Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'because both defeating construct reality'.
Other Suggestions:
because both defending construct readily
because both defending construct really
because both defeating construct really
because both defeating constructed reality
because both defending construct reality
Monsters
Monster Manual
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
Wisdom saving throw or gain no benefit from that rest.
Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test
Monsters
Acquisitions Incorporated
Mechachimera. In addition to defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character
fighting the mechachimera notes that each of its heads features a slot from which a charged disk protrudes slightly. A character within 5 feet of the construct who succeeds on a DC 10 Dexterity (Sleight of
Monsters
The Book of Many Things
point maximum to 0.
Drink Breath. The breath drinker targets a creature that has the incapacitated condition or that the breath drinker is grappling and that isn’t a Construct or an Undead. The
multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim’s personality
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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
reality and avoiding doom at the hands, claws, fangs, tentacles, proboscises, ovipositors, and other appendages of the multiverse’s countless predatory and lethally grumpy inhabitants. Chris Seaman
Githzerai futurist Aberration 10 Darkweaver Aberration 10 Maelephant Fiend 10 Nonaton modron Construct 11 Farastu demodand Fiend 11 Octon modron Construct 11 Young time dragon Dragon 12 Cuprilach
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
reality and avoiding doom at the hands, claws, fangs, tentacles, proboscises, ovipositors, and other appendages of the multiverse’s countless predatory and lethally grumpy inhabitants. Chris Seaman
Githzerai futurist Aberration 10 Darkweaver Aberration 10 Maelephant Fiend 10 Nonaton modron Construct 11 Farastu demodand Fiend 11 Octon modron Construct 11 Young time dragon Dragon 12 Cuprilach
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
reality and avoiding doom at the hands, claws, fangs, tentacles, proboscises, ovipositors, and other appendages of the multiverse’s countless predatory and lethally grumpy inhabitants. Chris Seaman
Githzerai futurist Aberration 10 Darkweaver Aberration 10 Maelephant Fiend 10 Nonaton modron Construct 11 Farastu demodand Fiend 11 Octon modron Construct 11 Young time dragon Dragon 12 Cuprilach
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
back to the Material Plane when the characters awaken. 3 Rescue a character who is suffering from debilitating recurring nightmares by defeating the quori inhabiting the character’s mind. 4 Stop the
construction of an eldritch machine in Dal Quor that will give the quori physical access to the Material Plane again. Dying in Dreams Death in dreams is less severe than in reality, but it’s not without
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
back to the Material Plane when the characters awaken. 3 Rescue a character who is suffering from debilitating recurring nightmares by defeating the quori inhabiting the character’s mind. 4 Stop the
construction of an eldritch machine in Dal Quor that will give the quori physical access to the Material Plane again. Dying in Dreams Death in dreams is less severe than in reality, but it’s not without
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
.”
The Dryads’ Offer The three mothers offer to serve as guides, leading the characters safely through the woods to their original destination. But in exchange, they ask for assistance in defeating
goodly ways. (In reality, the hags wish to capture the unicorn and force her to become their servant and mount.) Bridle of Capturing To help the characters in this task, the three mothers have
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
.”
The Dryads’ Offer The three mothers offer to serve as guides, leading the characters safely through the woods to their original destination. But in exchange, they ask for assistance in defeating
goodly ways. (In reality, the hags wish to capture the unicorn and force her to become their servant and mount.) Bridle of Capturing To help the characters in this task, the three mothers have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
back to the Material Plane when the characters awaken. 3 Rescue a character who is suffering from debilitating recurring nightmares by defeating the quori inhabiting the character’s mind. 4 Stop the
construction of an eldritch machine in Dal Quor that will give the quori physical access to the Material Plane again. Dying in Dreams Death in dreams is less severe than in reality, but it’s not without
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
.”
The Dryads’ Offer The three mothers offer to serve as guides, leading the characters safely through the woods to their original destination. But in exchange, they ask for assistance in defeating
goodly ways. (In reality, the hags wish to capture the unicorn and force her to become their servant and mount.) Bridle of Capturing To help the characters in this task, the three mothers have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the cavern. It can’t pursue creatures beyond the cavern, because it’s too big to fit through the exit. The characters earn 11,500 XP for disabling or defeating it. Shockerstomper is a Gargantuan
construct with immunity to poison and psychic damage, as well as the blinded, deafened, charmed, frightened, paralyzed, and poisoned conditions. It has a walking speed of 40 feet. Its main body (saucer and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the cavern. It can’t pursue creatures beyond the cavern, because it’s too big to fit through the exit. The characters earn 11,500 XP for disabling or defeating it. Shockerstomper is a Gargantuan
construct with immunity to poison and psychic damage, as well as the blinded, deafened, charmed, frightened, paralyzed, and poisoned conditions. It has a walking speed of 40 feet. Its main body (saucer and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the cavern. It can’t pursue creatures beyond the cavern, because it’s too big to fit through the exit. The characters earn 11,500 XP for disabling or defeating it. Shockerstomper is a Gargantuan
construct with immunity to poison and psychic damage, as well as the blinded, deafened, charmed, frightened, paralyzed, and poisoned conditions. It has a walking speed of 40 feet. Its main body (saucer and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
chardalyn—a crystalline substance known to exist only in Icewind Dale. Once he gathers enough of it, Xardorok plans to construct a chardalyn dragon and unleash it upon Ten-Towns. Despite Auril’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
chardalyn—a crystalline substance known to exist only in Icewind Dale. Once he gathers enough of it, Xardorok plans to construct a chardalyn dragon and unleash it upon Ten-Towns. Despite Auril’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
chardalyn—a crystalline substance known to exist only in Icewind Dale. Once he gathers enough of it, Xardorok plans to construct a chardalyn dragon and unleash it upon Ten-Towns. Despite Auril’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reality can be bent or rewritten. A mythal is a permanent field of overlapping magical wards and effects tied to a specific location. In its original usage, this term applied to the works of High Magic
twist and reknit themselves depending on the magic involved.
