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                        Returning 35 results for 'speed all conjured'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    "} cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidonâs next turn.Elemental myrmidons are Elementals conjured and bound
                                                
                                            
                                        
                                                     Magic Items
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    -foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are
                                                
                                            
                                                
                                                     a flying speed of 30 feet.
19-20
Gold with silver stripes
This tasty fish provides a dayâs worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    );{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Glacial Upheaval"}. The scion digs its hands into the ground at a point it can see within 30 feet of itself and launches a magically conjured mass of
                                                
                                            
                                                
                                                     scion moves up to its speed and sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 25 Constitution saving throw or lose concentration.
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Ectoplasmic Boon. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creatureâs speed by 10 feet until the start of the creatureâs next turn, until
                                                
                                            
                                                
                                                     other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Vampiric Boon. When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priestâs speed also increases by
                                                
                                            
                                                
                                                    .
But they were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied
                                                
                                            
                                                
                                                     that creatureâs speed by 10 feet until the start of the creatureâs next turn, until which the creature is covered by ectoplasm. In addition, as an action, the priest can use the slime to
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     that led to the Amber Temple and his fall into vampirism.
But they were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up
                                                
                                            
                                                
                                                     creatureâs speed by 10 feet until the start of the creatureâs next turn, until which the creature is covered by ectoplasm. In addition, as an action, the priest can use the slime to make
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby
                                                
                                            
                                                
                                                     moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creatureâs speed by 10 feet until the start of the creature&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the
                                                
                                            
                                                
                                                     its turn within 10 feet of the priest, the priest can reduce that creatureâs speed by 10 feet until the start of the creatureâs next turn, until which the creature is covered by ectoplasm
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    . Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count
                                                
                                            
                                                
                                                    , leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creatureâs speed by 10 feet until the start of the creatureâs next turn
                                                
                                            
                                        
                                                     Feats
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat
                                                
                                            
                                                
                                                    ). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    )
 Speed 10 ft., Swim 40 ft.
     Ability Score Mod Save 
    Str  10  +0  +0 
  Dex  18  +4  +7 
  Con  14  +2  +5 
      Ability Score Mod Save 
    Int  13  +1  +1 
  Wis  19  +4  +7
                                                
                                            
                                                
                                                     within 5 feet of the merfolk. ResponseâStrength Saving Throw: DC 15, the triggering enemy. Failure: 14 (4d6) Cold damage. If the target is Large or smaller, it is pushed up to 30 feet straight away from the merfolk by conjured water.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Evil
 AC 18 Initiative +8 (18)
 HP 255 (30d8 + 120)
 Speed 30 ft., Fly 30 ft. (hover)
     Ability Score Mod Save 
    Str  10  +0  +0 
  Dex  16  +3  +8 
  Con  18  +4  +9 
      Ability Score
                                                
                                            
                                                
                                                    ) Slashing damage plus 17 (5d6) Fire damage, and the target has the Frightened condition until the start of the githyankiâs next turn.
 Conjured Dragonâs Breath (Recharge 5â6). Dexterity Saving Throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
                                                
                                            
                                                
                                                     +2 (12)
 HP 85 (10d10 + 30)
 Speed 40 ft., Climb 40 ft.
     Ability Score Mod Save 
    Str  18  +4  +4 
  Dex  15  +2  +5 
  Con  16  +3  +6 
      Ability Score Mod Save 
    Int  7  â2  â2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     destroyed, their flames igniting combustible materials nearby. Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to
                                                
                                            
                                                
                                                     entertain themselves. Magmin Small Elemental, Chaotic Neutral
 AC 14 Initiative +2 (12)
 HP 13 (3d6 + 3)
 Speed 30 ft.
     Ability Score Mod Save 
    Str  7  â2  â2 
  Dex  15  +2  +2 
  Con  12  +1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
                                                    
                                                
                                            
