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Returning 35 results for 'class wander relying'.
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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
races
Mordenkainen Presents: Monsters of the Multiverse
A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air&mdash
regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to
races
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
serve as mounts or guardians, relying on their speed, keen senses, and ability to fit in kobold-sized tunnels. Other tribes use giant bats as mounts and guard animals, but the bats require a lot of
the animals might wander into the outermost parts of the lair, particularly when they’re about to begin hibernating. Kobolds are likely to panic when they see a bear animal companion in the company of another creature. This aversion extends to owlbears and other bear-like creatures.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
serve as mounts or guardians, relying on their speed, keen senses, and ability to fit in kobold-sized tunnels. Other tribes use giant bats as mounts and guard animals, but the bats require a lot of
the animals might wander into the outermost parts of the lair, particularly when they’re about to begin hibernating. Kobolds are likely to panic when they see a bear animal companion in the company of another creature. This aversion extends to owlbears and other bear-like creatures.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape. Rubblebelt Stalker
Medium humanoid (any
race), chaotic neutral
Armor Class 14 (piecemeal armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 30 ft.
STR
10(+0)
DEX
15(+2)
CON
12(+1)
INT
10(+0)
WIS
14
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Angry Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its
attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath. The Angry
Medium monstrosity, neutral evil
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Angry Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its
attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath. The Angry
Medium monstrosity, neutral evil
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape. Rubblebelt Stalker
Medium humanoid (any
race), chaotic neutral
Armor Class 14 (piecemeal armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 30 ft.
STR
10(+0)
DEX
15(+2)
CON
12(+1)
INT
10(+0)
WIS
14
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Tyrant Ship Beholders carve tyrant ships out of stone using their disintegration rays and use these ships to wander the Astral Plane, looking for worlds to conquer and rival beholders to destroy. No
spelljamming helm and eyestalk cannons. A tyrant ship can’t float on water, but it can safely land on the ground. Tyrant Ship Summary Armor Class: 17 (stone) Cargo: 20 tons Hit Points: 300 Crew: 10
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Tyrant Ship Beholders carve tyrant ships out of stone using their disintegration rays and use these ships to wander the Astral Plane, looking for worlds to conquer and rival beholders to destroy. No
spelljamming helm and eyestalk cannons. A tyrant ship can’t float on water, but it can safely land on the ground. Tyrant Ship Summary Armor Class: 17 (stone) Cargo: 20 tons Hit Points: 300 Crew: 10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. Enchanter Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. Enchanter Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
parks. Horncaller
Medium humanoid (any race), lawful good
Armor Class 13 (hide armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
14(+2)
INT
community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
parks. Horncaller
Medium humanoid (any race), lawful good
Armor Class 13 (hide armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
14(+2)
INT
community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
who wander through a pixie’s glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh. Pixie
Tiny fey, neutral good
Armor Class 15
Hit Points 1 (1d4 − 1)
Speed 10 ft
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Finding the Way Escaping the Underdark is no simple matter. Characters who try to find their own way out might wander for years without stumbling upon the right series of passages to take them to the
to other Underdark races, relying more on trade flowing through Mantol-Derith (see chapter 9). The paranoid duergar are reluctant to share known routes to the surface world, so the adventurers need to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Finding the Way Escaping the Underdark is no simple matter. Characters who try to find their own way out might wander for years without stumbling upon the right series of passages to take them to the
to other Underdark races, relying more on trade flowing through Mantol-Derith (see chapter 9). The paranoid duergar are reluctant to share known routes to the surface world, so the adventurers need to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
who wander through a pixie’s glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh. Pixie
Tiny fey, neutral good
Armor Class 15
Hit Points 1 (1d4 − 1)
Speed 10 ft
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