Dispel Magic. Dispel magic unwinds and prematurely ends magic, unraveling whatever construct of the Weave was put in place.
Antimagic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reality can be bent or rewritten. A mythal is a permanent field of overlapping magical wards and effects tied to a specific location. In its original usage, this term applied to the works of High Magic
twist and reknit themselves depending on the magic involved.
Dispel Magic. Dispel magic unwinds and prematurely ends magic, unraveling whatever construct of the Weave was put in place.
Antimagic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reality can be bent or rewritten. A mythal is a permanent field of overlapping magical wards and effects tied to a specific location. In its original usage, this term applied to the works of High Magic
twist and reknit themselves depending on the magic involved.
Dispel Magic. Dispel magic unwinds and prematurely ends magic, unraveling whatever construct of the Weave was put in place.
Antimagic
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
be a divider wall with a locking mechanism in the center.
After defeating the guards, Bob (badly wounded with only 1 hit point remaining) sits down inside the car and works on his poetry. He thanks
secret phrase. And no warforged. My orders are specific.”
Ogred is an intelligent—and extremely bored—lock. It is a Construct, has an Intelligence score of 15, and is immune to all damage. The only
Compendium
- Sources->Dungeons & Dragons->Monster Manual
finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest. Warping Terrain. Minor warps in reality occur near the lair; any
is a Construct or an Undead). Failure: The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake
Compendium
- Sources->Dungeons & Dragons->Monster Manual
finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest. Warping Terrain. Minor warps in reality occur near the lair; any
is a Construct or an Undead). Failure: The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake
Compendium
- Sources->Dungeons & Dragons->Monster Manual
finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest. Warping Terrain. Minor warps in reality occur near the lair; any
is a Construct or an Undead). Failure: The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
—broken and consumed by the march of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse’s endless cycles of
, frightened, poisoned
Senses truesight 120 ft., passive Perception 13
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Entropic Aura. Each creature that is not a construct or undead that ends
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. To obtain Shagambi’s puzzle cube, the characters must obtain the four bronze spears from the monsters in area 4C and place the weapons in the hands of the four warrior statues. Only by defeating the
construct with an Armor Class of 17 (natural, shield). It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. To obtain Shagambi’s puzzle cube, the characters must obtain the four bronze spears from the monsters in area 4C and place the weapons in the hands of the four warrior statues. Only by defeating the
construct with an Armor Class of 17 (natural, shield). It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. To obtain Shagambi’s puzzle cube, the characters must obtain the four bronze spears from the monsters in area 4C and place the weapons in the hands of the four warrior statues. Only by defeating the
construct with an Armor Class of 17 (natural, shield). It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character fighting the mechachimera notes that
door’s five slots, the door automatically opens into this area and activates the creatures in the next room. 4. Mechachimera This chamber holds a construct chimera, Screve’s crowning achievement before he
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character fighting the mechachimera notes that
door’s five slots, the door automatically opens into this area and activates the creatures in the next room. 4. Mechachimera This chamber holds a construct chimera, Screve’s crowning achievement before he
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character fighting the mechachimera notes that
door’s five slots, the door automatically opens into this area and activates the creatures in the next room. 4. Mechachimera This chamber holds a construct chimera, Screve’s crowning achievement before he
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
look at a diagram in a book. No mortal can verify whether Mount Celestia is sandwiched between Bytopia and Arcadia, but it’s a convenient theoretical construct based on the philosophical shading among
eternal city, or by four cities that each represent a different aspect of reality. The Celtic cosmology has an otherworld, called Tír na nÓg, and the cosmologies of some religions inspired by Asian
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Xaos Gate Destination: Ever-Changing Chaos of Limbo Primary Citizens: Githzerai Ruler: Varies Chaos reigns supreme in Xaos, a gate-town tethered to the ever-turbulent plane of Limbo, where reality is
alive—a hovering, sapient Construct that feeds on Xaos’s disorderly residents. Periodically, Automata deploys modrons to recover the lost unit, but they are swallowed just the same, absorbed into the






