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                        Returning 35 results for 'veins speed'.
                    
                
                        
                            
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                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion’s volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened
                                                
                                            
                                                
                                                     the giant’s magic, creating one or more of the following effects:
Abundant Ore. Veins of precious metals and ore are more common within 6 miles of the scion.
Desertification. Precipitation is
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     speed is reduced by 10 feet until the end of its next turn.Blizzard Escape. Immediately after a creature the frostmourn can see hits it with an attack roll, the frostmourn momentarily dissolves into a
                                                
                                            
                                                
                                                     wound that seeps frosty vapor or vibrant, purple veins showing the ravages of poison. It can momentarily dissolve its body into a swirling blizzard to avoid harm, reforming at a distance to continue its assault.Cold, PoisonFire
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can’t increase.
Time Slip. The dragon halves the damage it takes from an attack made against it
                                                
                                            
                                                
                                                     the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     it can see within 90 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can’t increase.
Time Slip. The dragon
                                                
                                            
                                                
                                                     have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
                                                
                                            
                                                
                                                     is altered by the dragon’s magic, creating one or more of the following effects:
Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
                                                
                                            
                                                
                                                     or more of the following effects:
Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground.
Stony Sight
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     and using Intelligence as the spellcasting ability (spell save DC 17).
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its
                                                
                                            
                                                
                                                     veins of emerald gemstones.
Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance 
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20
                                                
                                            
                                                
                                                     within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones.
Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or
                                                
                                            
                                                
                                                     born in Karrnath, and war flows in its veins. For centuries, the Blademarks Guild of House Deneith has governed the mercenary trade. While warriors with the Mark of Sentinel are among its most elite
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                     to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide. Hadozee Dodge. The magic that runs in your veins heightens your natural defenses. When you take
                                                
                                            
                                                
                                                    Hadozee Traits As a hadozee player character, you have the following traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth
                                                
                                            
                                                
                                                     matter. 5 Mounds of sand studded with shells. 6 Rubble or pieces of a ruined structure. 7 Striking striations or bands of color. 8 Veins of iron or other ore.  The foundations of our homes, the strength
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim
                                                
                                            
                                                
                                                     are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind
                                                
                                            
                                                
                                                    . You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Gem Ancestry. You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    . It carries the marks of its death on its body: a wound that seeps frosty vapor or vibrant, purple veins showing the ravages of poison. It can momentarily dissolve its body into a swirling blizzard
                                                
                                            
                                                
                                                     to avoid harm, re-forming at a distance to continue its assault.   Frostmourn Huge Undead, Typically Neutral Evil
 Armor Class 13 (natural armor)
 Hit Points 195 (17d12 + 85)
 Speed 40 ft.
  STR
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     pustules. 2 Excessive sweating of rainbow-hued fluids. 3 Patches of wriggling hair. 4 Veins that bulge and lurch under the skin.  Fomorian Huge Giant, Chaotic Evil
 AC 14 Initiative +0 (10)
 HP 172 (15d12
                                                
                                            
                                                
                                                     + 75)
 Speed 40 ft.
    Ability Score Mod Save   Str 23 +6 +6 Dex 10 +0 +0 Con 20 +5 +5     Ability Score Mod Save   Int 9 −1 −1 Wis 14 +2 +2 Cha 6 −2 −2   
 Skills Perception +8, Stealth +3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    -aligned characters. XANDALA’S TRAITS
 Ideal. “I have the blood of dragons flowing through my veins. I am destined for greatness.”
 Bond. “The Ring of Winter will bring me power and immortality
                                                
                                            
                                                
                                                    .”
 Flaw. “I’m surrounded by fools.”
 Xandala
 Medium humanoid (half-elf), neutral evil
 Armor Class 13 (natural armor)
 Hit Points 71 (11d8 + 22)
 Speed 30 ft.
   STR
  10 (+0)
 
  DEX
  11 (+0
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     flames flow through its veins, erupting from its wounds and its mouth. Firegaunt Huge Undead, Typically Lawful Evil
 Armor Class 15 (damaged plate)
 Hit Points 175 (14d12 + 84)
 Speed 40 ft.
  STR
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     Magic. A draegloth loves the feeling of tearing opponents apart with its claws and teeth and of wielding the magic that courses through its veins. Most are too impatient to bother with complicated
                                                
