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                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    âs origins and operation can be found in the Mind of Metal, a tome of artificerâs secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
                                                
                                            
                                                
                                                     (for either attuned creature), you can command it in the following ways:
Open or close the hatch (no action required, once per turn)
Move the servant up to its speed (no action required)
As an
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     and using Intelligence as the spellcasting ability (spell save DC 17).
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its
                                                
                                            
                                                
                                                     pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves before draining down nearby lava tubes. During especially active
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20
                                                
                                            
                                                
                                                     to natural stone caves; these caves slope down to a subterranean pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     arose from the kingdomâs ashes, and the Treaty of Thronehold that helps keeps the peace between the nations of Khorvaire, see the introduction of this book. An excellent system of roads connects the
                                                
                                            
                                                
                                                     the roads. If speed is an issue, one can book passage on a House Lyrandar airship. This is the fastest way to travel, but also the most expensive. This bookâs introduction has more information about these and other travel options.  Map 2.1: The Continent of Khorvaire
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Transportation  An excellent system of roads connects the central nations of Khorvaire. Travelers can always make their way by horse or coach, which might employ draft animals magebred by House
                                                
                                            
                                                
                                                     Vadalis for speed or endurance. House Vadalis also supplies exotic mounts such as hippogriffs and griffons. Elemental galleons use bound air or water elementals to propel them. Two main options provide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    ; they are the ends of a tunnel that connects this room with area 24. The water is lukewarm. Objects can be thrust through the sides of the stream, but no water other than a few drops will escape. It
                                                
                                            
                                                
                                                     which is 5 feet off the floor. These vessels tip over easily. If they successfully board the kayaks, the characters will bump along through a twisting tunnel 6 feet across. They can regulate their speed by pushing against the walls. Eventually they will emerge into area 24.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     them. Giants tell a variety of stories to explain the existence of gargantuas. One tale connects their origin to an ancient enclaveâs pact with an entity from the Far Realm. Another claims that
                                                
                                            
                                                
                                                     destroy them. Gargantua Gargantuan Aberration, Typically Chaotic Neutral
 Armor Class 17 (natural armor)
 Hit Points 388 (21d20 + 168)
 Speed 60 ft.
  STR
 27 (+8)
 DEX
 10 (+0)
 CON
 26 (+8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     bring home to loved ones. The stair leads from the skycoach platform (area T1) to the roof of the tenement tower. T3. Tenement Tower Stairs This interior staircase connects the tenement tower roof to
                                                
                                            
                                                
                                                    â6 No current occupants 7â9 A family of 1d4 commoners 10 A shifter (see chapter 6) 11 A warforged soldier (see chapter 6) 12 A changeling (see chapter 6)  T6. Skybridge This stone skybridge connects
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     responds to specific orders from Red Wizards, it attacks anyone in the room who looks over the edge of the pool. White Gates. The corridor that connects this area with the Fiendish Arena has a white
                                                
                                            
                                                
                                                     each of the two pin locks with a separate successful DC 20 Dexterity check. White Gate. Behind the doors to the south is a white gate that connects with the Warrior Pools. 76. Nagaâs Den If the spirit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     quarterstaff that deals 1d4 force damage instead of the normal damage of that weapon. The prod suffers no damage from contact with oozes. In addition, an ooze hit by a prod has its speed reduced to 0 until
                                                
                                            
                                                
                                                     the end of its next turn, and it canât benefit from bonuses to speed during that time. If an ooze prod is used as a weapon, it breaks the first time a natural 1 is rolled on an attack roll with it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . White Gate. The corridor that leads east has a white gate that connects with the Clay Golem Kilns. 87. Golem Vault Relief-carved walls showing nobles at a great feast make a stark counterpoint to the
                                                
                                            
                                                
                                                     a glyph key attuned to this zone. The deathlock wightâs key is also attuned to all the zones in the Ooze Grottos. White Gate. The exit to the north has a white gate that connects with the Warrior
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     device known as the Machine of Lum the Mad. The best details on the deviceâs origins and operation can be found in the Mind of Metal, a tome of artificerâs secrets that connects the device to the
                                                
                                            
                                                
                                                     using the controls. During your turn (for either attuned creature), you can command it in the following ways: Open or close the hatch (no action required, once per turn) Move the servant up to its speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     forces. Dungeon State. The nature of this area means the gargoyles canât be permanently slain. White Gates. A white gate lies in the corridor to the north that connects with the Hatchery. Another white
                                                
