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Returning 35 results for 'speed all corner'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.A far-off wail precedes the sight of a
hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty.
Howlers rely on speed, numbers, and their mind
Monsters
The Book of Many Things
legendary action at a time and only at the end of another creature’s turn. The medusa regains spent legendary actions at the start of its turn.
Move. The medusa moves up to its speed without
DC 15 Constitution saving throw. On a failed save, a target’s speed is reduced to 0 and can’t increase. On a successful save, its speed is halved. The target’s speed returns to normal
Demilich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
its flying speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 16 Constitution saving throw or be
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Scrags’ Lair This corner of the cavern is home to 2 scrags that Arauthator allows to live in his lair, provided they guard it in his absence. These aquatic trolls can breathe underwater and have
a swimming speed of 30 feet. If the characters approach, the scrags duck into hiding places, then attempt to attack from ambush and claim an unexpected meal.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
15. Scrags’ Lair This corner of the cavern is home to 2 scrags that Arauthator allows to live in his lair, provided they guard it in his absence. These aquatic trolls can breathe underwater and have
a swimming speed of 30 feet. If the characters approach, the scrags duck into hiding places, then attempt to attack from ambush and claim an unexpected meal.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
35. Black Cloak Halaster has created a regional effect in this corridor (see “Halaster’s Lair”). As the characters come around the corner, they see a billowing black cloak moving away from them, as
if it were being worn by an invisible creature. Created by a minor illusion spell, the cloak is silent and moves away from the party at a speed of 30 feet. It disappears upon entering area 33a, 34a, or 36b, or if it is dispelled.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mistshore: Autumn At the end of their pursuit, the characters corner Fel’rekt Lafeen and Krebbyg Masq’il’yr in Mistshore. The two drow gunslingers (see appendix B) lurk behind the Kraken’s Folly
Belchy, sank in Deepwater Harbor almost a century ago. Lantanese gnomes working for Jarlaxle have managed to repair the construct. Two rounds after the characters corner Fel’rekt and Krebbyg, Big Belchy
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
miniatures or other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed
in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.
If you use a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
alone carry. The northwest corner of the inn (pantry included) was destroyed by a falling rock. Most of the kitchen, however, was undamaged. Set into the north wall is a stone fireplace, and the floor is
suffers a 10-foot reduction to her speed. Treasure. Gum-Gum’s 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->D&D Beyond Basic Rules
Movement and Position On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each
explained in the Rules Glossary). These different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you’re moving with your Speed, you deduct
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in the rules glossary). These
different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you’re moving with your Speed, you deduct the distance of each part of your move
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
House of Inspired Hands The House of Inspired Hands, Waterdeep’s temple of Gond, sits on the corner of Seawatch Street and Shark Street in the Sea Ward. If the characters visit the temple, they see
initiative. Nim’s mechanical bird acts on initiative count 10, has a flying speed of 60 feet, and starts 60 feet away from the characters. It has AC 15, 1 hit point, and immunity to poison and psychic damage
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
prefer to split up and sneak around Landro and the adjoining caves. They take turns using hit-and-run tactics to harry the characters, creating a sense that more blades lurk around every corner. As
Construct (Warforged), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 187 (22d8 + 88)
Speed 30 ft. (50 ft. with Overdrive)
STR
20 (+5)
DEX
16 (+3)
CON
19 (+4)
INT
11 (+0
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
another hole near the northeast corner. The water is about three feet deep. You can see a few blind cave fish being carried along in the brisk current. On either side of the door are a total of six kayaks
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->Dragonlance: Shadow of the Dragon Queen
by territorial instinct and a predatory urge to hunt and devour living prey. They run on all fours and rear up onto their hind legs when they corner their quarry. When they strike, they wallop foes
, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 157 (15d12 + 60)
Speed 50 ft.
STR
22 (+6)
DEX
11 (+0)
CON
18 (+4)
INT
4 (−3)
WIS
14
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
evil mortals who have the power and the savagery to command their loyalty. Brutal Hunters. Howlers rely on speed, numbers, and their mind-numbing howl to corner prey before they tear it apart. The howl
. Howler
Large fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 40 ft.
STR
17(+3)
DEX
16(+3)
CON
15(+2)
INT
5(−3)
WIS
20(+5
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Each target must make a DC 15 Constitution saving throw. On a failed save, a target’s speed is reduced to 0 and can’t increase. On a successful save, its speed is halved. The target’s speed returns to
, creating one or more of the following effects: Faces in Stone. Stone within 3 miles of the lair takes on subtle shapes that suggest people, animals, and other creatures when viewed from the corner of the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty. Howlers rely on speed
, numbers, and their mind-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover
GRID
If you play out a combat using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a Potion of Speed and instructs them to slip the potion into the feed of the nightmare named Sunshroud. Uvashar then points the characters in the direction of the stables. Uvashar Unmasked. If any
devil jockeys attend to the steeds. The reeking stench of offal rises from the feed buckets. In one corner stands a bored-looking pit fiend.
