Every creature is capable of different things based on it's physiology. This section, covers any movement speeds and senses that your character may have, and how to use them effectively. <br> ___ ### Movement Speed Every creature has a movement speed, which is the distance in feet that the creature can move in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. Movement through dangerous dungeons or wilderness areas often involves more than simply walking however. Adventurers might choose to climb, swim, or even fly to get where they need to go. <br> ##### Climbing While you’re climbing, each foot of movement is considered [[Movement and Position#Difficult Terrain|difficult terrain]]. You ignore the extra movement cost if your character has a climbing speed. At the DM’s option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength ([[Abilities & Skills#Strength|Athletics]]) check. <br> ###### Spider Climb > A creature with spider climb has a climbing speed, and with it can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. <br><br> ##### Flying A flying speed can be used to travel through the air. Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of [[Movement and Position#Falling|falling]]. If a flying creature is knocked [[Conditions#Prone|prone]], has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature [[Exploration & Environment#Falling|falls]], unless it has the ability to hover or it is being held aloft by magic, such as by the [[Arcane Spells#Fly|fly]] spell. <br> ###### Hover > Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents a creature from falling in certain circumstances. > > Some vehicles are capable of hovering; notably [[Backstory#Hovercraft|hovercraft]]. Unlike creatures however, a vehicle that can hover is still capable of being knocked prone, especially if the vehicle is unpowered. <br><br> ##### Swimming While you’re swimming, each foot of movement is considered [[Movement and Position#Difficult Terrain|difficult terrain]]. You ignore the extra movement cost if your character has a swimming speed. At the DM’s option, moving any distance in rough water might require a successful DC 15 Strength ([[Abilities & Skills#Athletics|Athletics]]) check. Unless aided by magic, a character can’t swim for a full 8 hours per day. After each hour of swimming, a character must succeed on a DC 10 Constitution saving throw or gain one level of [[Conditions#exhaustion|exhaustion]]. A creature that has a swimming speed can swim all day without penalty. Swimming through deep water is similar to traveling at high altitudes, because of the water’s pressure and cold temperature. For a creature without a swimming speed, each hour spent swimming at a depth greater than 100 feet counts as 2 hours for the purpose of determining [[Conditions#exhaustion|exhaustion]]. Swimming for an hour at a depth greater than 200 feet counts as 4 hours. <br> ___ ### Senses A creature's senses are how it perceives it's environment; such as a creature's [[Abilities & Skills#Passive Checks|passive]] Wisdom ([[Abilities & Skills#Perception|Perception]]) score, as well as any special senses the monster might have. Special senses are described below. <br> ##### Blindsight A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. If a creature is naturally [[Conditions#Blinded|blind]], it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. <br><br> ##### Darkvision A creature with darkvision can see in the dark within a specific radius. The creature can see in [[Exploration & Environment#Dim light|dim light]] within the listed radius as if it were [[Exploration & Environment#Bright Light|bright light]], and in [[Exploration & Environment#Darkness|darkness]] as if it were [[Exploration & Environment#Dim light|dim light]]. The creature can't discern colour in darkness, only shades of gray. Many creatures that live underground have this special sense. <br><br> ##### Tremorsense A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect [[#Flying|flying]] or incorporeal creatures. Many burrowing creatures, such as ankhegs, have this special sense. <br><br> ##### Truesight A monster with truesight can, out to a specific range, see in normal and magical [[Exploration & Environment#Darkness|darkness]], see [[Conditions#Invisible|invisible]] creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into [[Planes of Existence#The Hollow|The Hollow]] within the same range.