                                            
                                                
                                                     ogre. Life isn’t fair.
 — Volo
 Draegloth
 Large fiend (demon), chaotic evil
 Armor Class 15 (natural armor)
 Hit Points 123 (13d10 + 52)
 Speed 30 ft.
   STR
 20(+5)
 
  DEX
 15(+2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     potential minions by turning their own blood against them. Necrichors prove exceptionally difficult to destroy, since they leave a trace of their essence within the veins of every creature they’ve
                                                
                                            
                                                
                                                    . Necrichor Medium Undead
 Armor Class 12
 Hit Points 67 (9d8 + 27)
 Speed 20 ft., climb 20 ft.
  STR
 8 (–1)
 DEX
 15 (+2)
 CON
 17 (+3)
 INT
 17 (+3)
 WIS
 13 (+1)
 CHA
 10 (+0)
 
 Saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                    Khargra The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers
                                                
                                            
                                                
                                                     elemental, neutral
 Armor Class 20 (natural armor)
 Hit Points 11 (2d6 + 4)
 Speed 5 ft., fly 30 ft.
   STR
 13(+1)
 
  DEX
 10(+0)
 
  CON
 14(+2)
 
  INT
 5(−3)
 
  WIS
 11(+0)
 
  CHA
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     feel insulted or are annoyed by the sounds of mining. No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal and gems. A korred on the surface can feel
                                                
                                            
                                                
                                                     who attempts to cut it without permission. Korred
 Small Fey, Typically Chaotic Neutral
 Armor Class 17 (natural armor)
 Hit Points 93 (11d6 + 55)
 Speed 30 ft., burrow 30 ft.
   STR
  23 (+6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     potential minions by turning their own blood against them. Necrichors prove exceptionally difficult to destroy, since they leave a trace of their essence within the veins of every creature they’ve
                                                
                                            
                                                
                                                    
 Armor Class 12
 Hit Points 67 (9d8 + 27)
 Speed 20 ft., climb 20 ft.
   STR
  8 (−1) 
 
  DEX
  15 (+2) 
 
  CON
  17 (+3) 
 
  INT
  17 (+3) 
 
  WIS
  13 (+1) 
 
  CHA
  10 (+0
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Thieves’ Gallery
                                                    
                                                
                                            
                                                     through his veins. Simon has not yet developed the ability to harness his power, and his spells explode or fizzle seemingly at random. Though he’s dogged by doubt, the brave young mage has earned his
                                                
                                            
                                                
                                                     yet to be seen. Simon Aumar Medium Humanoid (Sorcerer), Chaotic Good
 Armor Class 12 (15 with mage armor)
 Hit Points 99 (18d8 + 18)
 Speed 30 ft.
  STR
 8 (−1)
 DEX
 14 (+2)
 CON
 13 (+1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     following: This goblinoid figure is taller and broader than the other goblins you’ve encountered, and a gnarled crystal has split his skull open to reveal his brain. He turns, eyes and veins glowing an
                                                
                                            
                                                
                                                     Chosen Medium Aberration (Goblinoid), Neutral Evil
 Armor Class 15 (chain shirt)
 Hit Points 88 (16d8 + 16)
 Speed 30 ft., fly 30 ft. (hover)
  STR
 14 (+2)
 DEX
 19 (+4)
 CON
 12 (+1)
 INT
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Ancient time dragons can create temporal gates connected to
                                                
                                            
                                                
                                                     past. Ancient Time Dragon Gargantuan Dragon, Typically Neutral
 Armor Class 22 (natural armor)
 Hit Points 536 (29d20 + 232)
 Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
 28 (+9)
 DEX
 14 (+2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     155 (10d20 + 50)
 Speed 20 ft., fly 120 ft.
  STR
 26 (+8)
 DEX
 10 (+0)
 CON
 21 (+5)
 INT
 3 (−4)
 WIS
 10 (+0)
 CHA
 5 (−3)
 
 Skills Perception +4
 Senses passive Perception 14
                                                
                                            
                                                