                                            
                                                
                                                     the floor, a creature that moves across the ground at greater than half its normal speed must succeed on a DC 10 Dexterity saving throw or fall prone. Creatures. The vapor swirling around two of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     tiefling says. âIâm Colcook, your concierge. If thereâs anything I can do to make your stay more comfortable, please let me know.â
 The portal from Fortuneâs Wheel connects to the hollow skull of a dead
                                                
                                            
                                                
                                                    , roll twice next time you roll on the Dungeonland Results table and use the higher result. Portal. This permanently open portal connects to area P1. P3a: Supertemporal Arena Entrance A sharp tiefling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     eastern doors open onto a white gate that connects with the Temples of Oppression. 100. Temple of Pain A tangible feeling of unease and discomfort fills the air of this scarred marble chamber.
 Creatures
                                                
                                            
                                                
                                                     onto a corridor that runs southwest and joins with two other passages. At the junction is a white gate that connects with the Temples of Turmoil and with the Temples of Nature. Temples of Turmoil The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     require DC 10 Dexterity (Acrobatics) checks. On a successful check, a character can move at half speed. On a failed check, a character makes no progress. If the check fails by 5 or more, the character
                                                
                                            
                                                
                                                     droppings. Poorly cured hide blankets are carelessly scattered over the floor.
 Secret Door. In the north end of area 4, a secret door connects to area 14. A character can find the door by succeeding on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     wider than the sinkhole itself.
 The crystal formations are lightning crystals (see âHaskasori Featuresâ). The loamy sand at the bottom of the sinkhole connects to a massive layer of sand that
                                                
                                            
                                                
                                                     the tower leads from the ground to the rooftop.1
 Each floor of the tower is a single area. A magical floating platform just like the one in area H4 connects the three levels. Rummox. Anthraduskâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     unoccupied space. Northeast Archway. This archway connects to area T11. The tunnel leading there is made of smooth, gray stone. East Archway. Any creature or object that enters this one-way portal is
                                                
                                            
                                                
                                                    . This archway connects to area T7 via a hidden doorway. The tunnel beyond the archway is made of obsidian and covered in cobwebs. South Archway. Any creature or object that enters this one-way portal is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     sinkhole. White Gate. The passage that leads west has a white gate that connects with the Lake of Madness. 39. Beholderâs Domain Hundreds of unblinking eyes stare into this room from long walls of
                                                
                                            
                                                
                                                     targetâs speed is reduced by 15 feet, and others make attack rolls against the target with advantage. 8 Sleep. The target falls unconscious until the start of its next turn.  Slime. Covering the rough
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     from the top of the shaft to the bottom, or vice versa. Between stops, it moves at a constant speed. Bolted to the northeast wall of the room is a rectangular metal plate with a 3-foot-long iron
                                                
                                            
                                                
                                                     to navigate. Spiked to the tunnel floors are rail tracks built for iron carts. To get from one mine level to the next, one must traverse a series of ramps or use the elevator that connects areas 9
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     buckets dangling a few inches above the floor. A tunnel leading west connects to an iron gantry (area 18) that overlooks the foundry (area 34). A salamander stands guard in the middle of the room, watching
                                                
                                            
                                                
                                                     over four shield dwarves (commoners). The dwarves have ankle manacles that reduce their speed from 25 feet to 5 feet. When a cart of iron ore arrives, the dwarves transfer it to the bucket chain, to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     comes from a shadowed corner above the door at the top of the stairs.
 This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
                                                
                                            
                                                
                                                    . Secret Passage Bavlorna has forgotten about this secret passage, which connects areas B7 and B10. A moldy scent hangs in the air in this dark, L-shaped hallway.
 The secret door leading to area B7 is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     turns to mud near the cave,
 and tracks from large creatures pass in and out. Inside
 the cave, the floor consists of thick mud, and you find it impossible to move at normal speed.
 The cave
                                                
                                            
                                                
                                                     reaches a height of about forty feet. At the far side of the cave, a narrow stone pathway connects two arched entrances that lead deeper into the hillside, one in the northeast corner of the cave and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Featuresâ in appendix B) and uses the priest stat block with these changes: She wears half plate (AC 15). She has these racial traits: Her speed is 25 feet. She has darkvision out to a range of 60 feet
                                                
                                            
                                                
