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                        Returning 13 results for 'special all crawling'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Speed A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also âClimbing,â âCrawling,â âFlying,â âJumping,â âSwimmingâ and chapter 1 (âCombat
                                                
                                            
                                                
                                                    â). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Speed A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also âClimbing,â âCrawling,â âFlying,â âJumping,â âSwimmingâ and âPlaying the Game
                                                
                                            
                                                
                                                    â (âCombatâ). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
                                                
                                            
                                                
                                                     to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when youâre climbing, swimming, or crawling. You ignore this extra cost if you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
                                                
                                            
                                                
                                                     to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when youâre climbing, swimming, or crawling. You ignore this extra cost if you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    , you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in the rules glossary). These
                                                
                                            
                                                
                                                     the rules glossary for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed. Difficult Terrain Combatants are often slowed down by Difficult Terrain. Low
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Movement and Position On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each
                                                
                                            
                                                
                                                     noted in the monsterâs stat block. See the Rules Glossary for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed. Difficult Terrain Combatants are often
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     cavity containing the magic, green-glowing gem that Baba Lysaga took from the Wizard of the Wines winery. This gem animates the hut (see âThe Creeping Hutâ in the âSpecial Eventsâ section below). The
                                                
                                            
                                                
                                                     Intelligence (Investigation) check to find. The glyph deals 5d8 thunder damage when triggered. Opening the lid releases four crawling claws that fight until destroyed. Also contained in the chest are various
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     stages of the journey, however many miles each square or hex might be. (This style of play is sometimes called âhex crawling.â)
 In this kind of wilderness exploration, you can take one of two
                                                
                                            
                                                
                                                     additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours. Special Movement. If a party
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     have fallen prey to a pack of werewolves that spills out of the Misty Forest on nights of the full moon, cloaked in crawling mist that seems to follow them wherever they go. The beasts spread death and
                                                
                                            
                                                
                                                     a personal vendetta, but if another member of the Black Network were to help, she would owe that individual a special favor (see âMarks of Prestigeâ in chapter 7 of the Dungeon Masterâs Guide). About
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     anyone who fell into the trap. Grasha warns against going into the cave, as itâs crawling with monsters and draconians. She explains that she and her clan came here after being captured by the Dragon
                                                
                                            
                                                
                                                     places that they look engulfed in ice. The crystals glow sedately with a dim light.
 Investigation reveals the crystals to be salt, though they have special properties (detailed in âBluemaw Cave Features
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     statue. C4. Bleached Reef This small reef is stark white and covered by twenty crabs crawling over it. This reef marks Ogrorloâs grave. The abolethâs loyal slaves buried the remains after Lenth killed
                                                
                                            
                                                
                                                     working in the cove find the bones and refuse to continue fishing in these waters. Eda Oweland offers the characters a special favor (see âSpecial Favorsâ in chapter 7 of the Dungeon Masterâs Guide) to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     Perception 12
 Languages Common plus any four languages
 Challenge 5 (1,800 XP)
 Special Equipment. The mage wears a spiesâ murmur (see chapter 5).
 Innate Spellcasting (Psionics). The mageâs
                                                
                                            
                                                
                                                     predecessor, Zdenia. Izoni is known for her ability to control insects and spiders, and she is never encountered without the company of one or more swarms of insects crawling over and around her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     embroidered with webs made of platinum thread (worth 750 gp). Development If the drow escape, the characters might encounter them again in Ironslag (see the âSpecial Deliveryâ section at the end of
                                                
                                            
                                                
                                                     Ancient Relic Many small chambers are hidden between the exposed roots of Grandfather Tree. A Medium or smaller creature can reach these chambers by crawling among the roots. Half buried in the root
                                                
                                            
                                        