                                                     78 (12d8 + 24)
 Speed 30 ft.
  STR
 10 (+0)
 DEX
 14 (+2)
 CON
 14 (+2)
 INT
 14 (+2)
 WIS
 14 (+2)
 CHA
 16 (+3)
 
 Saving Throws Int +4, Cha +5
 Skills Investigation +4, Perception +6
                                                
                                            
                                                
                                                     creature misses a melee attack roll against the matter smith while the shield is conjured, that creature takes 7 (2d6) force damage.
  Ekaterina Burmak
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
                                                    
                                                
                                            
                                                    , this charm goes away.
 Charm of Instant Tools This charm allows you to magically conjure a set of artisanâs tools, navigatorâs tools, or thievesâ tools. The conjured tools appear either in your hand
                                                
                                            
                                                
                                                    )
 Speed 20 ft., climb 20 ft., swim 20 ft.
   STR
  1 (â5) 
  DEX
  20 (+5) 
  CON
  10 (+0) 
  INT
  14 (+2) 
  WIS
  16 (+3) 
  CHA
  16 (+3)
Skills Acrobatics +7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Elemental Myrmidons Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
                                                
                                            
                                                
                                                     (18d8 + 36)
 Speed 30 ft., fly 30 ft. (hover)
   STR
  18 (+4) 
  DEX
  14 (+2) 
  CON
  14 (+2) 
  INT
  9 (â1) 
  WIS
  10 (+0) 
  CHA
  10 (+0)
Damage Resistances
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
                                                
                                            
                                                
                                                     + 36)
 Speed 30 ft., fly 30 ft.
   STR
  18 (+4)
 
  DEX
  14 (+2)
 
  CON
  14 (+2)
 
  INT
  9 (â1)
 
  WIS
  10 (+0)
 
  CHA
  10 (+0)
Damage Resistances lightning, thunder
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
                                                
                                            
                                                
                                                     free elementals. They exist only to follow the commands of their creators. Air Elemental Myrmidon
 Medium elemental, neutral
 Armor Class 18 (plate)
 Hit Points 117 (18d8 + 36)
 Speed 30 ft., fly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor. Conjured Berserkers. Corpses that accumulate on the constructâs shell arenât just grisly battle
                                                
                                            
                                                
                                                     Collector
 Large construct, lawful evil
 Armor Class 17 (natural armor)
 Hit Points 189 (18d10+90)
 Speed 30 ft.
   STR
 21(+5)
 
  DEX
 14(+2)
 
  CON
 20(+5)
 
  INT
 5(â3)
 
  WIS
 11
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     Points 39 (6d6 + 18)
 Speed 30 ft., fly 30 ft. (hover) in its true form only
   STR 
  3 (-4) 
 
  DEX 
  15 (+2) 
 
  CON 
  16 (+3) 
 
  INT 
  4 (-3) 
 
  WIS 
  11 (+0) 
 
  CHA 
  6
                                                
                                            
                                                
                                                     nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and wonât abandon
                                                
                                            
                                                
                                                     nothingness or wander away, seeking to learn more of the multiverse. Spectator Medium Aberration (Beholder), Lawful Neutral
 AC 14 Initiative +2 (12)
 HP 45 (7d8 + 14)
 Speed 5 ft., Fly 30 ft. (hover
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     Medium Humanoid, Any Alignment
 Armor Class 11
 Hit Points 27 (5d8 + 5)
 Speed 30 ft.
  STR
 13 (+1)
 DEX
 12 (+1)
 CON
 12 (+1)
 INT
 11 (+0)
 WIS
 10 (+0)
 CHA
 13 (+1)
 
 Senses
                                                
                                            
                                                
                                                     to devour their foes. Hierophant of the Comet Medium Humanoid (Warlock), Typically Chaotic Evil
 Armor Class 15 (breastplate)
 Hit Points 153 (18d8 + 72)
 Speed 30 ft.
  STR
 12 (+1)
 DEX
 13
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     gain a Swim Speed equal to your Speed. You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest. Gift of the
                                                
                                            
                                                
