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Returning 35 results for 'banish bird diffusing construct restraint'.
Other Suggestions:
bangs bards diffusing constructed restraint
bangs bard diffusing constructed restraint
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bluish build diffusing construct restraints
banishes bards diffusing constructed restraint
Monsters
The Wild Beyond the Witchlight
Keen Sight. The paper bird has advantage on Wisdom (Perception) checks that rely on sight.Sharp Edges. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Sharp Edges
fly to their intended recipients. If a message’s recipient is on another plane of existence or is otherwise unreachable, the paper bird bursts into flames on takeoff and is instantly destroyed
spells
Eberron: Forge of the Artificer
by the new one. You determine the homunculus’s appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.
Combat. The homunculus is an ally to you and your
Construct, Neutral
AC 13
HP 5 + 5 per spell level (the homunculus has a number of Hit Dice [d4s] equal to the spell's level)
Speed 20 ft., Fly 30 ft.
Mod
Save
STR
4
races
Mordenkainen Presents: Monsters of the Multiverse
that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku
list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don
races
Mordenkainen Presents: Monsters of the Multiverse
characteristic if none of the suggestions below fit your character.
Fey Characteristics
d8
Characteristic
1
Your wings are like those of a bird.
2
You have shimmering, multicolored
you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
, while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage, depending on their makers’ whims. Clockwork Dragon
Medium construct, neutral
Armor Class 16 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 60 ft.
STR
14 (+2
meal for one of these monstrosities is a too-real threat for those who stumble into their deadly lairs.
Though the deep crow most immediately resembles a massive version of its namesake bird, this
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage, depending on their makers’ whims. Clockwork Dragon
Medium construct, neutral
Armor Class 16 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 60 ft.
STR
14 (+2
meal for one of these monstrosities is a too-real threat for those who stumble into their deadly lairs.
Though the deep crow most immediately resembles a massive version of its namesake bird, this
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage, depending on their makers’ whims. Clockwork Dragon
Medium construct, neutral
Armor Class 16 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 60 ft.
STR
14 (+2
meal for one of these monstrosities is a too-real threat for those who stumble into their deadly lairs.
Though the deep crow most immediately resembles a massive version of its namesake bird, this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of each of its turns.
Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is
creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Banish. Charisma Saving Throw: DC 24, one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stone. Its gaze looks up toward the sphere, and the pattern of bird droppings around its eyes gives it the appearance of weeping. All about the statue, climbing up its chest and on its knee and
, and thus locals call it the Hawk Man. I can reveal that in fact it bears much resemblance to an aarakocra, one of the bird-people said to live in the Star Mounts in the High Forest. The statue’s wings
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stone. Its gaze looks up toward the sphere, and the pattern of bird droppings around its eyes gives it the appearance of weeping. All about the statue, climbing up its chest and on its knee and
, and thus locals call it the Hawk Man. I can reveal that in fact it bears much resemblance to an aarakocra, one of the bird-people said to live in the Star Mounts in the High Forest. The statue’s wings
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stone. Its gaze looks up toward the sphere, and the pattern of bird droppings around its eyes gives it the appearance of weeping. All about the statue, climbing up its chest and on its knee and
, and thus locals call it the Hawk Man. I can reveal that in fact it bears much resemblance to an aarakocra, one of the bird-people said to live in the Star Mounts in the High Forest. The statue’s wings
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of each of its turns.
Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is
creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Banish. Charisma Saving Throw: DC 24, one
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of each of its turns.
Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is
creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Banish. Charisma Saving Throw: DC 24, one
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
* 10 Construct 11 Corpse 12 Crossroads 13 Donjon* 14 Door 15 Dragon 16 Elemental 17 Euryale* 18 Expert 19 Fates* 20 Fey 21 Fiend 22 Flames* 23 Fool* 24 Gem* 25 Giant 26 Humanoid 27 Jester* 28 Key* 29
feet. Construct. A homunculus appears in an unoccupied space within 5 feet of you. The appearance of the homunculus is determined by the DM, and the homunculus treats you as its creator. Corpse. You
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
* 10 Construct 11 Corpse 12 Crossroads 13 Donjon* 14 Door 15 Dragon 16 Elemental 17 Euryale* 18 Expert 19 Fates* 20 Fey 21 Fiend 22 Flames* 23 Fool* 24 Gem* 25 Giant 26 Humanoid 27 Jester* 28 Key* 29
feet. Construct. A homunculus appears in an unoccupied space within 5 feet of you. The appearance of the homunculus is determined by the DM, and the homunculus treats you as its creator. Corpse. You
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
* 10 Construct 11 Corpse 12 Crossroads 13 Donjon* 14 Door 15 Dragon 16 Elemental 17 Euryale* 18 Expert 19 Fates* 20 Fey 21 Fiend 22 Flames* 23 Fool* 24 Gem* 25 Giant 26 Humanoid 27 Jester* 28 Key* 29
feet. Construct. A homunculus appears in an unoccupied space within 5 feet of you. The appearance of the homunculus is determined by the DM, and the homunculus treats you as its creator. Corpse. You
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are always littered with seagull carcasses. A character who examines a dead seagull and succeeds on a DC 13 Wisdom (Medicine) check ascertains that the bird was stung to death. If the imps see Amrik
flying dagger is a Tiny construct with 7 (3d4) hit points and a challenge rating of 1/8 (25 XP). Each flying dagger deals 3 (1d4 + 1) piercing damage on a hit. Treasure. The chest contains a nice pair of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are always littered with seagull carcasses. A character who examines a dead seagull and succeeds on a DC 13 Wisdom (Medicine) check ascertains that the bird was stung to death. If the imps see Amrik
flying dagger is a Tiny construct with 7 (3d4) hit points and a challenge rating of 1/8 (25 XP). Each flying dagger deals 3 (1d4 + 1) piercing damage on a hit. Treasure. The chest contains a nice pair of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are always littered with seagull carcasses. A character who examines a dead seagull and succeeds on a DC 13 Wisdom (Medicine) check ascertains that the bird was stung to death. If the imps see Amrik
flying dagger is a Tiny construct with 7 (3d4) hit points and a challenge rating of 1/8 (25 XP). Each flying dagger deals 3 (1d4 + 1) piercing damage on a hit. Treasure. The chest contains a nice pair of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
pantheon find worshipers in the City of Doors. No temples to the Lady of Pain exist in the ward; to construct one is an offense worthy of banishment to the Mazes. CoupleOfKooks “It’s the Lady’s Ward
-red chambers, where prisoners are dragged to but sometimes never return. When an inmate proves especially resilient or dangerous, the Mercykillers banish them to the Hole, a cylindrical cell block of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
pantheon find worshipers in the City of Doors. No temples to the Lady of Pain exist in the ward; to construct one is an offense worthy of banishment to the Mazes. CoupleOfKooks “It’s the Lady’s Ward
-red chambers, where prisoners are dragged to but sometimes never return. When an inmate proves especially resilient or dangerous, the Mercykillers banish them to the Hole, a cylindrical cell block of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
pantheon find worshipers in the City of Doors. No temples to the Lady of Pain exist in the ward; to construct one is an offense worthy of banishment to the Mazes. CoupleOfKooks “It’s the Lady’s Ward
-red chambers, where prisoners are dragged to but sometimes never return. When an inmate proves especially resilient or dangerous, the Mercykillers banish them to the Hole, a cylindrical cell block of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
shaping a massive mosaic. Not far from the dwarves is a large metallic construct with a terrifying number of appendages ending in blades and saws. It is thankfully unmoving.
A female dwarf with sharp
the itinerary with all members of the group (see the Wedding Itinerary table) and makes sure everyone understands that they are not free to wander the enclave at will. If asked about the construct
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
shaping a massive mosaic. Not far from the dwarves is a large metallic construct with a terrifying number of appendages ending in blades and saws. It is thankfully unmoving.
A female dwarf with sharp
the itinerary with all members of the group (see the Wedding Itinerary table) and makes sure everyone understands that they are not free to wander the enclave at will. If asked about the construct
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
shaping a massive mosaic. Not far from the dwarves is a large metallic construct with a terrifying number of appendages ending in blades and saws. It is thankfully unmoving.
A female dwarf with sharp
the itinerary with all members of the group (see the Wedding Itinerary table) and makes sure everyone understands that they are not free to wander the enclave at will. If asked about the construct
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
13 Intelligence (Arcana) check. They also describe Kwalish’s desire to construct a final laboratory hidden within an extradimensional space, and how he experimented with the city’s materials to
construct such spaces within baubles of glass and crystal. These notes explain how the apparatus’s biomechanical umbilicus (an atropal’s augmented umbilical cord) can be used to connect with the baubles
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
13 Intelligence (Arcana) check. They also describe Kwalish’s desire to construct a final laboratory hidden within an extradimensional space, and how he experimented with the city’s materials to
construct such spaces within baubles of glass and crystal. These notes explain how the apparatus’s biomechanical umbilicus (an atropal’s augmented umbilical cord) can be used to connect with the baubles
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
13 Intelligence (Arcana) check. They also describe Kwalish’s desire to construct a final laboratory hidden within an extradimensional space, and how he experimented with the city’s materials to
construct such spaces within baubles of glass and crystal. These notes explain how the apparatus’s biomechanical umbilicus (an atropal’s augmented umbilical cord) can be used to connect with the baubles