                                                     armor)
 Hit Points 198 (12d20 + 72)
 Speed 40 ft.
  STR
 28 (+9)
 DEX
 6 (−2)
 CON
 23 (+6)
 INT
 3 (−4)
 WIS
 12 (+1)
 CHA
 7 (−2)
 
 Skills Perception +11
 Senses passive Perception 21
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     but become aggressive when they feel insulted or are annoyed by the sounds of mining. Stone Sympathy. No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of
                                                
                                            
                                                
                                                    
 Armor Class 17 (natural armor)
 Hit Points 102 (12d6 + 60)
 Speed 30 ft., burrow 30 ft.
   STR
  23 (+6) 
  DEX
  14 (+2) 
  CON
  20 (+5) 
  INT
  10 (+0) 
  WIS
  15 (+2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . Madam Eva knows she is Strahd’s half-sister but has told no one of the royal blood flowing through her veins. Mother Night. Over four hundred years ago, Katarina came to Barovia and insinuated
                                                
                                            
                                                
                                                     are but the means to an end.” Madam Eva
 Medium humanoid (human), chaotic neutral
 Armor Class 10
 Hit Points 88 (16d8 + 16)
 Speed 20 ft.
   STR
 8(−1)
 
  DEX
 11(+0)
 
  CON
 12(+1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    : Aasimar Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. These folk generally appear as glorious humans with lustrous hair, flawless skin, and
                                                
                                            
                                                
                                                     by 2. Age. Aasimar mature at the same rate as humans but live a few years longer. Size. Aasimar are built like well-proportioned humans. Your size is Medium. Speed. Your base walking speed is 30 feet
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Flying speed of 15 feet, you can control them as you normally would, they have an AC of 10 and any damage dealt to them is dealt directly to you.
95–96
The area erupts with unnatural, alien
                                                
                                            
                                                
                                                     flora. Strange pulsing trees and octarine flowers emerge, twisting vines with pulsing octarine veins, rich plants that sparkle and hum softly, along with an abundance of various strange glowing fruit
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . They gain a Flying speed of 15 feet, you can control them as you normally would, they have an AC of 10 and any damage dealt to them is dealt directly to you.
95–96
The area erupts with
                                                
                                            
                                                
                                                     unnatural, alien flora. Strange pulsing trees and octarine flowers emerge, twisting vines with pulsing octarine veins, rich plants that sparkle and hum softly, along with an abundance of various strange
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     gift of Tarakamedes, the Grave Wyrm. Tarakamedes’s gift is the power of flight. The beneficiary of this dark gift grows skeletal wings and gains a flying speed of 50 feet. The beneficiary of this dark
                                                
                                            
                                                
                                                    -glazed walls, a black marble floor with red veins, and three amber sarcophagi standing in alcoves. In the center of the room, a death slaad has cast invisibility on itself and stands ready with its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Points 76 (9d8 + 36)
 Speed 30 ft.
   STR
 20 (+5)
 
  DEX
 8 (−1)
 
  CON
 18 (+4)
 
  INT
 9 (−1)
 
  WIS
 10 (+0)
 
  CHA
 16 (+3)
Skills Athletics +8, Intimidation +6, Survival +3
                                                
                                            
                                                
                                                     Points 104 (16d8 + 32)
 Speed 30 ft.
   STR
 18 (+4)
 
  DEX
 10 (+0)
 
  CON
 15 (+2)
 
  INT
 12 (+1)
 
  WIS
 14 (+2)
 
  CHA
 18 (+4)
Saving Throws Con +5, Wis +5
 Skills
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Flying speed of 15 feet, you can control them as you normally would, they have an AC of 10 and any damage dealt to them is dealt directly to you.
95–96
The area erupts with unnatural
                                                
                                            
                                                
                                                    , alien flora. Strange pulsing trees and octarine flowers emerge, twisting vines with pulsing octarine veins, rich plants that sparkle and hum softly, along with an abundance of various strange glowing
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Flying speed of 15 feet, you can control them as you normally would, they have an AC of 10 and any damage dealt to them is dealt directly to you.
95–96
The area erupts with unnatural, alien
                                                
                                            
                                                
                                                     flora. Strange pulsing trees and octarine flowers emerge, twisting vines with pulsing octarine veins, rich plants that sparkle and hum softly, along with an abundance of various strange glowing fruit
                                                
                                            
                                        






