The base movement speed of a gnoll flesh gnawer is 30 feet, and if it activates rampage by bringing a creature to 0 hit points, it can move an additional 15 feet for a total of 45 feet during “normal” combat.
But is there a way that rampage could be triggered for the flesh gnawer after it gains a movement speed of 90 feet from its Sudden Rush action? This should allow the flesh gnawer to traverse 135 feet in one turn.
Ideally this would require only actions/abilities possessed by the various gnoll types, but I am open to other first-party/non-homebrew solutions for Dungeons and Dragons 5e that may make this possible.
Potentially relevant text from some of the gnoll actions are listed below:
Until the end of the turn, the gnoll’s speed increases by 60 feet and doesn’t provoke opportunity attacks.
Incite Rampage (Possessed by the Gnoll Pack Lord)
One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.
When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Among other things, the Freedom of Movement spell prevents an affected creature from being restrained by spell effects:
For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
The Flesh to Stone spell initially restrains a creature, and then, if the creature fails enough saving throws, petrifies it:
You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
Clearly, the restraining effect of Flesh to Stone would be prevented by Freedom of Movement. However, can the creature still be petrified if they fail enough saving throws, or does preventing the restraining effect end the Flesh to Stone spell, or prevent it from having any effect?
I’m playing an evil game and found a wonderful spell, but I am unsure if the target would get a save because they’re not the ones affected by it.
Delectable Flesh has target of “all creatures in a 15-foot-radius burst centered on a single living creature”. It allows both will negates and spell resistance.
Does the central target get to save against it, or can their SR even negate the whole spell? My thought is that only those who would be affected are allowed the save and SR.
Inspired by this question and in particular, this answer. I’m focusing on a specific effect; pertrification.
For the flesh to stone spell, the process of becoming petrified goes through this sequence: first, you become restrained if you fail a CON save, and must make additional CON saves until you succeed three or fail three, similar to how death saves work. If you fail three before you succeed three, you become petrified.
The flesh to stone spell is a concentration spell, which says (PHB, p. 243):
If you maintain your concentration on this spell for the entire possible duration [1 minute], the creature is turned to stone until the effect is removed.
From this, I have a few closely related questions with regards to how flesh to stone interacts with antimagic field (I decided to split this question up into two sets, since otherwise all 5 questions together made this post too broad; the other set of questions is here):
- If a creature has been petrified by flesh to stone and the caster has concentrated for a full minute on the spell, does antimagic field have any effect on their petrified condition?
- If a creature has been petrified by flesh to stone but the caster has not yet concentrated for a full minute on the spell, does antimagic field have any effect on their petrified condition?
- If a creature has failed their initial save against flesh to stone but they are yet to make their three-of-a-kind saving throws, does antimagic field allow them to auto-succeed the saves and no longer be restrained/turning to stone?
I have a character turned to stone by a medusa. The mage in the party has a polymorph other spell in her repertoire. Can that be used to restore to flesh (in a different body, I suppose) a person turned to stone? I guess one of the fundamental questions that needs to be answered is, is a person dead when turned into stone, or merely in some kind of stasis? (paleogenics instead of cryogenics, I guess.) In the real World I would say someone is dead when turned to stone, but what about in a magical world? If I recall correctly, Monster Manual I referred to medusa victims as “living stone”- whatever that is. Of course, I could be wrong about MMI- I can’t find a copy. But even if I did find that phrase- would it matter? “Living stone” is not alive in the real World. Confused.