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                        Returning 35 results for 'thick of walking with'.
                    
                
                        
                            
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                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing
                                                
                                            
                                                
                                                     magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws, the target is grappled in
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
                                                
                                            
                                                
                                                     throws against spells and other magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
                                                
                                            
                                                
                                                     throws against spells and other magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws
                                                
                                            
                                        
                                                     Monsters
                                                    Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     following structures out of webbing:
A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other walls
                                                
                                            
                                                
                                                     attract quite a gathering and are the talk of Fablerise’s awakened animal kingdom.
Fablerise
Fablerise is a vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to
                                                
                                            
                                        
                                                    Half-Elf
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , Dragons of Autumn Twilight
Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity
                                                
                                            
                                                
                                                     contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.
Half-Elf Names
Half-elves use either human or elven
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                    Fablerise Fablerise is a vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes. It’s a gloomy realm. A mushroom
                                                
                                            
                                                
                                                     circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the thicket by whistling a tune while walking backward.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     passageways in the region, with visitors literally walking upon and within Araumycos upon entering its domain. The floor is carpeted with thick mold and fungus, creating patches of difficult terrain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     age 15 and can live up to 200 years. Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet, and you have a swimming
                                                
                                            
                                                
                                                    : Concentration, up to 10 minutes 
 You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Approaching the Winery If the characters continue toward the winery, read: Situated in the midst of the vineyard, the winery is an old, two-story stone building with multiple entrances, thick ivy
                                                
                                            
                                                
                                                     toward the characters and the winery. The blights are 120 feet away when they first become visible, and they have a walking speed of 30 feet. Characters can either barricade themselves inside the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    D18. Bavlorna’s Cauldron A bulbous, green-black cauldron with a thick lid sits above a bed of hot coals on six sturdy iron legs that protrude from its curved bottom like the extremities of a crab. A
                                                
                                            
                                                
                                                     has a walking speed of 30 feet and returns to its spot over the coals after 10 minutes. If the cauldron scuttles away, a magmin emerges from within the pile of hot coals. It introduces itself as the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    -looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
                                                
                                            
                                                
                                                     duplicate’s space. If the illusory duplicate takes any damage, it disappears. The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     guild’s. Size. Your size is Medium, within the normal range of your humanoid base race. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it
                                                
                                            
                                                
                                                     from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. Like that of an elephant, a loxodon’s trunk is a useful
                                                
                                            
                                                
                                                     is Medium. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Speed. Your base walking speed is 30 feet. Loxodon Serenity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3). 2 Armored Hide. The krasis has better natural armor afforded by a shell or thick scales
                                                
                                            
                                                
                                                     and other magical effects. 4 Flight. The krasis has wings and gains a flying speed equal to its walking speed. 5 Grabber. When the krasis hits a creature with its claws, the target is grappled (escape
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     walls. Other Features Though it is not marked on the map this room has a thick stone door (AC 17, hp 30), located at the far end of the hall just before entering the room itself. The door was
                                                
                                            
                                                
                                                     are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , with a thick stalk and a wide cap that forms a dome, keeping the area underneath dry. The dark elves use the mushroom as a pavilion, and this is where Sirak Mazelor conducts business with visiting
                                                
                                            
                                                
                                                     addition to his staff, which doubles as a walking stick, the drow carries a purple bag made of kuo-toa skin that contains hand-drawn maps of the Underdark on sheets of trillimac, material components for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
                                                
                                            
                                                
                                                     range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     make them unlocked, or until she uses this lair action again to open them. A powerful annis hag might have the following additional lair action: The hag creates a thick cloud of caustic black smoke that
                                                
                                            
                                                
                                                     duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can’t take
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     Snurre’s hall. Each valve is 29 feet tall, 10 feet wide, and no less than 3 feet thick. Normal human strength cannot even budge them; for Medium or smaller creatures to open them requires at least two
                                                
                                            
                                                
                                                     cinders and sharp rocks that make walking cross-country difficult (and noisy). The area is lit by night with dim red light, both from flaming gases that shoot forth out of the bowels of the earth and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     and Fierce Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold
                                                
                                            
                                                
                                                    , starting with rolling a size modifier: Size modifier = 2d10 Height = 5 feet + 6 inches + your size modifier in inches Weight in pounds = 180 + (2d6 × your size modifier)  Speed. Your base walking
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     that protrudes from the north wall.
 Smiths. Two sweaty, unarmored duergar are working the forge, smelting iron. Both wear tinted goggles and thick gloves.
 Buckets. Piled around the forge are buckets
                                                
                                            
                                                
                                                     contains four uneven stacks of iron bars, each stack nearly filling a 6-foot cube.
 Old age has rendered the duergar smith, Ghorso, deaf and nearly immobile. His walking speed is 10 feet with the cane or 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1. Its climbing and walking speeds are 30 feet, and it can climb difficult surfaces, including upside down on ceilings, without needing to make
                                                
                                            
                                                
