Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 25 results for 'time of with walker'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        time of with water
                                    
                                
                                    
                                        time of with walk
                                    
                                
                                    
                                        time of with wander
                                    
                                
                                    
                                        time of with walkers
                                    
                                
                                    
                                        time of with weaker
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker's next turn.
Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it
                                                
                                            
                                                
                                                    Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The
                                                
                                            
                                                
                                                     remains in one place for a long time.
Ruin spiders arise when the magic of the deck transforms giant spiders into even more dangerous monsters whose acidic venom disintegrates everything it touches
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     creature in contact with the same web.
Web Walker. Miska ignores movement restrictions caused by webbing.Multiattack. Miska makes one Lupine Bite attack and two Trident of Chaos attacks.
Lupine Bite
                                                
                                            
                                                
                                                     be used at a time and only at the end of another creatureâs turn. Miska regains spent legendary actions at the start of his turn.
Howl. Miska utters a bloodthirsty howl at one creature within
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    , without needing to make an ability check.
Web Sense. When in contact with a web, the phisarazu knows the exact location of any other creature in contact with the same web.
Web Walker. The phisarazu
                                                
                                            
                                                
                                                    , during which time they emit dim light for 10 feet and canât benefit from the invisible condition. Additionally, creatures in that area must succeed on a DC 16 Wisdom saving throw or have the stunned
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     ceilings, without needing to make an ability check.
Web Walker. The spiderdragon ignores movement restrictions caused by webbing.Multiattack. The spiderdragon makes one Bite attack and two Claw attacks
                                                
                                            
                                                
                                                     terrain, and lightly obscured;lightly obscures its area. A creature that starts its turn in the webbing or enters the webbing for the first time on its turn must succeed on a DC 15 Dexterity saving throw
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , without needing to make an ability check.
Web Walker. Arasta ignores movement restrictions caused by webbing.Multiattack. Arasta makes three attacks: one with her bite and two with her claws.
Bite
                                                
                                            
                                                
                                                    . Only one legendary action option can be used at a time and only at the end of another creatureâs turn. Arasta regains spent legendary actions at the start of her turn.
Claws. Arasta makes one
                                                
                                            
                                        
                                                    Yochlol (Summoner Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:
At will: detect thoughts, web
1/day: dominate person
Web Walker. The yochlol ignores
                                                
                                            
                                                
                                                     yochlol can enter a creatureâs space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be
                                                
                                            
                                        
                                                    Yochlol
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:
At will: detect thoughts, web
1/day: dominate person
Web Walker. The yochlol ignores
                                                
                                            
                                                
                                                     yochlol can enter a creatureâs space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , during which time it canât be thawed, harmed by fire, animated, or raised from the dead.
 Unusual Nature. The walker doesnât require air, food, drink, or sleep.
 Actions
 Multiattack. The walker
                                                
                                            
                                                
                                                    Coldlight Walker Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep
                                                
                                            
                                                
                                                    ?
 Horizon Walker Features  Ranger Level Feature   3rd Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) 7th Ethereal Step 11th Distant Strike, Planar Warrior (2d8) 15th Spectral Defense
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Aboleth Ageless Alien Mastermind Habitat: Underdark, Underwater; Treasure: Relics Kev Walker  A gnome cultist consults an all-knowing aboleth In aquatic abysses, aboleths dream of dead empires and
                                                
                                            
                                                
                                                     into worshiping it as a god by using its telepathy from hiding. 4 Open a gate to the distant past or future, releasing an invasion from another time. 5 Rouse a dragon turtle, a kraken, or another sea
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Mist Walker The Mists grip all who tread the Domains of Dread, but you know how to slip through their grasp. You can navigate the Mists successfully given enough time and a little luck, but this
                                                
                                            
                                                
                                                     safely for a number of weeks equal to your Constitution modifier (minimum of 1 week). Thereafter, each time you finish a long rest in the area, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion that canât be removed while you remain in the area.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     knows the exact location of any other creature in contact with the same web.
 Web Walker. The phisarazu ignores movement restrictions caused by webbing.
 Actions
 Multiattack. The phisarazu makes
                                                
                                            
                                                