skills and details related to their past lives, they’re disconnected from those experiences, choosing to wander the world or brood in haunts they’re drawn to in death. They care nothing for morbid
reunions with their lost bodies or Returned remnants. Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose. Ghostblade eidolons typically arise from
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
skills and details related to their past lives, they’re disconnected from those experiences, choosing to wander the world or brood in haunts they’re drawn to in death. They care nothing for morbid
reunions with their lost bodies or Returned remnants. Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose. Ghostblade eidolons typically arise from
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
identity. She also speaks little, relying on sharp hand gestures to direct dragonnel-riders in flight. Red Ruin
Medium Humanoid, Lawful Evil
Armor Class 20 (plate, shield)
Hit Points 150 (20d8
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
identity. She also speaks little, relying on sharp hand gestures to direct dragonnel-riders in flight. Red Ruin
Medium Humanoid, Lawful Evil
Armor Class 20 (plate, shield)
Hit Points 150 (20d8
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way. Few orc tribes actively seek out orogs to bolster their ranks. The orogs’ superiority
. Orog
Medium humanoid (orc), chaotic evil
Armor Class 18 (plate)
Hit Points 42 (5d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
12 (+1)
WIS
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way. Few orc tribes actively seek out orogs to bolster their ranks. The orogs’ superiority
. Orog
Medium humanoid (orc), chaotic evil
Armor Class 18 (plate)
Hit Points 42 (5d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
12 (+1)
WIS
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Avoral Guardinal Avorals are eagle-like bipeds with winged arms and keen, golden eyes. Prone to wander, these avian Celestials leave Elysium more frequently than their counterparts, meandering across
-sharp talons. Avoral Guardinal Medium Celestial, Typically Neutral Good
Armor Class 16 (natural armor)
Hit Points 172 (23d8 + 69)
Speed 30 ft., fly 50 ft.
STR
16 (+3)
DEX
19 (+4)
CON
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Avoral Guardinal Avorals are eagle-like bipeds with winged arms and keen, golden eyes. Prone to wander, these avian Celestials leave Elysium more frequently than their counterparts, meandering across
-sharp talons. Avoral Guardinal Medium Celestial, Typically Neutral Good
Armor Class 16 (natural armor)
Hit Points 172 (23d8 + 69)
Speed 30 ft., fly 50 ft.
STR
16 (+3)
DEX
19 (+4)
CON
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, Mordent is a quiet domain of peaceful country estates that sprawl across rolling moors. Landowners of the aristocratic class maintain a pretense of being the benevolent custodians of the land and
haunts the living. Isolated spirits wander the moors and ignore the living, or melt slowly into the Mists until at last they forget their identities. An unlucky few become trapped in the magical
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
Collector Large Construct, Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (−3)
WIS
11
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
indistinguishable from ordinary tree burls. Barkburrs often act in defense of a grove or forest. Some barkburrs cling to the trees from which they sprouted, while others slowly wander until they encounter
the creature into a tree.
Matias Tapia A barkburr lignifies a
dwarf adventurer
Barkburr Small Plant, Unaligned
Armor Class 16 (natural armor)
Hit Points 52 (8d6 + 24)
Speed 10 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture
flesh with claw and dagger before springing away to safety.
Lamia
Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 30 ft.
STR
16
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
more than a few days into the future, instead relying on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy
Armor Class 11 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
6 (−2)
WIS
10 (+0)
CHA
6 (−2
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Githzerai Traveler Githzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to manipulate planar energies to create wondrous effects. Githzerai
Traveler Medium Aberration (Gith), Any Alignment
Armor Class 15 (Psychic Defense)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, Mordent is a quiet domain of peaceful country estates that sprawl across rolling moors. Landowners of the aristocratic class maintain a pretense of being the benevolent custodians of the land and
haunts the living. Isolated spirits wander the moors and ignore the living, or melt slowly into the Mists until at last they forget their identities. An unlucky few become trapped in the magical
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
flexible claws, and they have fur-covered carapaces. A megapede that lives in a sandy environment often buries itself in the sand and waits for prey to wander nearby, but megapedes also nest in
, Unaligned
Armor Class 15 (natural armor)
Hit Points 175 (13d20 + 39)
Speed 40 ft., climb 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
17 (+3)
INT
1 (−5)
WIS
10 (+0