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Returning 35 results for 'speed of remains dawn very'.
Magic Items
Dungeon Master’s Guide
While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn.
The armor is decorated with fish and shell motifs.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an
attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
Magic Items
Dungeon Master’s Guide
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Magic Items
Dungeon Master’s Guide
Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.
Spider Walk. You can’t be caught in webs
of any sort and can move through webs as if they were Difficult Terrain.
Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you
ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or
Spells
Player’s Handbook
Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration
Monsters
Monster Manual
the start of its next turn.
Umbral Strike. The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.Vampire Lairs
vampire;Vampires and vampire umbral lords
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
Magic Items
Dungeon Master’s Guide
pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears
speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.
Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter
Magic Items
Dungeon Master’s Guide
Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover.
Ring of Elemental Command (Earth);Earth. You know Terran, and you have Resistance to Acid damage. Terrain
have Immunity to Fire damage.
Ring of Elemental Command (Water);Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and
Magic Items
Dungeon Master’s Guide
regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can’t be used again until the next dawn.
Sentience. Wave is a sentient weapon of
Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.
Paralyze. When you hit a creature
Magic Items
Dungeon Master’s Guide
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
Magic Items
Dungeon Master’s Guide
five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure
charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell
Charge
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
Magic Items
Dungeon Master’s Guide
, Neutral Evil
AC 20 Initiative +3 (13)
HP Half the HP maximum of its summoner
Speed 60 ft., Fly 60 ft. (hover)
Mod
Save
STR
16
+3
+3
DEX
16
+3
+3
Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in
Magic Items
Forgotten Realms: Adventures in Faerûn
into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Magic Items
Forgotten Realms: Adventures in Faerûn
This wagon-sized vehicle is made of brassy metal and has a spiral-shaped propeller atop it. Its midsection is open on two sides. Once wound, the gyrocopter wonder remains active for 8 hours. While
active, the gyrocopter can be used as a vehicle; it requires one pilot.
The gyrocopter wonder is a Huge object that weighs 500 pounds and has the following statistics: AC 14, HP 50, Speed 5 ft., and
Monsters
Astarion's Book of Hungers
of its turns.
Hellfire Strike. The vampire moves up to half its Speed, and it makes one Hellfire Claw attack.
Infernal Majesty. Charisma Saving Throw: DC 17, each creature in a 20-foot Emanation
serve the vampire’s will. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
Drained Essence. Grasping shadows within 1 mile of the lair
Magic Items
Forgotten Realms: Adventures in Faerûn
remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Utilize action each turn.
Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description below.
Domestic Wonder (Uncommon). This bipedal wonder is
Magic Items
Stranger Things: Welcome to the Hellfire Club
Weapon Properties: Finesse, Light, Thrown (Range 20/60)
You can take a Bonus Action to magically coat the blade of this Dagger with poison. The poison remains for 1 minute or until an attack using
used again this way until the next dawn.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Nick. When you make an extra attack of the
Magic Items
Netheril’s Fall
This electric-blue cloak is studded with sewn-in crystals that are shards of a decommissioned mythallar. The cloak has 10 charges and regains 1d10 expended charges daily at dawn.
While wearing the
is active, you gain a Fly Speed of 30 feet and can hover. Additionally, once on each of your turns when you hit a creature with an attack roll and deal damage, you can cause the target to take an extra 1d4 Radiant damage. If you are aloft when the cloak’s magic ends, you fall.
Magic Items
Forgotten Realms: Heroes of Faerûn
Utilize action each turn.
Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description below.
Domestic Wonder (Uncommon). This bipedal wonder is
(9)
HP 5 (1d8 + 1)
Speed 30 ft.
Mod
Save
Str
13
+1
+1
Dex
8
-1
-1
Con
13
+1
+1
Mod
Save
Int
3
-4
-4
Magic Items
Forgotten Realms: Heroes of Faerûn
piece of jewelry has 3 charges and regains all expended charges daily at dawn. While you are holding it, you can take a Magic action to expend 1 charge, which causes the jewelry to transform into a
action required), the transformation ends and the Windskiff reverts to its jewelry form.
In vehicle form, a Windskiff is a Medium object with the following statistics: AC 12, HP 30, and Speed 40 ft
Monsters
Forgotten Realms: Adventures in Faerûn
following actions. Sammaster regains all expended uses at the start of each of his turns.
Pounce. Sammaster moves up to half his Speed, and he makes one Rend attack.
Sickening Ray. Sammaster uses
circle of the Cult of the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Properties of the Crystal. While attuned to the crystal, you gain the following benefits:
Arcane Focus. You can use the Calimemnon Crystal as an Arcane Focus.
Flight. You have a Fly Speed of 30 feet and
until the next dawn.
Random Properties. The Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
1 minor beneficial property
1 major beneficial
Magic Items
Forgotten Realms: Adventures in Faerûn
the start of its next turn. A creature that succeeds on this save is immune to the aura’s effects for 24 hours.
Flight. You have a Fly Speed of 60 feet and can hover.
Random Properties. The
and regains 1d4 + 2;{"diceNotation":"1d4 + 2", "rollType":"roll", "rollAction":"Spellcasting"} expended charges daily at dawn. While attuned to the orb, you can cast one of the spells on the following
Monsters
Candlekeep Mysteries
failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its
charges are expended, but it regains 1d3 expended charges daily at dawn and glows again once it has 1 or more charges.Stone golems are magical constructs cut and chiseled from stone to appear as tall
Monsters
Waterdeep: Dragon Heist
False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite
the gargoyle travels with the party, roll a d10 each day at dawn. On a roll of 1, Lady Gondafrey's alignment becomes chaotic evil for 24 hours as the gargoyle's innate demeanor exerts itself. In this
Monsters
Waterdeep: Dungeon of the Mad Mage
charges)
wall of ice (4 charges).
It regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll"} expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns
to water and is destroyed.
Charm. A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any
Monsters
The Wild Beyond the Witchlight
charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge"}; on a 1, the staff is destroyed.Multiattack. Skylla makes two
to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell.Skylla, who sometimes goes by the alias Charmay, forged a
Monsters
Tales from the Yawning Portal
Amphibious. Kalka-Kylla can breathe air and water.
False Appearance. While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder.
Shell. Kalka-Kylla
can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed.Multiattack. Kalka
Gaseous Form
Legacy
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Spells
Basic Rules (2014)
creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has
liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk
Monsters
Tales from the Yawning Portal
Echolocation. The darkmantle can't use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or
the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also