                                                     minute, during which time they emit dim light for 10 feet and canât benefit from the invisible condition. Additionally, creatures in that area must succeed on a DC 16 Wisdom saving throw or have the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     encounters force players to weigh their charactersâ options and think outside the box. If the characters find themselves in a tough spot, give the players time to try to find a way out of it, encourage
                                                
                                            
                                                
                                                     
   4  Coldlight walker  Medium 
   5  Ice troll  Hard 
   6  Frost druid and friends  Medium 
   7  Chardalyn berserkers  Hard 
   8  Frost giant riding a mammoth  Deadly 
   9  Battlehammer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Ruin Spider The potent magic of a Deck of Many Things can have unpredictable effects on its environment, especially when the deck remains in one place for a long time. Ruin spiders arise when the
                                                
                                            
                                                
                                                     contact with the same web.
 Web Walker. The spider ignores movement restrictions caused by webbing.
 Actions
 Multiattack. The spider makes two Ruinous Bite attacks. It can replace one attack with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     exact location of any other creature in contact with the same web.
 Web Walker. Miska ignores movement restrictions caused by webbing.
 Actions
 Multiattack. Miska makes one Lupine Bite attack and
                                                
                                            
                                                
                                                     the options below. Only one legendary action can be used at a time and only at the end of another creatureâs turn. Miska regains spent legendary actions at the start of his turn.
 Howl. Miska utters a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     make an ability check.
 Web Walker. The spiderdragon ignores movement restrictions caused by webbing.
 Actions
 Multiattack. The spiderdragon makes one Bite attack and two Claw attacks.
 Bite
                                                
                                            
                                                
                                                     webbing for the first time on its turn must succeed on a DC 15 Dexterity saving throw or have the restrained condition while in the web. As an action, a creature can free itself or another creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     wouldnât take much to provoke her into doing so. At one time, Arveiaturace served a wizard named Meltharond, whose frozen corpse remains strapped to a saddle on the dragonâs back. Arveiaturace has
                                                
                                            
                                                
                                                     nearby locations of interest, food sources, or safe places to rest in exchange for its safety. An awakened beast can be persuaded to help the characters, and perhaps even join the party for a time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     possess the Mist Walker Dark Gift (see chapter 1), allowing them to make their way between domains. Vistani donât enter the Mists lightly, though, knowing that each such passage holds inherent danger
                                                
                                            
                                                
                                                    . The Mists can carry travelers between lands and can be coerced but never controlled. Evil is real and embodied by individuals of terrible power. Time, reality, and memory donât always move in reliable
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     WALKER) Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the worldâbut not always for the better. Doomwake giants arise from pernicious fears that
                                                
                                            
                                                
                                                    , fulfilling the prophecy mortals believed into being. After doing so, these terrors typically roam to the edges of the world, where they either fade away over time or become legends that take on their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     only so she can escape the swampy morass of Hither. Tsu despises Bavlorna. If the characters mention the hag or the Hourglass Coven, the druid spits and mutters, âIn Zybilnaâs time, this inn was the
                                                
                                            
                                                
                                                     above the water. Their walking speed on stilts is 30 feet, and this movement is not reduced by mud or water.  Stilt Walker As the stilt walkers advance, the characters recognize them as six hobgoblins
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it follows them for a short time to observe them. If it
                                                
                                            
                                                
                                                     taken. Once you do so, the charm vanishes from you. Charm of the Snow Walker. This charm has 3 charges. As an action, you can expend 1 of the charmâs charges to gain the following benefits for 24 hours
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     throws against spells and other magical effects.
 Spider Climb. Arasta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 Web Walker. Arasta
                                                
                                            
                                                
                                                    .
 Legendary Actions
 Arasta can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. Arasta
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     place Aglarond will be in a generationâs time, except that its potential for great change will be realized. REGIONS OF THE REALMS
 Just as âthe Northâ describes an area that includes a number of
                                                
                                            
                                                
                                                    , Chessenta isnât truly a nation. Each city boasts its own heroes, worships its own gladiatorial champions, and spends as much time insulting and competing with the other cities as it does on any other activity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     the time. A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can
                                                
                                            
                                                
                                                     within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasitâs Magic Resistance trait. At any time and for any reason, the quasit can end its service as a
                                                
                                            
                                        






