Creature Movement

From Kronopolis and the Flat Plane
Revision as of 13:18, 12 January 2023 by Wioum (talk | contribs) (→‎Bursting)

Below are a few options one might apply to creatures as the DM see fit. They add additional traits to the creatures, allowing them an extra push when portraying possible speeds.

Creature Movement Options

Some creatures have incredible sprints and bursts of speed, the peregrine falcon, the cheetah, or the black marlin are a few examples. These creatures, even with the changes made with modified speed need another increase.

Restrictions can be added to these features, examples of such restrictions include:

  • Once used, the trait can't be used again until the creature moves without using a movement action on one of its turns.
  • Once used, the trait can't be used again until the creature do not move on one of its turns.

Bursting

The creature can double its speed until the end of the turn.

High Pace

The creature can use its bonus action to either dash, run or sprint. Restriction on this can be made, up to one of the movement actions, for example, only dash and run or only dash.

Dive

The creature can move straight downward 10ft by expending only 5ft of movement. Whenever the creature moves more than 100 feet during its turn, its first attack before the start of its next turn inflicts bludgeoning damage equal to appropriate damage from the Improvised Damage table.