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Returning 35 results for 'terrain hour'.
Monsters
Monster Manual
", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only. 2: Paralyzing Ray. Constitution
Wisdom saving throw or gain no benefit from that rest.
Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test
Magic Items
Dungeon Master’s Guide
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Multiattack. The
Magic Items
Netheril’s Fall
-foot Cube originating from you and lasts for 1 hour. While the vortex is present, its area is Difficult Terrain.
You decide a vortex's visual details when you create it. For instance, the vortex might be multicolored or glittery.
Monsters
Storm King's Thunder
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Olach Morrah. The giant meditates for 1 hour, during which time it can do nothing else. At the
end of the hour, provided the giant's meditation has been uninterrupted, it becomes petrified for 8 hours. At the end of this time, the giant is no longer petrified and gains tremorsense out to a range
Spells
Elemental Evil Player's Companion
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following
strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Spells
Elemental Evil Player's Companion
difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have
appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become
Monsters
Storm King's Thunder
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Olach Morrah. The giant meditates for 1 hour, during which time it can do nothing else. At the
end of the hour, provided the giant’s meditation has been uninterrupted, it becomes petrified for 8 hours. At the end of this time, the giant is no longer petrified and gains tremorsense out to
Monsters
The Wild Beyond the Witchlight
is difficult terrain and lasts for 1 hour. Each creature that enters the puddle’s area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. Boggles are
Magic Items
Acquisitions Incorporated
reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel
through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.
Map of the Moment
Starting at rank 3, you can use an action to make a DC 15
Storm of Vengeance
Legacy
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Spells
Basic Rules (2014)
. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each
, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour.
If the oil is slippery, any creature that enters the puddle
Boggle
Legacy
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Monsters
Volo's Guide to Monsters
boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is l inch deep and covers the ground in the boggle's space. The puddle is difficult terrain for all
creatures except boggles and lasts for l hour.
If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone
Monsters
Ghosts of Saltmarsh
disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
Luring Song
direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the
Elder Oblex
Legacy
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Monsters
Mordenkainen’s Tome of Foes
components:
At will: charm person (as 5th-level spell), detect thoughts, hold person
3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern
drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The
Difficult Terrain
Legacy
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Rules
You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day.
Beholder
Legacy
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Monsters
Monster Manual (2014)
. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
Paralyzing Ray. The targeted creature must
beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round
Adult White Dragon
Legacy
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Monsters
Basic Rules (2014)
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement
"} cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
Jagged ice shards fall from the
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature
cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on
Ancient White Dragon
Legacy
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Monsters
Basic Rules (2014)
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement
":"cold"} cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
Jagged ice shards fall from the
Monsters
Candlekeep Mysteries
count, and obeys the lich’s commands. The shambling mound dies after 1 hour or when the lich uses this lair action again.
Rotten roots and vines magically erupt in a 20-foot radius centered on
a point on the ground that the lich can see within 120 feet of it. The lich is unaffected by the roots and vines. For all other creatures, the area becomes difficult terrain, and each creature in the
Magic Items
Princes of the Apocalypse
example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in
that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris
Monsters
Out of the Abyss
by the beholder for 1 hour, or until the beholder harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The
ties), the beholder can take one lair action to cause one of the following effects:
A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until
Monsters
Mythic Odysseys of Theros
ground in a 30-foot radius centered on her. The area becomes difficult terrain until the start of her next turn. Any creature, other than Hythonia, takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage
saving throw or become poisoned for 8 hours. An affected creature can repeat the saving throw at the end of each hour.
PoisonIf Hythonia’s mythic trait is active, she can use the options below as
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Challenge -- (0 XP)
Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature
, the effect becomes a permanent feature of that body.
A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the
Monsters
Quests from the Infinite Staircase
next turn. On a failed save, it has the unconscious condition, and on a successful save, the effect ends on it. An unconscious creature is no longer poisoned and remains unconscious for 1 hour, until
when it starts its turn inside the wall or when it enters the wall for the first time on a turn. The wall’s area is difficult terrain for a creature that isn’t grappled. The wall sinks
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
rates using these rules: Miles per hour = Speed ÷ 10
Miles per day (Normal pace) = Miles per hour × number of hours traveled (typically 8)
Fast pace = Miles per day × 1⅓ (round down)
Slow pace
= Miles per day × 2/3 (round down)
If the characters are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day.
a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is
already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is
already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. You move at half speed in difficult terrain — moving 1 foot in difficult terrain costs 2 feet of speed — so you can cover only half the normal distance in a minute, an hour, or a day.
a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
Monsters
Fizban's Treasury of Dragons
instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional
swimming in these currents, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), even if a creature has a swimming speed.
Elemental Portals. Crevasses on the ocean floor within 1
Monsters
Mythic Odysseys of Theros
","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even
":"recharge","rollAction":"Web of Hair"}. Arasta unleashes her hair in the form of webbing that fills a 30-foot cube next to her. The web is difficult terrain, its area is lightly obscured, and it lasts for 1
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost
Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost
Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert






