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Returning 35 results for 'baron barriers diffusing construct resting'.
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Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
with controlling a construct for all time as punishment.
If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the Brain in a jar;brains in jars encountered in the
Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Handout 1: Tyrant Ship Map Tyrant Ship Map Notes (Clockwise)
Tyrant Ship
Recommend you construct an anchored rope ladder in one of the access shafts for moving between levels.
Mind the Shift! Command Deck
We're not sure what these are for... resting? With beholders, who knows?
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Handout 1: Tyrant Ship Map Tyrant Ship Map Notes (Clockwise)
Tyrant Ship
Recommend you construct an anchored rope ladder in one of the access shafts for moving between levels.
Mind the Shift! Command Deck
We're not sure what these are for... resting? With beholders, who knows?
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Handout 1: Tyrant Ship Map Tyrant Ship Map Notes (Clockwise)
Tyrant Ship
Recommend you construct an anchored rope ladder in one of the access shafts for moving between levels.
Mind the Shift! Command Deck
We're not sure what these are for... resting? With beholders, who knows?
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
male fire giant uses a massive hammer and anvil to pound a heated iron fragment into a rounded shape.
Fire Beetles. Resting on the floor next to the oversized anvil is an iron cage containing
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
male fire giant uses a massive hammer and anvil to pound a heated iron fragment into a rounded shape.
Fire Beetles. Resting on the floor next to the oversized anvil is an iron cage containing
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
male fire giant uses a massive hammer and anvil to pound a heated iron fragment into a rounded shape.
Fire Beetles. Resting on the floor next to the oversized anvil is an iron cage containing
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless
it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.
Vampire
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless
it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.
Vampire
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless
it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.
Vampire
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
on the front doors, a maid (LG female human commoner) lets them in, escorts them to the den (area N3e), and leaves to fetch the baron. Map 5.3: Burgomaster’s Mansion (Area N3)View Player Version
Roleplaying the Vallakovich Family Use the following information to roleplay the burgomaster and his family. The Baron. The burgomaster, Baron Vargas Vallakovich (NE male human noble), is a ruthless heel
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
on the front doors, a maid (LG female human commoner) lets them in, escorts them to the den (area N3e), and leaves to fetch the baron. Map 5.3: Burgomaster’s Mansion (Area N3)View Player Version
Roleplaying the Vallakovich Family Use the following information to roleplay the burgomaster and his family. The Baron. The burgomaster, Baron Vargas Vallakovich (NE male human noble), is a ruthless heel
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
on the front doors, a maid (LG female human commoner) lets them in, escorts them to the den (area N3e), and leaves to fetch the baron. Map 5.3: Burgomaster’s Mansion (Area N3)View Player Version
Roleplaying the Vallakovich Family Use the following information to roleplay the burgomaster and his family. The Baron. The burgomaster, Baron Vargas Vallakovich (NE male human noble), is a ruthless heel
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
shafts (see the “Maintenance Shaft” section). After 2d4 days of service, a detention drone must spend 24 hours resting in a rewinding station (such as those in area 7) before it can resume service
. Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant. You can use the game statistics for any Construct to represent a detention drone
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
shafts (see the “Maintenance Shaft” section). After 2d4 days of service, a detention drone must spend 24 hours resting in a rewinding station (such as those in area 7) before it can resume service
. Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant. You can use the game statistics for any Construct to represent a detention drone
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
most legendary member in Ilysia and prove yourself worthy of their name.
6 Steal a legendary, long-shattered treasure from its resting place in Ilysia’s Citadel of Destiny.
7 Seek out a
binds.
11 Lead an immortal anvilwrought to Erebos’s palace and convince the god to let the construct die.
12 Discover why Erebos is no longer allowing certain individuals to die.
13
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
most legendary member in Ilysia and prove yourself worthy of their name.
6 Steal a legendary, long-shattered treasure from its resting place in Ilysia’s Citadel of Destiny.
7 Seek out a
binds.
11 Lead an immortal anvilwrought to Erebos’s palace and convince the god to let the construct die.
12 Discover why Erebos is no longer allowing certain individuals to die.
13
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
shafts (see the “Maintenance Shaft” section). After 2d4 days of service, a detention drone must spend 24 hours resting in a rewinding station (such as those in area 7) before it can resume service
. Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant. You can use the game statistics for any Construct to represent a detention drone
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
most legendary member in Ilysia and prove yourself worthy of their name.
6 Steal a legendary, long-shattered treasure from its resting place in Ilysia’s Citadel of Destiny.
7 Seek out a
binds.
11 Lead an immortal anvilwrought to Erebos’s palace and convince the god to let the construct die.
12 Discover why Erebos is no longer allowing certain individuals to die.
13
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over
sahuagin deep divers, and a giant shark are circling this area, giving the characters a wide berth. These creatures, which have darkvision, can see quite well into the “darkening.” While their baron
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over
sahuagin deep divers, and a giant shark are circling this area, giving the characters a wide berth. These creatures, which have darkvision, can see quite well into the “darkening.” While their baron
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of earth elementals, believing that they come directly from this source, and are reluctant to attack them. Tomb Tapper
Huge construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of earth elementals, believing that they come directly from this source, and are reluctant to attack them. Tomb Tapper
Huge construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over
sahuagin deep divers, and a giant shark are circling this area, giving the characters a wide berth. These creatures, which have darkvision, can see quite well into the “darkening.” While their baron






