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Returning 35 results for 'blending blowing diffusing combat repairing'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning
of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
clockwork has resistance to force, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit
points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ones, this chapter helps you create fun and memorable experiences for your players. Creating an adventure involves blending scenes of exploration, social interaction, and combat into a unified whole
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ones, this chapter helps you create fun and memorable experiences for your players. Creating an adventure involves blending scenes of exploration, social interaction, and combat into a unified whole
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ones, this chapter helps you create fun and memorable experiences for your players. Creating an adventure involves blending scenes of exploration, social interaction, and combat into a unified whole
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
published adventures, you’ll find advice in this chapter to help you create a fun and memorable experience for your players. Creating an adventure involves blending scenes of exploration, social
interaction, and combat into a unified whole that meets the needs of your players and your campaign. But it’s more than that. The basic elements of good storytelling should guide you throughout this process, so your players experience the adventure as a story and not a disjointed series of encounters.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
published adventures, you’ll find advice in this chapter to help you create a fun and memorable experience for your players. Creating an adventure involves blending scenes of exploration, social
interaction, and combat into a unified whole that meets the needs of your players and your campaign. But it’s more than that. The basic elements of good storytelling should guide you throughout this process, so your players experience the adventure as a story and not a disjointed series of encounters.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
published adventures, you’ll find advice in this chapter to help you create a fun and memorable experience for your players. Creating an adventure involves blending scenes of exploration, social
interaction, and combat into a unified whole that meets the needs of your players and your campaign. But it’s more than that. The basic elements of good storytelling should guide you throughout this process, so your players experience the adventure as a story and not a disjointed series of encounters.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
them, the engineers stay out of combat. The engineers can tell the characters they’re making sure the city’s foundations are solid, though they don’t know why. Monster Hunters A sivak draconian and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
them, the engineers stay out of combat. The engineers can tell the characters they’re making sure the city’s foundations are solid, though they don’t know why. Monster Hunters A sivak draconian and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
them, the engineers stay out of combat. The engineers can tell the characters they’re making sure the city’s foundations are solid, though they don’t know why. Monster Hunters A sivak draconian and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wall. Braziers heaped with hot coals do little to offset the cold air blowing into the room through arrow slits in the south wall.
The duergar guard grows to Large size before entering combat
their first turn in combat, the duergar grow to Large size; on subsequent turns, they attack intruders. Meanwhile, two duergar hammerers (see appendix C) lurk in the small chambers to the west. After all
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wall. Braziers heaped with hot coals do little to offset the cold air blowing into the room through arrow slits in the south wall.
The duergar guard grows to Large size before entering combat
their first turn in combat, the duergar grow to Large size; on subsequent turns, they attack intruders. Meanwhile, two duergar hammerers (see appendix C) lurk in the small chambers to the west. After all
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wall. Braziers heaped with hot coals do little to offset the cold air blowing into the room through arrow slits in the south wall.
The duergar guard grows to Large size before entering combat
their first turn in combat, the duergar grow to Large size; on subsequent turns, they attack intruders. Meanwhile, two duergar hammerers (see appendix C) lurk in the small chambers to the west. After all
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, infiltration, security, and, of course, killing. Storm Sorcery Harnessing the energy of wind and lightning makes you great fun in combat. But as a storm sorcerer, you have even greater utility when your
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, infiltration, security, and, of course, killing. Storm Sorcery Harnessing the energy of wind and lightning makes you great fun in combat. But as a storm sorcerer, you have even greater utility when your
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, infiltration, security, and, of course, killing. Storm Sorcery Harnessing the energy of wind and lightning makes you great fun in combat. But as a storm sorcerer, you have even greater utility when your
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Construction. The clockwork has resistance to force, lightning, and thunder damage. 6 Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes
in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Construction. The clockwork has resistance to force, lightning, and thunder damage. 6 Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes
in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Construction. The clockwork has resistance to force, lightning, and thunder damage. 6 Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes
in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
neogi hatchlings emerge from hiding inside the crate, positioning themselves around it before combat begins. Each round, the hatchlings attack any characters they can reach. As Tiny creatures, two
hatchlings can occupy a single 5-foot space if needed. Due to his hungover state, Mirt is unlikely to participate in this combat (see “Mirt’s Rude Awakening” below). He is a high-level character and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Battle Smith Command a Construct Guardian Michael Broussard Battle Smith Subclass
A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both
, Conjure Barrage
13 Aura of Purity, Fire Shield
17 Banishing Smite, Mass Cure Wounds
Level 3: Battle Ready Your combat training and your experiments with magic have paid off in two ways
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
is in combat identifies a number of silver wires connecting the ranger’s cloak and backpack. If Barbatos is defeated, examining his body reveals that the backpack holds a troll’s still-beating heart
permanently inoperable if Barbatos is slain. Anyone attempting to disrupt the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. The wires are self-repairing, and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
is in combat identifies a number of silver wires connecting the ranger’s cloak and backpack. If Barbatos is defeated, examining his body reveals that the backpack holds a troll’s still-beating heart
permanently inoperable if Barbatos is slain. Anyone attempting to disrupt the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. The wires are self-repairing, and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
is in combat identifies a number of silver wires connecting the ranger’s cloak and backpack. If Barbatos is defeated, examining his body reveals that the backpack holds a troll’s still-beating heart
permanently inoperable if Barbatos is slain. Anyone attempting to disrupt the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. The wires are self-repairing, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Battle Smith Command a Construct Guardian Michael Broussard Battle Smith Subclass
A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both
, Conjure Barrage
13 Aura of Purity, Fire Shield
17 Banishing Smite, Mass Cure Wounds
Level 3: Battle Ready Your combat training and your experiments with magic have paid off in two ways
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
neogi hatchlings emerge from hiding inside the crate, positioning themselves around it before combat begins. Each round, the hatchlings attack any characters they can reach. As Tiny creatures, two
hatchlings can occupy a single 5-foot space if needed. Due to his hungover state, Mirt is unlikely to participate in this combat (see “Mirt’s Rude Awakening” below). He is a high-level character and
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
neogi hatchlings emerge from hiding inside the crate, positioning themselves around it before combat begins. Each round, the hatchlings attack any characters they can reach. As Tiny creatures, two
hatchlings can occupy a single 5-foot space if needed. Due to his hungover state, Mirt is unlikely to participate in this combat (see “Mirt’s Rude Awakening” below). He is a high-level character and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Battle Smith Command a Construct Guardian Michael Broussard Battle Smith Subclass
A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both
, Conjure Barrage
13 Aura of Purity, Fire Shield
17 Banishing Smite, Mass Cure Wounds
Level 3: Battle Ready Your combat training and your experiments with magic have paid off in two ways
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many
shield 17th banishing smite, mass cure wounds Battle Ready When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways: You gain proficiency with martial
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before
cure wounds Battle Ready 3rd-level Battle Smith feature Your combat training and your experiments with magic have paid off in two ways: You gain proficiency with martial weapons. When you attack
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many
shield 17th banishing smite, mass cure wounds Battle Ready When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways: You gain proficiency with martial
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before
cure wounds Battle Ready 3rd-level Battle Smith feature Your combat training and your experiments with magic have paid off in two ways: You gain proficiency with martial weapons. When you attack






