**Squares.** Each square represents 5 feet. **Speed.** Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. **Entering a Square.** To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that's adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more. **Corners.** Diagonal movement can't cross the corner of a wall, a large tree, or another terrain feature that fills its space, unless the creature uses its Climb Speed. **Ranges.** To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.