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Returning 35 results for 'been before diameter class robe'.
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Magic Items
Dungeon Master’s Guide
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus
Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
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Monsters
Eberron: Rising from the Last War
Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
-foot-tall humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow.
Minions. Most of Sul Khatesh's followers are wizards and warlocks, and she is one of the
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he
Magic Items
Acquisitions Incorporated
.
Class-Based Living Loot Satchel
Class
Satchel
Barbarian
Broad belt with a dozen hanging pockets
Bard
Lute case
Cleric
Hollowed-out holy tome
Druid
Made from natural
diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn’t normally fit into your satchel.
That Expensive Thing You
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
.
Skull. You summon an avatar of death--a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks
own avatar of death. A creature slain by an avatar of death can't be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20 Hit Points half the hit point maximum of its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Tasha Tasha the Witch Medium Humanoid (Human, Wizard), Chaotic Neutral
Armor Class 19 (Robe of the Archmagi)
Hit Points 210 (28d8 + 84)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
throw, she can choose to succeed instead.
Magic Resistance. Tasha has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her Robe of the Archmagi
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
designs now begin to take shape. Sofina Medium Humanoid (Wizard), Neutral Evil
Armor Class 14 (magic robe; 17 with mage armor)
Hit Points 161 (19d8 + 76)
Speed 30 ft.
STR
12 (+1)
DEX
Resistances necrotic
Senses passive Perception 12
Languages Abyssal, Common, Draconic, Infernal, Thayan
Challenge 15 (13,000 XP) Proficiency Bonus +5
Special Equipment. Sofina wears a magic robe that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
boxed text to the players: Spiky chains lash a fifteen-foot-diameter, floating blob of quivering flesh to a 20-foot-tall wrought-iron scaffold. Two fiends wrapped in chains stand atop the scaffold
robe are two potions of greater healing and six soul coins. The arcanaloth also carries a grimy spellbook bound in chasme flesh. Fetchtatter’s spellbook contains all the spells the arcanaloth has prepared.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
incapable of flight—though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get
of Krynn, draconian foot soldiers formed from brass dragon eggs are called baaz draconians. Draconian Foot Soldier
Medium Monstrosity, Any Alignment
Armor Class 14 (natural armor)
Hit Points 22
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
humanoid (elf), chaotic neutral
Armor Class 14 (studded leather)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
8 (−1)
DEX
14 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
., passive Perception 12
Languages Celestial, Common, Elvish, Undercommon; can read all writing
Challenge 3 (700 XP)
Special Equipment. K’thriss wears a robe of stars (accounted for in his
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is also a material component of the ritual that enchants the robe. Flail Snail
Large Elemental, Unaligned
Armor Class 16 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 10 ft.
STR
17 (+3
perfect item from which to make a spellguard shield. A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye applied to the fabric. The powder
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Armor Class 16 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft., burrow 10 ft., climb 30 ft.
STR
13(+1)
DEX
16(+3)
CON
13(+1)
INT
4(−3)
WIS
10(+0
incapacitated.
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake.
Actions
Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Giant Snapping Turtle Giant snapping turtles can grow to be 12 feet in diameter. Although they appear slow and ponderous, they are capable of startling bursts of speed and will aggressively attack
Armor Class 17 (natural armor), 12 while prone
Hit Points 75 (10d10 + 20)
Speed 30 ft., swim 40 ft.
STR
19 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
2 (–4)
WIS
12
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Lunar Dragon Wyrmling Lunar Dragon Wyrmling
Medium Dragon, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 37 (5d8 + 15)
Speed 40 ft., burrow 10 ft., fly 40 ft.
STR
and leaves a 5-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Class 16 (natural armor)
Hit Points 82 (11d10 + 22)
Speed 30 ft., burrow 30 ft.
STR
22 (+6)
DEX
13 (+1)
CON
15 (+2)
INT
3 (−4)
WIS
10 (+0)
CHA
half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The ruin grinder makes two Excavator attacks.