                                                     an ability check. It has blindsight out to a range of 60 feet and is blind beyond this radius. As an action, the iron spider can shoot out a 6-inch-thick web cable up to 50 feet long, attaching the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
                                                
                                            
                                                
                                                    . They are Small, and their walking speed is 25 feet. They have advantage on saving throws against poison and against being frightened, and they have resistance to poison damage. They can move through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     battle. Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted
                                                
                                            
                                                
                                                     Height = 5 feet + 4 inches + your size modifier in inches Weight in pounds = 175 + (2d6 × your size modifier)  Speed. Your base walking speed is 30 feet.  Horns. Your horns are natural melee weapons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     sharply distinguish them. Satyrs’ solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the
                                                
                                            
                                                
                                                     + 8 inches + your size modifier in inches Weight in pounds = 100 + (2d4 × your size modifier)  Speed. Your base walking speed is 35 feet.  Fey. Your creature type is fey, rather than humanoid.  Ram. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     which are three cysts blocked off by thick walls of ice. The northernmost cyst contains Drakareth’s earthly remains and treasure (see “Treasure” below). When one or more characters enter the wraith’s
                                                
                                            
                                                
                                                     ice that separate the smaller cysts from the larger cave are thick enough to be opaque, but characters can break through them. Each 5-foot-square, 1-foot-thick section of wall has AC 13, 18 hit points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     the demiplane, read or paraphrase the following: You appear in a chamber enclosed by thick walls of thorns. Behind you, the glowing portal back to the woods shimmers. Cold mist coils through the air
                                                
                                            
                                                
                                                     ejected from the portal. Treasure. Kelek carries a nonmagical, jeweled walking stick worth 1,000 GP. He also carries Venger’s ritual book, which is worthless.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     dark. Zox relies on his darkvision to see. Walls. The walls of the palace are 10 feet thick and made out of loose scrap piled between inner and outer bulwarks of welded metal. The fortress has no
                                                
                                            
                                                
                                                     traits: He speaks Aquan, Auran, Common, Gnomish, Ignan, and Terran. He is Small and has a walking speed of 25 feet. He has darkvision out to a range of 60 feet. He has advantage on all Intelligence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     percent chance that the temperature shifts dramatically. When the temperature shifts, read the following: Suddenly, the air grows very warm. Water rains from above. The ice cracks, and thick waves of steam
                                                
                                            
                                                
                                                     bead of curing, one bead of summons, and one bead of wind walking. N8. Wind Chorus Wind rushes through this curving natural passage and off into the darkness beyond, howling in a changing pitch as it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     are approached by a pair of freelance bounty hunters named Sorelisa Zandra (N female Tethyrian human spy) and Naeremos (N male Illuskan human thug). The bounty hunters wear thick cloaks over their
                                                
                                            
                                                
                                                    , the clockwork dog stops until wound again. The dog has AC 5, 1 hit point, and a walking speed of 30 feet. Development. When the heroes are ready to leave Hundelstone, Thwip urges them to visit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     monster that doesn’t wear armor might have natural armor, in which case it has an AC equal to 10 + its Dexterity modifier + its natural armor bonus. A monster with a thick hide generally has a natural
                                                
                                            
                                                
                                                     monster has a walking speed. (Immobile monsters have a walking speed of 0 feet.) In addition to its walking speed, a monster might have one or more other speeds, including a burrowing, climbing, flying
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     the figurine causes it to walk in a straight line at a speed of 5 feet for 10 minutes. At the end of every minute of operation, the owlbear changes from walking on all fours to walking on its hind
                                                
                                            
                                                
                                                     iron safe roughly five feet on a side and a low metal console with a slanted top. The safe’s thick door stands open on its iron hinges. The console, which is securely bolted to the floor, has a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     points and a walking speed of 30 feet. It lacks the Charge feature and any effective attacks, giving it a challenge rating of 0 (0 XP). The verbeeg acquired his livestock by robbing travelers on the
                                                
                                            
                                                
                                                     a piece of what used to be Artin Glanhig, a shield dwarf lumberjack from Bryn Shander who crossed paths with the verbeeg. A small bundle near a log by the fire contains Artin’s battleaxe and his thick
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     a fight. If a stat block becomes necessary, the dwarves are lawful good scouts, with these changes: Dwarf Traits: They have a walking speed of 25 feet and darkvision out to a range of 60 feet. They
                                                
                                            
                                                
                                                    , crave violence, and fight to the bitter end. The berserkers retain vestiges of their former lives, including the thick clothing they wore as Reghed nomads, but their garments are torn and in need of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     tells them to seek out the unicorn at Wayward Pool for answers. Winterbow’s walking speed is 25 feet, and his vision is limited to a range of 60 feet. He knows the woods of Thither well enough to point
                                                
                                            
                                                
                                                     happen upon the following scene: A gigantic, gnarled oak comes into view. Unlike other oaks in the forest, this tree looks unhealthy and has golden brown leaves. A thick carpet of dead leaves
                                                
                                            
                                        






