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Returning 35 results for 'terrain huge'.
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terrain have
Spells
Player’s Handbook
. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.
Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength
.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC
Spells
Player’s Handbook
instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any
Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
being might instead resemble a giant crow with a rattlesnake’s tail, its leonine legs stained with blood.Shape-Shift. The incarnation changes its size to Medium, Large, or Huge.
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
landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later.
Possible Map Mission Landmarks
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
to animate as a Huge stone golem with 195 (17d12 + 85);{"diceNotation":"17d12+85","rollType":"roll"} hit points. Its statistics are otherwise those of a stone golem.
Equipment. Adamantine Greatclub
Monsters
Strixhaven: A Curriculum of Chaos
Relative Density. The fractal can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Relative Density
advantage. The fractal can become no larger than Huge via this bonus action.
Diminish. The fractal’s size decreases by one category. While the fractal is Tiny, it makes attack rolls, Dexterity
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
Arcane Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger
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
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The thorny regains 5 hit points at the start of its
Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.
Destroying the Mold
Russet mold can be hard to kill, since weapons and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 5 hit points at the start of
from a Huge corpse, or sixteen from a Gargantuan corpse.
Destroying the Mold
Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic
Monsters
Strixhaven: A Curriculum of Chaos
+9", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage. If the target is a Huge or smaller creature, it is knocked prone.
Decaying Breath (Recharge 5–6
resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If she moves through a creature, it must succeed on a DC 23 Constitution saving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 3 hit points at the start of
hours later: one from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.
Destroying the Mold
Russet mold can be hard
Kobold
Legacy
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Species
Volo's Guide to Monsters
dominated by his emotions—intelligent, but not wise. Arrogant and prone to gloating, he carries grudges, has a huge chip on his shoulder, and spends a lot of time fashioning elaborate revenge scenarios
found in any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
difficult terrain. Ladders made for giants, with rungs spaced 3 feet apart, can also be treated as difficult terrain for creatures smaller than Huge.
door.) On a failed check, the door doesn’t open. Oversized Furnishing and Objects. Furnishings and other items in a location made for Huge giants are typically three times the size of human-sized
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are made of granite adorned with bas-reliefs that depict regal giants fighting and slaying dragons. Door hinges and handles are made of wrought iron, and the handles are 12 feet off the floor. A Huge
unlit except for areas 6, 7, and area 11 (see those areas for details).
Oversized Furnishings and Objects. The furnishings and other items in the temple are sized for Huge giants. Exceptions are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes
to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Each step is 4 feet higher than the one below it, making the staircase difficult terrain for creatures that aren’t Huge giants. The snow and rime covering the steps make them less slippery than they would be otherwise.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target
Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
noted in the monster’s stat block. See the Rules Glossary for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed. Difficult Terrain Combatants are often
slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the rules glossary for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed. Difficult Terrain Combatants are often slowed down by Difficult Terrain. Low
furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Quantum Strike. Melee Weapon Attack: +3 to hit, reach
fractal is Medium or bigger, it makes Strength checks and Strength saving throws with advantage. The fractal can become no larger than Huge via this bonus action.
Diminish. The fractal’s size decreases
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
size categories. Size Categories Size Space Tiny 2 1/2 by 2 1/2 ft. Small 5 by 5 ft. Medium 5 by 5 ft. Large 10 by 10 ft. Huge 15 by 15 ft. Gargantuan 20 by 20 ft. or larger Space A creature's space
a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
having visual aids or physical props, the most common of which are miniatures and a battle grid. Miniatures are typically used in conjunction with model terrain, modular dungeon tiles, or maps drawn
maps, maps assembled from cardboard tiles, and terrain made of sculpted plaster or resin are other options. If you’re playing on a virtual tabletop, you can find abundant tactical maps in digital form
Magic Items
Infernal Machine Rebuild
random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can’t hear
you.
A random Huge beast appears next to you (chosen by the DM) and attacks at once.
20
You have 1 luck point, which you can use as if you had taken the Lucky feat. If you have taken that feat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler
supernatural might. As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
creatures. Adult White Dragon Huge Dragon (Chromatic), Chaotic Evil
AC 18 Initiative +10 (20)
HP 200 (16d12 + 96)
Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
Ability Score Mod
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.
Legendary Resistance (3/Day, or 4
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pillaging anew. Borthak Huge Monstrosity, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 30 ft.
STR
25 (+7)
DEX
16 (+3)
CON
22 (+6)
INT
(13,000 XP) Proficiency Bonus +5
Glacial Aura. At the end of the borthak’s turn, slippery ice covers surfaces within 10 feet of the borthak. This ice is difficult terrain. When a creature other than the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
through an empty village. Incarnation of Transience Huge Fey, Neutral
AC 16 Initiative +8 (18)
HP 142 (15d12 + 45)
Speed 40 ft., Swim 40 ft.
Ability Score Mod Save
STR 21 +5 +5
and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attacks. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Magic Resistance. The