Dyson Logos Map 8.2: Alabaster Racetrack Stables View Player
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Losser Mirklav is a lightfoot halfling mage, with these changes: He is chaotic evil and has 31 (9d6) hit points. He has these racial traits: He is Small, and his walking speed is 25 feet. He can move
leading into the cellar complex via area B8 and confront the necromancer. The characters find Losser cowering in one corner of area B7. Two skeletons stand between him and three kenku. The kenku aim to kill
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
blacked out, and the air carries the smell of burned wood. A clothesline attached to one corner of the building’s exterior is hung with a variety of frayed, patchwork garments.
The garments on the
; a speed of 30 feet; and immunity to fire, poison, and psychic damage. A coal’s Dexterity is 20, its Constitution is 10, and its other ability scores are 1. Throwing a bucket of water on a coal
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
its wheels have fancy gold trim. A brass lantern hangs from each corner, and red drapes cover a tombstone-shaped window on each side. A steel padlock secures the back door, hanging from which is a
draft horses, which are magically tethered to the wagon and can’t be separated from it. The horses and wagon have a speed of 30 feet, and the horses heed the driver’s simple commands. The driver can
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from the pool’s center is the head of a stone well that gives off an unpleasant, pungent odor. In one corner of the pool stands a tall, dirty, freestanding mirror in an oval frame, and floating on the
. Almost every available surface is littered with stacks of dirty plates, scraps of food, and old junk. Dressing dummies are pushed together in one corner, and a wooden staircase spirals up from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
activating. When the sphere is released, all creatures present roll initiative, and the sphere rolls initiative with a +8 bonus. On its turn, it moves in a straight line until it reaches a corner, then
) bludgeoning damage and be knocked prone. A creature within 5 feet of the sphere can attempt to slow it down by using an action to make a DC 20 Strength check. On a successful check, the sphere’s speed is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Unaligned
Armor Class 12 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
4 (–3)
WIS
10 (+0)
CHA
6
disrupted while the displacer beast is incapacitated or has a speed of 0 feet.
Actions
Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage plus 2 piercing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
corner. These docile reptiles are used as mounts by the drow scouts in area 25b and have the Spider Climb trait (see the “Variant: Giant Lizard Traits” sidebar in appendix A of the Monster Manual
).
Slave Pen. A stone enclosure in the northwest corner serves as a slave pen. Band music emanates from within.
The fountain is fed by a natural spring and provides the drow with a virtually endless supply
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of old age, his walking speed is 20 feet. He is also deaf, can’t see farther than 20 feet, and can’t take reactions. The characters must move at least 10 feet into the room before Ertgard notices them
fourteen-foot-long bugles made from hollowed-out mammoth tusks. An ascending staircase of ice in the southwest corner has mist rolling down it.
One of the mammoth tusk bugles is intact, but the other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
thieves’ tools. The larger room north of the stables contains tack and harness for each horse, as well as bales of hay and yard tools. The smaller room in the northwest corner has two cots: one for
drinking with friends) if the characters arrive during the day. Treasure. Lady Gralhund’s horse is outfitted with horseshoes of speed and two saddlebags, each of which holds four 5-pound gold trade bars
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Tiny undead, neutral evil
Armor Class 20 (natural armor)
Hit Points 80 (32d4)
Speed 0 ft., fly 30 ft. (hover)
STR
1 (−5)
DEX
20 (+5)
CON
10 (+0)
INT
20 (+5
the end of another creature’s turn. The demilich regains spent legendary actions at the start of its turn.
Flight. The demilich flies up to half its flying speed.
Cloud of Dust. The demilich
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bullywug assassin, hides behind the partially submerged statue in the northwest corner.)
Platform. Between the two middle statues, a mostly submerged ramp rises to the top of a dry platform, at the
, and can speak with frogs and toads. He has a walking speed of 20 feet and a swimming speed of 40 feet. His long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ladder at each end. The ladder at the south end climbs to area O1. O5. Chokepoint A long room, divided in the middle by two open doorways, stands empty. In the far southwest corner, an iron lever sticks
small, barred windows set into them at dwarf’s-eye height. Snow and wind enter the room through a barred window in the northeast corner that looks out toward the snow-covered bunker that guards the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
missile, each targeting one creature the head can see (+6 to hit). A creature hit by either attack takes 6 (1d8 + 2) damage of the appropriate type (acid or fire). Each head has a speed of 0, AC 16
all the historical information found at the start of the “Captain Dapplewing’s Manor” section. Treasure. The paneling in the northeast corner conceals a secret door that isn’t fully shut, and so it can
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
deep. A nook in the northeast corner contains two corpses preserved by the seawater. The cave’s back wall is flat, with a large opening in the southeast corner.
The flooded cave is difficult terrain
for any creature that doesn’t have a swimming speed. Corpses. Characters can identify the corpses as those of two half-elves who look like siblings. Any character who uses an action to examine the






