Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'base before descend construct ruling'.
Other Suggestions:
beast before descend construct rolling
best before descend construct rolling
best before descended construct rolling
back before descend construct rolling
bite before descend construct rolling
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
races
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze
Dhampir
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
to one of the following Domains of Dread (detailed in Van Richten’s Guide to Ravenloft):
Barovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires
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, Giant
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Entering the Caves At high tide, the 40-foot-high tunnel (area B1) is flooded all the way to area B2. The natural stairways, which are not shown on the map of Seagrow Caves, descend the cliffs into
the sea. The characters can either wait for low tide or row or swim into the tunnel. At low tide, a 5-foot-wide pathway is exposed along the base of the cliffs and the edge of the tunnel. The tides
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Entering the Caves At high tide, the 40-foot-high tunnel (area B1) is flooded all the way to area B2. The natural stairways, which are not shown on the map of Seagrow Caves, descend the cliffs into
the sea. The characters can either wait for low tide or row or swim into the tunnel. At low tide, a 5-foot-wide pathway is exposed along the base of the cliffs and the edge of the tunnel. The tides
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Entering the Caves At high tide, the 40-foot-high tunnel (area B1) is flooded all the way to area B2. The natural stairways, which are not shown on the map of Seagrow Caves, descend the cliffs into
the sea. The characters can either wait for low tide or row or swim into the tunnel. At low tide, a 5-foot-wide pathway is exposed along the base of the cliffs and the edge of the tunnel. The tides
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->Waterdeep: Dungeon of the Mad Mage
13. Roundabout A bore worm — a metal construct similar in size and shape to a purple worm — hollowed out this donut-shaped chamber as part of excavating the passage that leads down to level 13
. Characters who descend to level 13 encounter the worm (see “Bore Worm”). Once an hour, the bore worm makes its way up the tunnel from level 13 and circles this area clockwise before returning below. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Roundabout A bore worm — a metal construct similar in size and shape to a purple worm — hollowed out this donut-shaped chamber as part of excavating the passage that leads down to level 13
. Characters who descend to level 13 encounter the worm (see “Bore Worm”). Once an hour, the bore worm makes its way up the tunnel from level 13 and circles this area clockwise before returning below. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Roundabout A bore worm — a metal construct similar in size and shape to a purple worm — hollowed out this donut-shaped chamber as part of excavating the passage that leads down to level 13
. Characters who descend to level 13 encounter the worm (see “Bore Worm”). Once an hour, the bore worm makes its way up the tunnel from level 13 and circles this area clockwise before returning below. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
representative from Sorcere) magically heats Narbondel’s base, causing the stone to glow. The band of warm light rises slowly up the column to mark the passage of time, taking twenty-four hours to reach the
top. The Archmage of Menzoberranzan, Gromph Baenre, has fled the city in the wake of Demogorgon’s attack, leaving the task of lighting Narbondel to a host of other wizards. Drow Ruling Houses of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
representative from Sorcere) magically heats Narbondel’s base, causing the stone to glow. The band of warm light rises slowly up the column to mark the passage of time, taking twenty-four hours to reach the
top. The Archmage of Menzoberranzan, Gromph Baenre, has fled the city in the wake of Demogorgon’s attack, leaving the task of lighting Narbondel to a host of other wizards. Drow Ruling Houses of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
representative from Sorcere) magically heats Narbondel’s base, causing the stone to glow. The band of warm light rises slowly up the column to mark the passage of time, taking twenty-four hours to reach the
top. The Archmage of Menzoberranzan, Gromph Baenre, has fled the city in the wake of Demogorgon’s attack, leaving the task of lighting Narbondel to a host of other wizards. Drow Ruling Houses of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Staff of Ruling Staff, Rare (Requires Attunement) An ornate carving of a serpent adorned with a coursing river spirals down the length of this red-and-gold staff. While you’re holding it, you can use
. Alejandro Pacheco Staff of Ruling When your concentration ends, or when a creature enters the orb’s space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Staff of Ruling Staff, Rare (Requires Attunement) An ornate carving of a serpent adorned with a coursing river spirals down the length of this red-and-gold staff. While you’re holding it, you can use
. Alejandro Pacheco Staff of Ruling When your concentration ends, or when a creature enters the orb’s space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Staff of Ruling Staff, Rare (Requires Attunement) An ornate carving of a serpent adorned with a coursing river spirals down the length of this red-and-gold staff. While you’re holding it, you can use
. Alejandro Pacheco Staff of Ruling When your concentration ends, or when a creature enters the orb’s space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
flickers of divine insight. Near the base of the mountain is a giant carving of a snake’s head, its forked tongue forming a ten-foot-wide, twenty-foot-high stone ramp. Stone fangs descend from the