                                                     eldritch power, granting the creature the following benefits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. Quick Attack. As a Bonus Action, you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     gain a Swim Speed equal to your Speed. You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest. Gift of the
                                                
                                            
                                                
                                                     eldritch power, granting the creature the following benefits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. Quick Attack. As a Bonus Action, you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    ; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the
                                                
                                            
                                                
                                                     Humanoid
 Armor Class 14 (natural armor)
 Hit Points 60 (8d8 + 24)
 Speed 30 ft.
   STR
  10 (+0) 
 
  DEX
  14 (+2) 
 
  CON
  16 (+3) 
 
  INT
  18 (+4) 
 
  WIS
  17 (+3) 
 
  CHA
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     the rune, and it must immediately use its reaction to move its speed in the direction of the pillars. The frightened creature canât move closer to the far end of the hallway until it uses its action
                                                
                                            
                                                
                                                    . Blades Accelerate. The blades move with increasing speed, slowing only when they hit a target. Each time the blades miss with an attack, their next attack becomes harder to avoid. After each miss, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     block of a conjured creature determines the nature of the creatureâs damage, unless the spell says otherwise. Can conjure animals summon a swarm? No. Conjure animals summons individual creatures, and
                                                
                                            
                                                
                                                     swarms are groups of creatures. When you cast a spell like conjure woodland beings , does the spellcaster or the DM choose the creatures that are conjured? A number of spells in the game let you summon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     horses are hardworking and love apples. The carriage has AC 11 and 75 hit points, and moves at the speed of its draft horses (40 feet). Four passengers can ride inside, two up front with one steering
                                                
                                            
                                                
                                                     ridiculous speed, while arms at the back of the headquarters pick up the track as it passes. The train moves at quarter speed over difficult terrain (instead of half speed). It can pass over rivers, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     into the distance. Cradle of the Hill Scion Gargantuan Elemental, Typically Chaotic Evil
 Armor Class 19 (natural armor)
 Hit Points 402 (23d20 + 161)
 Speed 40 ft.
  STR
 25 (+7)
 DEX
 10 (+0
                                                
                                            
                                                
                                                     conditions.
 Scion of Grolantor Gargantuan Giant (Titan), Typically Chaotic Evil
 Armor Class 18 (natural armor)
 Hit Points 402 (23d20 + 161)
 Speed 60 ft.
  STR
 27 (+8)
 DEX
 14 (+2)
 CON
 25 (+7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     causes any creature in the room to suffer visible tremors and have its speed halved. A creature that has a passive Wisdom (Perception) score of 18 or higher, or that succeeds on a DC 18 Wisdom
                                                
                                            
                                                
                                                     bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     glides closer until it is near enough to board safely. The boat can carry up to eight Medium creatures. One creature can steer the boat using the tiller, and the boat has a speed of 20 feet. Dark Water
                                                
                                            
                                                
                                                     L, while another might have the letters B, L, and Y. Each dretch is bound by Zybilnaâs magic and has a speed of 0 feet while in its cradle. If a dretch is removed from its cradle, its disposition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     precarious situations when he has an audience, confident that his speed and cunning will see him through danger. He leads by example rather than by dictate.
 Alignment. Chaotic evil.
 Personality Trait
                                                
                                            
                                                
                                                    . âIâm quick to lose my temper.â
    Kettlesteam the Kenku 
 CHAPTER 1: WITCHLIGHT CARNIVAL
 Kettlesteam delights in causing trouble at the carnival. She uses a combination of mimicry and conjured
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     precarious situations when he has an audience, confident that his speed and cunning will see him through danger. He leads by example rather than by dictate.
 Alignment. Chaotic evil.
 Personality Trait
                                                
                                            
                                                
                                                     quick to lose my temper.â
    Kettlesteam the Kenku 
 CHAPTER 1: WITCHLIGHT CARNIVAL
 Kettlesteam delights in causing trouble at the carnival. She uses a combination of mimicry and conjured
                                                
                                            
                                        






