writhe and wriggle until a living creature gets within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
threat has passed. MOON WRITING
The moon writing is magical Dwarven rune script left by ancient worshippers of Dumathoin. The runes writhe and wriggle until a living creature gets within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Orond Gralhund The Gralhunds are nobles who trade in arms and mercenaries, and whose family motto is “We see both sides.” Orond is the patriarch, but he’s not a quick-thinking or cultured sort — and
, Lord Gralhund had expected his wife to fill one of the vacancies. That never happened, though, despite many promises and bribes. After she was passed over, Orond became insanely angry, and he has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Orond Gralhund The Gralhunds are nobles who trade in arms and mercenaries, and whose family motto is “We see both sides.” Orond is the patriarch, but he’s not a quick-thinking or cultured sort — and
, Lord Gralhund had expected his wife to fill one of the vacancies. That never happened, though, despite many promises and bribes. After she was passed over, Orond became insanely angry, and he has
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
up the slopes of Kelvin’s Cairn. Garret’s plan was to take the adventurers to Caer-Konig, the town at the foot of Kelvin’s Cairn. After they acquired some climbing gear from the outfitter there, he
a lot to ask, but could I persuade you to go up there and find Garret and his companions? I don’t have money, but the proprietor of the Luskan Arms is a friend of mine. I could get you some free rooms
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
up the slopes of Kelvin’s Cairn. Garret’s plan was to take the adventurers to Caer-Konig, the town at the foot of Kelvin’s Cairn. After they acquired some climbing gear from the outfitter there, he
a lot to ask, but could I persuade you to go up there and find Garret and his companions? I don’t have money, but the proprietor of the Luskan Arms is a friend of mine. I could get you some free rooms
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stationed inside the gatehouse, one in each tower. Four guards (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the
wine for days, and the next delivery is long overdue. If the characters force their way into town using magic or strength of arms, Dmitri tells his guards to stand down, hoping to avoid bloodshed, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stationed inside the gatehouse, one in each tower. Four guards (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the
wine for days, and the next delivery is long overdue. If the characters force their way into town using magic or strength of arms, Dmitri tells his guards to stand down, hoping to avoid bloodshed, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
much climbing as crawling. At the end of this time, the adventurers emerge onto a shelf 15 feet up the wall of a broad, straight tunnel some 20 feet high. A curious procession of creatures marches along
the tunnel below your position. Twelve of the creatures are identical. Each has a round body, spindly arms and legs, a pair of fluttering wings rising above its arms, and a single eye staring out over