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Movement

When using your move action on your turn, there are a few options and special rules to keep in consideration.

Flight
Climbing
Brace

You can brace yourself using surfaces or objects in your immediate vicinity by spending an amount of movement equal to half your speed. When you do so, you are braced until the start of your next turn: your speed is 0 feet, and you have advantage on ability checks and saving throws you make to avoid being moved against your will. This condition ends when you move away from the surface or object you used to brace yourself, or when you become incapacitated. You can brace yourself on a creature at least two sizes larger than you, or any creature with the Kaiju subtype. If you are braced on a creature, the first attack roll you make against that creature before the start of your next turn has advantage.

Righting

If you have the prone condition, you must spend half of your current movement speed to stand up. You cannot stand from prone if you are suffering an effect that causes your speed to be 0ft such as restrained.

Mounted Movement
Unwilling Mounts

Creatures that are size Huge or larger often have resistance or even immunity to attacks made without advantage, representing the difficulty that human-scale creatures have in striking their vital points without concerted effort and teamwork to create openings to do so.

Climbing on Creatures. A creature may spend half its movement to attempt to climb onto any creature within 5 feet that is at least two size categories larger than it, making a Strength (Athletics) check and becoming Attached to the target on a success. If not otherwise specified, the DC for this check is equal to the target's Passive Athletics. Additionally, any effect which would ordinarily grapple a creature can be used to climb onto a creature.

Gaining Advantage. It is expected that players will find ways to gain advantage against creatures with these damage resistances, rather than simply having all of their attacks resisted. Often their stat blocks will specify one or more ways to gain advantage against them, but DMs and players are encouraged to improvise more. When using these enemies, it is recommended that DMs be generous when granting advantage, particularly for player actions that use the environment or rely on teamwork.

Attacks from Inside. Attacks made from inside a creature typically bypass this damage resistance or immunity.


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