diameter, caked with dried blood. Set into the base of the bowl is an empty niche, and hanging from the ceiling above the altar is a bloodstained iron hook at the end of a rusty chain. A search of the wall
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
flickers of divine insight. Near the base of the mountain is a giant carving of a snake’s head, its forked tongue forming a ten-foot-wide, twenty-foot-high stone ramp. Stone fangs descend from the
diameter, caked with dried blood. Set into the base of the bowl is an empty niche, and hanging from the ceiling above the altar is a bloodstained iron hook at the end of a rusty chain. A search of the wall
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
flickers of divine insight. Near the base of the mountain is a giant carving of a snake’s head, its forked tongue forming a ten-foot-wide, twenty-foot-high stone ramp. Stone fangs descend from the
diameter, caked with dried blood. Set into the base of the bowl is an empty niche, and hanging from the ceiling above the altar is a bloodstained iron hook at the end of a rusty chain. A search of the wall
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
given food, the DC drops to 10. Fissure. A narrow opening in the east wall leads to a natural chimney that climbs 30 feet to area 8. At the base of the fissure is rubbish that’s been discarded
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
given food, the DC drops to 10. Fissure. A narrow opening in the east wall leads to a natural chimney that climbs 30 feet to area 8. At the base of the fissure is rubbish that’s been discarded
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
given food, the DC drops to 10. Fissure. A narrow opening in the east wall leads to a natural chimney that climbs 30 feet to area 8. At the base of the fissure is rubbish that’s been discarded
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Hall of Many Pillars At the west end of a 20-foot-wide hall (area 2a), stairs descend 10 feet to a room lined with pillars (area 2b). Similar staircases descend into the room from 10-foot-wide
. Secret Compartment. Inspection of the southernmost pillar reveals a loose stone in its base. Behind the stone is an empty compartment, its contents discovered and plundered long ago.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Hall of Many Pillars At the west end of a 20-foot-wide hall (area 2a), stairs descend 10 feet to a room lined with pillars (area 2b). Similar staircases descend into the room from 10-foot-wide
. Secret Compartment. Inspection of the southernmost pillar reveals a loose stone in its base. Behind the stone is an empty compartment, its contents discovered and plundered long ago.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Hall of Many Pillars At the west end of a 20-foot-wide hall (area 2a), stairs descend 10 feet to a room lined with pillars (area 2b). Similar staircases descend into the room from 10-foot-wide
. Secret Compartment. Inspection of the southernmost pillar reveals a loose stone in its base. Behind the stone is an empty compartment, its contents discovered and plundered long ago.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
17. Cosmic Hallway Steps descend to a walkway that appears to stretch across infinite space. Thousands of stars twinkle in unfamiliar constellations, and meteors streak through the vastness above and
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
17. Cosmic Hallway Steps descend to a walkway that appears to stretch across infinite space. Thousands of stars twinkle in unfamiliar constellations, and meteors streak through the vastness above and
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Decaton Modron The least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles sprout out from their
rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of electricity from each
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Decaton Modron The least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles sprout out from their
rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of electricity from each
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
17. Cosmic Hallway Steps descend to a walkway that appears to stretch across infinite space. Thousands of stars twinkle in unfamiliar constellations, and meteors streak through the vastness above and
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
17. Cosmic Hallway Steps descend to a walkway that appears to stretch across infinite space. Thousands of stars twinkle in unfamiliar constellations, and meteors streak through the vastness above and
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
17. Cosmic Hallway Steps descend to a walkway that appears to stretch across infinite space. Thousands of stars twinkle in unfamiliar constellations, and meteors streak through the vastness above and
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
17. Cosmic Hallway Steps descend to a walkway that appears to stretch across infinite space. Thousands of stars twinkle in unfamiliar constellations, and meteors streak through the vastness above and
below the path. Just past the base of the stairs, a door framed by nothingness rises from the path. Fifty feet beyond that, the path meets an intersection, with another door straight ahead.
This
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Decaton Modron The least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles sprout out from their
rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of electricity from each
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Traits As an autognome player character, you have the following traits. Creature Type. You are a Construct. Size. You are Small. Speed. Your walking speed is 30 feet. Armored Casing. You
are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. Built for Success. You can add a d4 to one attack roll