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Returning 35 results for 'both benign diffusing class repairing'.
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Monsters
Spelljammer: Adventures in Space
Glory. The reigar’s Armor Class includes the reigar’s Charisma modifier.
Hold Breath. The reigar can hold their breath for 1 hour.
Special Equipment. The reigar wears a
of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more benign nature.
Reigar wander Wildspace and the Astral Sea in search of artistic
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
. The magic also made the space hamsters smarter and telepathic. These benign rodents are native to Wildspace, though countless numbers of them have found their way to worlds throughout the Material Plane
, where they are known simply as hamsters. They keep their telepathic ability hidden from most other creatures they come near. Space Hamster
Tiny Monstrosity, Typically Neutral Good
Armor Class 15
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
. The magic also made the space hamsters smarter and telepathic. These benign rodents are native to Wildspace, though countless numbers of them have found their way to worlds throughout the Material Plane
, where they are known simply as hamsters. They keep their telepathic ability hidden from most other creatures they come near. Space Hamster
Tiny Monstrosity, Typically Neutral Good
Armor Class 15
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
. The magic also made the space hamsters smarter and telepathic. These benign rodents are native to Wildspace, though countless numbers of them have found their way to worlds throughout the Material Plane
, where they are known simply as hamsters. They keep their telepathic ability hidden from most other creatures they come near. Space Hamster
Tiny Monstrosity, Typically Neutral Good
Armor Class 15
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Playing with Class In the many fantasy worlds of Dungeons & Dragons, typical adventurers succeed by the dint of copious amounts of hard work, luck, natural talent, and extensive training. But then
includes both general advice on playing a character of a particular class, and thoughts on how some of the many subclasses for the game (including subclasses from Xanathar’s Guide to Everything) can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Playing with Class In the many fantasy worlds of Dungeons & Dragons, typical adventurers succeed by the dint of copious amounts of hard work, luck, natural talent, and extensive training. But then
includes both general advice on playing a character of a particular class, and thoughts on how some of the many subclasses for the game (including subclasses from Xanathar’s Guide to Everything) can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Playing with Class In the many fantasy worlds of Dungeons & Dragons, typical adventurers succeed by the dint of copious amounts of hard work, luck, natural talent, and extensive training. But then
includes both general advice on playing a character of a particular class, and thoughts on how some of the many subclasses for the game (including subclasses from Xanathar’s Guide to Everything) can
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
battlefields, while others use summoned creatures to guard their lairs. Conjurer Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9
elemental*
*Conjuration spell of 1st level or higher
Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
battlefields, while others use summoned creatures to guard their lairs. Conjurer Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9
elemental*
*Conjuration spell of 1st level or higher
Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
battlefields, while others use summoned creatures to guard their lairs. Conjurer Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9
elemental*
*Conjuration spell of 1st level or higher
Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
become a “real wizard” — by which he means a fake wizard — full time. Jim Darkmagic
Medium humanoid (human), chaotic neutral
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed
+4, Arcana +7, History +7, Performance +5
Senses passive Perception 11
Languages Common
Challenge 5 (1,800 XP)
Special Equipment. Jim carries a wand of wonder.
Benign Transportation
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
doesn’t require air, food, drink, or sleep. Tarul Var Medium undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
turns, ending the effect on itself on a success.
Benign Transportation. Var teleports up to 30 feet to an unoccupied space that he can see. Alternatively, he can choose a space within range that is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
become a “real wizard” — by which he means a fake wizard — full time. Jim Darkmagic
Medium humanoid (human), chaotic neutral
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed
+4, Arcana +7, History +7, Performance +5
Senses passive Perception 11
Languages Common
Challenge 5 (1,800 XP)
Special Equipment. Jim carries a wand of wonder.
Benign Transportation
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
doesn’t require air, food, drink, or sleep. Tarul Var Medium undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
turns, ending the effect on itself on a success.
Benign Transportation. Var teleports up to 30 feet to an unoccupied space that he can see. Alternatively, he can choose a space within range that is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
become a “real wizard” — by which he means a fake wizard — full time. Jim Darkmagic
Medium humanoid (human), chaotic neutral
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed
+4, Arcana +7, History +7, Performance +5
Senses passive Perception 11
Languages Common
Challenge 5 (1,800 XP)
Special Equipment. Jim carries a wand of wonder.
Benign Transportation
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
doesn’t require air, food, drink, or sleep. Tarul Var Medium undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
turns, ending the effect on itself on a success.
Benign Transportation. Var teleports up to 30 feet to an unoccupied space that he can see. Alternatively, he can choose a space within range that is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
education in the ways of magic. Apprentice Wizard
Medium Humanoid, Any Alignment
Armor Class 10 (13 with mage armor)
Hit Points 13 (3d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0
Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
education in the ways of magic. Apprentice Wizard
Medium Humanoid, Any Alignment
Armor Class 10 (13 with mage armor)
Hit Points 13 (3d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0
Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
education in the ways of magic. Apprentice Wizard
Medium Humanoid, Any Alignment
Armor Class 10 (13 with mage armor)
Hit Points 13 (3d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0
Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
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
certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of
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
reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you
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
certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of
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
reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you
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
reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you
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
certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Type A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For
that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Type A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For
that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous
monstrosity, neutral
Armor Class 14 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 10 ft., fly 50 ft.
STR
13(+1)
DEX
14(+2)
CON
13(+1)
INT
4(−3)
WIS
12(+1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Type A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For
that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous
monstrosity, neutral
Armor Class 14 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 10 ft., fly 50 ft.
STR
13(+1)
DEX
14(+2)
CON
13(+1)
INT
4(−3)
WIS
12(+1
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous
monstrosity, neutral
Armor Class 14 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 10 ft., fly 50 ft.
STR
13(+1)
DEX
14(+2)
CON
13(+1)
INT
4(−3)
WIS
12(+1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants
civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a
characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants
civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants
civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time






