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Returning 35 results for 'barriers both driven construct resist'.
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Monsters
Monster Manual
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Sanguine Drain
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
Mordenkainen's Fiendish Folio Volume 1
Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Entropic Aura
Teleport action.
Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy’s
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the
a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and insults are my
Species
Wayfinder's Guide to Eberron
to Khorvaire over the years and have integrated with the cultures of the Five Nations.
As a whole, elves are driven by tradition and respect for the past. Where humans value innovation, elves strive
or clever? Whatever their nature, it’s your duty to follow their example. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a
Monsters
Spelljammer: Adventures in Space
duplicate that looks just like the reigar. The duplicate obeys the reigar’s commands and uses the reigar’s statistics, except it is an unaligned Construct that doesn’t have a talarith of its
land. When the endless battles there grew tiresome, some reigar ventured to the Astral Sea and Wildspace in search of glory. Many are driven by artistic pursuits, but each reigar has their own notion
Backgrounds
Baldur’s Gate: Descent into Avernus
.
Suggested Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe
want.
4
I’m a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and
Species
Wayfinder's Guide to Eberron
to Khorvaire over the years and have integrated with the cultures of the Five Nations.
As a whole, elves are driven by tradition and respect for the past. Where humans value innovation, elves strive
or clever? Whatever their nature, it’s your duty to follow their example. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a
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
;s a 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
races
Mordenkainen Presents: Monsters of the Multiverse
Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but
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
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->Player's Handbook (2014)
kind of document or the handwriting you are trying to copy. Suggested Characteristics Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what
for getting what I want. 4 I’m a born gambler who can’t resist taking a risk for a potential payoff. 5 I lie about almost everything, even when there’s no good reason to. 6 Sarcasm and insults are my
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
kind of document or the handwriting you are trying to copy. Suggested Characteristics Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what
for getting what I want. 4 I’m a born gambler who can’t resist taking a risk for a potential payoff. 5 I lie about almost everything, even when there’s no good reason to. 6 Sarcasm and insults are my
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
kind of document or the handwriting you are trying to copy. Suggested Characteristics Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what
for getting what I want. 4 I’m a born gambler who can’t resist taking a risk for a potential payoff. 5 I lie about almost everything, even when there’s no good reason to. 6 Sarcasm and insults are my
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two factions weakened them both. The mariners’ guild then sent a force ashore, and the remaining pirates were killed or driven off by the guild’ soldiers. The island, though now apparently abandoned
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two factions weakened them both. The mariners’ guild then sent a force ashore, and the remaining pirates were killed or driven off by the guild’ soldiers. The island, though now apparently abandoned
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two factions weakened them both. The mariners’ guild then sent a force ashore, and the remaining pirates were killed or driven off by the guild’ soldiers. The island, though now apparently abandoned
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Xarrorn The xarrorn are specialists who construct weapons using a mixture of alchemy and psionics. Duergar Xarrorn
Medium humanoid (dwarf), lawful evil
Armor Class 18 (plate mail)
Hit
resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that they were unable to resist when the orcs scaled the castle walls. Thus, the Dinev family’s brief rule in Icewind Dale came to a bloody end. The Caer remained in the orcs’ possession for several
years, until they were driven out by a small army of human settlers from other parts of the dale who banded together. The victors claimed the castle and its lands, and those with families brought them
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that they were unable to resist when the orcs scaled the castle walls. Thus, the Dinev family’s brief rule in Icewind Dale came to a bloody end. The Caer remained in the orcs’ possession for several
years, until they were driven out by a small army of human settlers from other parts of the dale who banded together. The victors claimed the castle and its lands, and those with families brought them
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that they were unable to resist when the orcs scaled the castle walls. Thus, the Dinev family’s brief rule in Icewind Dale came to a bloody end. The Caer remained in the orcs’ possession for several
years, until they were driven out by a small army of human settlers from other parts of the dale who banded together. The victors claimed the castle and its lands, and those with families brought them
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Xarrorn The xarrorn are specialists who construct weapons using a mixture of alchemy and psionics. Duergar Xarrorn
Medium humanoid (dwarf), lawful evil
Armor Class 18 (plate mail)
Hit
resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Xarrorn The xarrorn are specialists who construct weapons using a mixture of alchemy and psionics. Duergar Xarrorn
Medium humanoid (dwarf), lawful evil
Armor Class 18 (plate mail)
Hit
resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Locations in the City Shown in map 1.1, Port Nyanzaru is a city of walls within walls. Burgeoning wealth has driven the city’s richest residents to raise defenses against the jungle’s dangers, and
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mother’s species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them. Doppelganger
Medium monstrosity (shapechanger), neutral
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
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->Tomb of Annihilation
Locations in the City Shown in map 1.1, Port Nyanzaru is a city of walls within walls. Burgeoning wealth has driven the city’s richest residents to raise defenses against the jungle’s dangers, and
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mother’s species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them. Doppelganger
Medium monstrosity (shapechanger), neutral
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
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->Monster Manual (2014)
mother’s species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them. Doppelganger
Medium monstrosity (shapechanger), neutral
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Locations in the City Shown in map 1.1, Port Nyanzaru is a city of walls within walls. Burgeoning wealth has driven the city’s richest residents to raise defenses against the jungle’s dangers, and
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a particular rival who channels the same ancestor, or one who channels a rival of
your ancestor? It’s also important to think about why you are traveling with a group of player characters instead of serving in a Valenar warband. Are you driven by visions from your patron ancestor






