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Returning 26 results for 'them faster day'.
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9
fungi within 1 mile of the dragon’s lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +12
dragon’s lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that
Charlatan
Legacy
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Backgrounds
Player’s Handbook (2014)
there, I have a child who doesn’t know me. I’m making the world better for him or her.
4
I come from a noble family, and one day I’ll reclaim my lands and title from those who
stole them from me.
5
A powerful person killed someone I love. Some day soon, I’ll have my revenge.
6
I swindled and ruined a person who didn’t deserve it. I seek to atone for my
Firbolg
Legacy
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Species
Volo's Guide to Monsters
We spent three months tracking the green dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragon’s head placed in the center
formidable skills with weapons and druidic magic.
Humble Guardians
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the
Backgrounds
Baldur’s Gate: Descent into Avernus
.
3
Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
4
I come from a noble family, and one day I’ll reclaim my lands and
title from those who stole them from me.
5
A powerful person killed someone I love. Some day soon, I’ll have my revenge.
6
I swindled and ruined a person who didn’t deserve it. I
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Travel Pace Ships travel at a speed given in their stat blocks. Unlike with land travel, ships can’t choose to move at a faster pace, though they can choose to go slower. If a ship’s mode of movement
takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship’s travel pace by 1 mile per hour and 24 miles per day.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Cannibals Chultan cannibals prowl the jungles in small groups, killing and eating zombies while avoiding faster, more dangerous undead. Abandoned by their gods, the cannibals have turned to the
known to venture into Omu to hunt and deliver tribute. If this encounter occurs during the day, the characters spot 3d6 tribal warriors feeding on the rotting remains of a dismembered zombie. If the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(Insight) check is all it takes to verify the truth of his claims. In fact, this is the faster of the two routes. The trip takes a day and a half (36 hours), with no encounters en route. Mitor Jans
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +12
fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
If the dragon dies, these
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9
.
Verdant Growth. Vegetation and fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Astral travelers often rely on what is considered the standard way of keeping time.
A standard day is 24 hours long. A standard week is seven standard days, and a standard month is four standard weeks
Astral Sea. In this realm, a traveler has the option of propelling itself by thought alone. The more intelligent a creature is, the faster it can move. A creature that chooses to move in this fashion
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower
character can also cover 20, 30, or 40 miles in an hour. The spell lasts for 8 hours, allowing the character to travel 160, 240, or 320 miles in a day. Similarly, a phantom steed spell creates a magical
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
takes damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and hopes to one day become a true Knight of Solamnia, he knows the people of Vogler frown on the knighthood and would see his aspirations as naive fantasies. Becklin sent Darrett to fetch baked hand
Becklin to train him for induction into the Knights of Solamnia one day. Darrett is well-read and courteous, though he sometimes catches himself talking in ways he considers less than knightly, for which
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
journeys with stages. Characters use the rules in the “Travel Pace” section of the Player’s Handbook. Valachan’s forests prevent a party from traveling at faster than a Normal pace, and their density
makes them Difficult Terrain, reducing travel pace by half. This means most characters can move through the domain at a Normal pace of 1½ miles per hour and 12 miles per day. Flying. Difficult Terrain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
one day I’ll reclaim my lands and title from those who stole them from me. 5 A powerful person killed someone I love. Some day soon, I’ll have my revenge. 6 I swindled and ruined a person who didn’t
luxuries faster than I bring them in.. 3 I’m convinced that no one could ever fool me the way I fool others. 4 I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved. 5 I
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
having an agent of the Harpers approach the party and suggest that they visit Moongleam Tower, particularly if they’re looking for a faster mode of travel. Moongleam Tower is described in more detail
chamber door, though tower mages can bypass it. Krowen has assigned a brusque but reliable apprentice named Nespril Menk (LG male Damaran human mage) to watch over this circle during the day, and a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(area 10) that leads down into the mines. One can reach the fire giant forge by traveling through the mines, but the elevator route is faster. A flying, three-headed monster (the chimera in area 1) is
noises in this area. During the day, two yakfolk warriors (see appendix C) are here, quietly overseeing a pair of shield dwarves (commoners) who shovel flour into burlap sacks, which are then taken to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the mine, the others piled with large beams of wood—new supports that were never installed after the collapse. If the characters explore during the day, the first 30 feet inside the mine are dimly lit
Version M1. Main Tunnel The mine is dark and damp, and you hear the sound of dripping water echoing from deep within. The light fades faster than it should as you move deeper, until you’re wrapped in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
shoot skyward like a missile. Or a franchise’s headquarters might be contained within a giant statue, which over time gains the power to move farther and faster. A castle or other stationary structure
of thumb, a mobile headquarters can travel a distance of 30 miles per day (equivalent to a fast travel pace) per franchise rank. This rate of travel can vary depending on weather, visibility
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Hrakhamar Nearby volcanic eruptions forced the dwarves to abandon Hrakhamar (map 2.9). They always intended to reoccupy and reactivate the forge when it was deemed safe, but that day never came
weapons, scorched by fire, and smeared with filth. The door has two locks, one above the other.
The dwarves sealed their treasure vault before leaving Hrakhamar, and it’s remained sealed to this day
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
roasting on sticks propped around it. The fire illuminates the cave’s kobold occupants.
During daytime, this room contains 2d6 kobolds; at night, that number swells to 6d6 kobolds. Day or night, half of
mine shaft and escape faster than any intruders can pursue. Treasure. The dragon’s hoard contains 3,300 gp, 15,000 sp, 45,000 cp, a gold-embroidered scabbard (25 gp), a dragon-shaped medal and chain
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
faster must succeed on a DC 16 Constitution saving throw or become poisoned until the start of their next turn. A creature poisoned in this way has its speed reduced to 0, as it is overcome by the
cold (see the Dungeon Master’s Guide) for 1 day. 41–45 One random creature in the region with spell slots becomes a focal point for ambient magic for 1 hour. At the end of each of the creature’s turns