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                        Returning 20 results for 'speed all contested'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the targetâs Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You
                                                
                                            
                                                
                                                     whenever you like (no action required). Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested
                                                
                                            
                                                
                                                     its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. Moving a Grappled Creature. When you move, you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     a Wisdom (Insight) check against a creature you can see that isnât incapacitated, contested by the targetâs Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that
                                                
                                            
                                                
                                                    . Steady Eye Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. Unerring Eye Beginning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     revealing her location. Any character who peers up through the hole in the ceiling can spot Kella lurking in the shadows with a successful Wisdom (Perception) check contested by Kellaâs Dexterity
                                                
                                            
                                                
                                                     suffers a 10-foot reduction to her speed. Treasure. Gum-Gumâs sack contains several muffins, a block of cheese, a cooked chicken, a frying pan, an iron pot, a bullseye lantern, two flasks of oil, a set
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks
                                                
                                            
                                                
                                                     Sneak Attack still apply to you. Panache At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creatureâs Wisdom (Insight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                    Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks
                                                
                                            
                                                
                                                     contested by a creatureâs Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but canât take
                                                
                                            
                                                
                                                     prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hagâs. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     block but has an Intelligence of 10 and speaks Common. Treant Sapling Large Plant, Typically Chaotic Good
 Armor Class 14 (natural armor)
 Hit Points 45 (6d10 + 12)
 Speed 30 ft.
   STR
  17 (+3
                                                
                                            
                                                
                                                    , used a speak with animals spell to panic the dragonfly. Characters can spot Kettlesteam before she slips away with a successful Wisdom (Perception) check contested by the kenkuâs Charisma (Deception
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     aquatic troll swims up from the depths. It has the abilities of a normal troll, but can also breathe water and has a swimming speed of 30 feet. Darkmantles These creatures cling to the ceiling as the
                                                
                                            
                                                
                                                     contested by the merrowâs Strength check. If the merrow wins the contest, the vessel capsizes. Stirges These stirges cling to the ceiling like bats. If the party is aware of the stirges, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    
 Hit Points 22 (5d8)
 Speed 0 ft., fly 50 ft. (hover)
   STR
  1 (â5)
 
  DEX
  14 (+2)
 
  CON
  11 (+0)
 
  INT
  10 (+0)
 
  WIS
  10 (+0)
 
  CHA
  11 (+0)
Damage Resistances
                                                
                                            
                                                
                                                     it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.
 If the target is a creature, the poltergeist makes a Charisma check contested by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     charactersâ lives if they lend a helping hand. Someone who makes a successful Wisdom (Insight) check contested by the dragonâs Charisma (Deception) check discerns that she has no intention of keeping
                                                
                                            
                                                
                                                     armor bounds across the ice with surprising speed and grace despite her gangly, misshapen limbs. Although her narrow face is hard to see under the fur-lined hood of her frost-covered cloak, itâs clear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , unaligned
 Armor Class 16 (natural armor)
 Hit Points 263 (17d20 + 85)
 Speed 30 ft.
   STR
 26(+8)
 
  DEX
 7(â2)
 
  CON
 20(+5)
 
  INT
 1(â5)
 
  WIS
 3(â4)
 
  CHA
 3(â4)
Saving
                                                
                                            
                                                
                                                     Dungeon Masterâs Guide). Broom of Animated Attack
 Small construct, unaligned
 Armor Class 15 (natural armor)
 Hit Points 17 (5d6)
 Speed 0 ft., fly 50 ft. (hover)
   STR
 10(+0)
 
  DEX
 17(+3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     underwater, its walking speed is 0 feet, and its swimming speed is 40 feet. It has a +4 bonus to Dexterity (Stealth) checks. It doesnât have the Constrict action option. C7. Cove Gorge This gorge goes
                                                
                                            
                                                
                                                     octopus, hides in the darkness of the gorge at a depth of 1,000 feet. Talnad and Valas have the statistics of scouts, with the following changes: Their alignment is chaotic evil. They have a walking speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     is caught during that hour. If the check succeeds, the character hooks a knucklehead trout (see appendix C) and must make a Strength (Athletics) check contested by the fishâs Strength check to pull it
                                                
                                            
                                                
                                                    â). But dogs are expensive and require food, water, and shelter. Unless they have more equipment than they can carry, adventurers are better off traveling on foot. The speed that characters can travel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    
 Armor Class 20 (natural armor)
 Hit Points 297 (17d20 + 119)
 Speed 40 ft., burrow 40 ft., fly 80 ft.
   STR
  27 (+8)
 
  DEX
  10 (+0)
 
  CON
  25 (+7)
 
  INT
  16 (+3)
 
  WIS
  15
                                                
                                            
                                                
                                                     15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  Adult Brass
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     race out and prepare to yank this rope, timing it so the boulder smashes down on the cart. They make an attack roll (+4 to hit) against the cartâs AC, which depends on its speed. Rolling at top speed
                                                
                                            
                                                
                                                     (no brakes), the cart has AC 16. If occupants are using the brakes to control its speed, the cart has AC 8. If the cartâs occupants engage or release the brake when they see the kobolds pulling the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     no idea why Daask abducted him and begs for the characters to free him. A character who succeeds on a Wisdom (Insight) check contested by Corrinâs Charisma (Deception) check knows the halfling is lying
                                                
                                            
                                                
                                                     accelerating to top speed. Left at the Station. If none of the characters board the lightning rail train, Garra gets away with the books and schemas found in Old Sharnâs ruins. A more likely scenario is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     feet (spending half their speed to do soâsee the âBeing Proneâ section in the Basic Rules). They pursue any characters they see, attacking until destroyed. The eastern half of the building is the old
                                                
                                            
                                                
                                                     Zombiesâ sidebar) are slumped on the floor. When the characters enter, the monsters climb to their feet (spending half their speed to do soâsee the âBeing Proneâ section in the Basic Rules). Then they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     (Deception) check contested by the guardsâ Wisdom (Insight) checks; if all the characters succeed, the guards are fooled and allow them to pass. If combat erupts here, two earth elementals burst up
                                                
                                            
                                                
                                                     on a successful DC 15 Strength (Athletics) check. Every 1 foot of movement through the mud costs 2 feet of speed, 5 feet if the creature is trying to move against the flow. Hidden Tunnel. A 5-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    . She has the following racial trait: Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi canât use it
                                                
                                            
                                                
                                                     (Sleight of Hand) check contested by Goratâs Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities â or, if controlled by a character, he could decide to
                                                
                                            
                                        






