Rules Glossary — page 188
Rules Glossary rules and reference.
Size A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's size affects its Hit Points. See also "Breaking Objects" and "Playing the Game" ("Combat"). Skill A skill is an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus when you make an ability check associated with that skill. See also "Playing the Game" ("Proficiency"). Speed A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn.
See also "Climbing," "Crawling," "Flying," "Jumping," "Swimming" and "Playing the Game" ("Combat").
Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more.
Changes to Your Speeds. If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount for the same duration. For example, if your Speed is reduced to 0 and you have a Climb Speed, your Climb Speed is also reduced to 0. Similarly, if your
Speed is halved and you have a Fly Speed, your Fly
Speed is also halved.
Spell A spell is a magical effect that has the characteristics described in "Spells." Spell Attack A spell attack is an attack roll made as part of a spell or another magical effect. See also "Spells" ("Casting Spells"). Spellcasting Focus A Spellcasting Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also "Spells" ("Casting Spells").
Sphere [Area of Effect] A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere.
A Sphere's point of origin is included in the Sphere's area of effect. Stable A creature is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. See also "Playing the Game" ("Damage and Healing"). Stat Block A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the monster's name.
Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also "Size."
Creature Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags. See also "Creature Type."
Alignment. An alignment is suggested for the monster, with the GM determining its actual alignment. See also "Alignment."
AC, Initiative, and HP. These entries give the monster's Armor Class, Initiative, and Hit Points, which are detailed in "Playing the Game." In parentheses after the Hit Points, the monster's Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information.
Speed. Here the monster's Speed is provided, along with any special speeds. See also "Burrow Speed," "Climb Speed," "Fly Speed," and "Swim Speed."
Ability Scores. A table provides the monster's ability scores, modifiers, and saving throw modifiers, all of which are detailed in "Playing the Game."
Skills. This entry lists the monster's skill proficiencies, if any. See also "Playing the Game" ("Proficiency").
Resistances and Vulnerabilities. These entries list the monster's Resistances and Vulnerabilities, if any. See also "Resistance" and "Vulnerability."
Immunities. This section lists the monster's damage and condition Immunities, if any. See also "Immunity."
Gear. If the monster has any equipment that can be given away or retrieved, it's listed in this entry.
Senses. This entry lists the monster's special senses, such as Darkvision, and its Passive Perception. See also "Passive Perception."
Languages. This entry lists any languages the monster knows.