Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 20 results for 'speed of relative down verdan'.
Other Suggestions:
speed of relation down verdan
spell of relative down verdan
Monsters
Quests from the Infinite Staircase
rounds in a row:
Plant Walk. The Gardener moves up to their speed into the space of a Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium
’s memories.
Time. Time passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane.PoisonCold, Fire
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature. Speed. Your base walking speed is 30 feet
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires
Anchor. The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must make a DC 18 Charisma saving throw. On a failed save, its speed is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Quetzalcoatlus This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like a quadruped, it is more comfortable in the air. Quetzalcoatlus
Huge
beast, unaligned
Armor Class 13 (natural armor)
Hit Points 30 (4d12 + 4)
Speed 10 ft., fly 80 ft.
STR
15 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
2 (–4)
WIS
10
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
which is down. The rivers pick up speed only where they thunder down through steep-sided gorges. The safest entry points into this overgrown realm (“safest” is a relative term in this context) are on
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Points 27 (6d6 + 6)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
13 (+1)
INT
7 (−2)
WIS
10 (+0)
CHA
5 (−3)
Damage Immunities poison
Condition
Immunities poisoned
Senses passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Relative Density. The fractal can move
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind. Defiant Sails These sails glitter with a fine coat of mithral
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Blood Drinker Vampire Plenty of blood drinkers haunt Ravnica’s alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds. Orzhov Vampires. Vampires thrive
Class 16 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 40 ft., fly 40 ft. (hover)
STR
16(+3)
DEX
18(+4)
CON
17(+3)
INT
16(+3)
WIS
13(+1)
CHA
19(+4
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
infernal legions as flying artillery, making up for their relative weakness by mobbing together to overwhelm their foes. Though they crave promotion and power, spined devils are craven by nature, and
they will quickly scatter if a fight goes against them. Spined Devil
Small fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 22 (5d6 + 5)
Speed 20 ft., fly 40 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
normal speed for movement, but you multiply the dimensions of the common room and any furniture or objects in it by a factor of 10. For example, relative to the characters the length of the bar is
these changes: Her size (relative to the characters in their diminutive state) is Huge. Her speed (relative to the characters) is ten times normal. This gives her a speed of 400 feet and a climbing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
leave it alone. Its deadly tail can drive away or kill smaller threats. Brontosaurus
Gargantuan beast, unaligned
Armor Class 15 (natural armor)
Hit Points 121 (9d20 + 27)
Speed 30 ft.
STR
21
while the creature is still alive. Deinonychus
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 40 ft.
STR
15(+2)
DEX
15(+2)
CON
14
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
leave it alone. Its deadly tail can drive away or kill smaller threats. Brontosaurus
Gargantuan Beast (Dinosaur), Unaligned
Armor Class 15 (natural armor)
Hit Points 121 (9d20 + 27)
Speed 30 ft
by gripping its target with its claws and feeding. Deinonychus
Medium Beast (Dinosaur), Unaligned
Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 40 ft.
STR
15 (+2
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Acquisitions Incorporated franchise known as the “C” Team, whose members have recently gone missing. The characters speed toward Red Larch, where they find foes allied with the Six guarding the Dran & Courtier
surrender their orrery components — and then releases Onyx, the giant (relative to the characters) inn’s cat, upon them. Successfully fleeing from Onyx transforms the inn once more. In the final stage
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum of two creatures). Each target receives a magical map, which constantly updates to show the relative position of all
Rest. Portal Jump. On your turn, you can spend an amount of movement equal to half your Speed (round down) to teleport to an unoccupied space you can see within 10 feet of yourself or within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or
their relative strength. But they are all forces of corruption and evil. Nothing good can come from their influence. No bargain made with them ends in anything other than madness, plague, death, or worse.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
akin to an afterlife. Elder Brain
Large Aberration (Mind Flayer), Typically Lawful Evil
Armor Class 10
Hit Points 210 (20d10 + 100)
Speed 5 ft., swim 10 ft.
STR
15 (+2)
DEX
10 (+0
glowing brine pool filled with brackish water infused with its vital fluids and psionic energy. An elder brain’s ambitions are always tempered by its relative immobility. Although its telepathic senses can
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s backstory, someone the character wronged on a previous quest, or a relative of someone the character killed or brought to ruin. This person might seek revenge in combat or through social sabotage
)
Speed 30 ft.
STR
8 (−1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
16 (+3)
CHA
15 (+2)
Skills Performance +4, Stealth +6
Condition Immunities charmed
Senses
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
.
Meenlock
Small fey
Armor Class 15 (natural armor)
Hit Points 31 (7d6 + 7)
Speed 30 ft.
STR
6 (−2)
DEX
15 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
10 (+0
Medium undead, any evil alignment
Armor Class 15 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft.
STR
11(+0)
DEX
12(+1)
CON
16(+3)
INT
19(+4)
WIS
17
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
try to escape. Otherwise, they remain motionless. Fumes. Due to the height of the room relative to the rest of the node, toxic fumes collect here. Whenever a creature starts its turn inside the room
chest contains 750 gp, a potion of speed, and a tin tube containing a scroll of immolation (see appendix B). W10. Vanifer’s Chamber Beyond the privacy screen is a comfortable bedchamber. Several
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
. Ten of the feet in the room are stomping feet, the lesser known and smellier cousins to the crawling claw. A stomping foot uses the crawling claw stat block with these changes: Its speed is 30 feet