Excavator. Melee Weapon Attack: +9 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
on their own, carving out territories they viciously defend. Aurumvorax
Small Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 36 (8d6 + 8)
Speed 30 ft., burrow 20 ft.
STR
burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Actions
Multiattack. The aurumvorax makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Hulking Crab Much bigger than a giant crab, a hulking crab has a body 15 to 20 feet in diameter. Its shell is often covered with coral, anemones, ship wreckage, or some other sort of detritus
salvaged from the ocean floor. Hulking Crab
Huge Beast, Unaligned
Armor Class 17 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 20 ft., swim 30 ft.
STR
19 (+4)
DEX
8 (–1)
CON
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
humanoid (human), lawful evil
Armor Class 19 (robe of the archmagi, staff of power)
Hit Points 126 (23d8 + 23)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1)
INT
23(+6
Common, Draconic, Goblin, Infernal, Orc, Undercommon
Challenge 13 (10,000 XP)
Special Equipment. Manshoon wears a black robe of the archmagi and wields a staff of power (both accounted for in his
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
they see fit (see “Fate of the Hourglass Coven” below). Appendix D has additional roleplaying notes for Zybilna. Iggwilv the Witch Queen Medium Fey (Wizard), Chaotic Neutral
Armor Class 19 (robe of the
trait is bestowed by her robe of the archmagi.)
Special Equipment. Iggwilv wears an amulet of the planes and a robe of the archmagi.
Actions
Multiattack. Iggwilv makes two Bewitching Bolt attacks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high granite pedestal. Dozens of eyes are carved into the wizard’s robe, and he holds a stone staff topped with a flickering magical flame (created by a continual flame spell).
Desk. Resting before
stone shelves that circle the room to a height of 10 feet.
Symbol. Inscribed on the floor and covered with a circular rug sewn with repeating eye-like patterns is a nearly invisible, 10-foot-diameter
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. Adult Kruthik
Medium monstrosity, unaligned
Armor Class 18 (natural armor)
Hit Points 39 (6d8 + 12
at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Actions
Multiattack. The kruthik makes two stab attacks or two spike attacks.
Stab. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards. Kruthik Hive Lord
Large monstrosity, unaligned
Armor Class 20
. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The kruthik makes two stab attacks or two spike attacks
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Sapphire Dragon Wyrmling Sapphire Dragon Wyrmling
Medium Dragon (Gem), Typically Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft., burrow 15 ft., climb 30
ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.
Actions
Bite. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Emerald Dragon Young Emerald Dragon
Large Dragon (Gem), Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., burrow 30 ft., fly 60 ft
(3,900 XP) Proficiency Bonus +3
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The dragon
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
wears a rusty chain shirt under his robe and likes to thwart enemy spellcasters by enveloping them in the area of a silence spell. If defeat seems inevitable, he casts gaseous form on himself and flees
, leaving his allies to fend for themselves. Zargash
Medium Humanoid (Cleric, Human), Chaotic Evil
Armor Class 13 (chain shirt)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
14 (+2)
DEX
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
diameter. Lifting the capstone requires the application of leverage and the combined effort of up to two characters with a total Strength of 25 or higher. Beneath the stone lid is a pit filled with the
skeletal remains of the losers of a previous game of pelota in this area. Atop the bones rest several figurines and a plaque, all made of jade, and a glistening black ball 1 foot in diameter. Cursed
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Young Lunar Dragon Young Lunar Dragon
Large Dragon, Typically Neutral Evil
Armor Class 16 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
19 (+4
leaves a 10-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.
Actions
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
indiscriminately bores through creature and earth alike. Fiendish Auger Huge Construct, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 40 ft., burrow 30 ft
. The auger deals double damage to objects and structures.
Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Sapphire Dragon Young Sapphire Dragon
Large Dragon (Gem), Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 40 ft., burrow 20 ft., climb 40 ft
make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The dragon makes
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Emerald Dragon Wyrmling Emerald Dragon Wyrmling
Medium Dragon (Gem), Typically Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft., burrow 20 ft., fly 60 ft
XP) Proficiency Bonus +2
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.
Actions
Bite. Melee Weapon Attack: +4