                                                     your platform to the crowâs nest in the middle of the ship. Similar rigging connects the crowâs nest to a platform at the aft of the ship. On that far platform, you see an iron door â the exit portal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     crypt. He wants the effect to be undone and to be restored to his true form. While in this form, he has resistance to all damage, but his speed is halved. Obal Obb, a headless dwarf (lawful good, male
                                                
                                            
                                                
                                                     accessible from a 10-foot-high stone catwalk that connects it with the servantsâ quarters (area P15). A bronze plaque above the door bears the word âWrathâ in Common. The tower is 30 feet tall and has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     suspended 10 feet from the ceiling by iron chains connects to another tunnel on the far side, as well as to a stone column rising up from the magma. The catwalk passes through a hole in the column. In the
                                                
                                            
                                                
                                                     chest contains 750 gp, a potion of speed, and a tin tube containing a scroll of immolation (see appendix B). W10. Vaniferâs Chamber Beyond the privacy screen is a comfortable bedchamber. Several
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                     minute. While poisoned, the creature is delirious and feels the need to frolic. At the start of its turn, the poisoned creature rolls on the Frolic Direction table and moves its full speed in a
                                                
                                            
                                                
                                                     DC 15 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be pushed into the slime pool. Slime Tunnel. A 5-foot-diameter tunnel connects the slime pools. A creature with a passive Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    , such as by using the Mage Hand cantrip. Knocking the rod over by throwing an object at it triggers the explosive runes. 4: Courtyard This open-air courtyard connects the keepâs entrance to various
                                                
                                            
                                                
                                                     Medium Undead, Neutral Evil
 Armor Class 12
 Hit Points 82 (15d8 + 15)
 Speed 0 ft., fly 40 ft. (hover)
  STR
 7 (â2)
 DEX
 14 (+2)
 CON
 12 (+1)
 INT
 18 (+4)
 WIS
 12 (+1)
 CHA
 17 (+3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . Adventurous Gnome. An elderly svirfneblin named Rivibiddel has spent many days in the crypt. Because of his advanced age, his walking speed is 15 feet, and he canât take reactions. Rivibiddel ran out of
                                                
                                            
                                                
                                                    ), which fell off her finger when she became a skeleton. Dwarf Skeleton Medium Undead, Lawful Evil
 AC 13 (chain shirt)
 Hit Points 26 (4d8 + 8)
 Speed 25 ft.
  STR
 16 (+3)
 DEX
 10 (+0)
 CON
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     attacks any living creature it sees. Crypt 1 Herein lie the ones who walk the path of pain and torment The stone door connects not with a crypt, but with a hewn tunnel of stone (area K81). Crypt 2
                                                
                                            
                                                
                                                    . While aloft, the wearer gains a flying speed equal to its walking speed, with the following limitations: except in a significant updraft, the wearer canât use the glider to gain altitude, and the glider
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     already rolled this effect. 96â00 A tear in reality creates a rift in the region, similar to the spell gate, that passes through the Far Realm and connects with a random plane. Any creature that
                                                
                                            
                                                
                                                     rot disease (see the Dungeon Masterâs Guide) from minute parasites. 66â70 Dung-colored bugs cover the ground. Creatures that move at half their normal walking speed can ignore the bugs. Those that move
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     both at the same time. Lowarnizel Large Dragon (Young Gem), Neutral
 Armor Class 18 (natural armor)
 Hit Points 168 (16d10 + 80)
 Speed 40 ft., fly 80 ft. (hover), swim 40 ft.
  STR
 21 (+5
                                                
                                            
                                                
                                                     creature takes 36 (8d8) force damage, and its speed becomes 0 until the start of the dragonâs next turn. On a successful save, a creature takes half as much damage only.
 Spellcasting (Psionics
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     with a flying speed of 40 feet. When the tentacles reach intruders, they attack in an attempt to shove those creatures into the gelatinous ooze. See âShoving a Creatureâ under âMelee Attacksâ in
                                                
                                            
                                                
                                                    . Her jellified undead body is slopped around an ornamental helmet and shackles. (These devices were once used to safely contain the medusa. See area O4.) A thin silver wire connects the helmet and
                                                
                                            
                                        
                                                     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->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     walking speed is 25 feet. He can move through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling. Manafret wears a
                                                
                                            
                                                
                                                     languages, phantasmal force, and phantom steed. K9. Bridge and Walkway A wooden bridge connects the two towers 20 feet above the ground, and a walkway attached to the bridge encircles the outside of the
                                                
                                            
                                        






