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Returning 35 results for 'bed both demise construct replicas'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the reading niche (area 6), the headmaster’s office (area 15a), Wormriddle’s workshop (area 23c), the kitchen (area 27a), and the study hall (area 39).
Bed and Footlocker. Against the far wall
rests a plain bed and an iron-banded footlocker with a sturdy padlock that can be picked by using thieves’ tools and making a successful DC 20 Dexterity check. (If a room is vacant, its key is in the lock
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the reading niche (area 6), the headmaster’s office (area 15a), Wormriddle’s workshop (area 23c), the kitchen (area 27a), and the study hall (area 39).
Bed and Footlocker. Against the far wall
rests a plain bed and an iron-banded footlocker with a sturdy padlock that can be picked by using thieves’ tools and making a successful DC 20 Dexterity check. (If a room is vacant, its key is in the lock
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the reading niche (area 6), the headmaster’s office (area 15a), Wormriddle’s workshop (area 23c), the kitchen (area 27a), and the study hall (area 39).
Bed and Footlocker. Against the far wall
rests a plain bed and an iron-banded footlocker with a sturdy padlock that can be picked by using thieves’ tools and making a successful DC 20 Dexterity check. (If a room is vacant, its key is in the lock
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
, or otherwise take active measures to improve its defensive position. Constructed Nature. A helmed horror doesn’t require air, food, drink, or sleep. Helmed Horror
Medium construct, neutral
Armor
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
, or otherwise take active measures to improve its defensive position. Constructed Nature. A helmed horror doesn’t require air, food, drink, or sleep. Helmed Horror
Medium construct, neutral
Armor
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
, or otherwise take active measures to improve its defensive position. Constructed Nature. A helmed horror doesn’t require air, food, drink, or sleep. Helmed Horror
Medium construct, neutral
Armor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
headmaster’s office (area 15a), Wormriddle’s workshop (area 23c), the kitchen (area 27a), and the study hall (area 39).
Bed, Dresser, and Chest. Against the far wall rests a comfortable bed, a handsome
reference to other family members, namely Zalthar and Dezmyr, who dwell in Shadowdusk Hold (see level 22) and plan to return to Waterdeep in force, aided by some kind of giant construct that Halaster is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
headmaster’s office (area 15a), Wormriddle’s workshop (area 23c), the kitchen (area 27a), and the study hall (area 39).
Bed, Dresser, and Chest. Against the far wall rests a comfortable bed, a handsome
reference to other family members, namely Zalthar and Dezmyr, who dwell in Shadowdusk Hold (see level 22) and plan to return to Waterdeep in force, aided by some kind of giant construct that Halaster is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
headmaster’s office (area 15a), Wormriddle’s workshop (area 23c), the kitchen (area 27a), and the study hall (area 39).
Bed, Dresser, and Chest. Against the far wall rests a comfortable bed, a handsome
reference to other family members, namely Zalthar and Dezmyr, who dwell in Shadowdusk Hold (see level 22) and plan to return to Waterdeep in force, aided by some kind of giant construct that Halaster is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
check is needed to find either secret door from inside the tunnel. X5. Xardorok’s Quarters Braziers heaped with glowing-hot coals heat this chamber, which contains a large stone bed covered with soot
-stained furs, its head against the north wall. In a shallow niche above the bed is a bas relief of a giant, scowling duergar clenching its teeth. At the foot of the bed is a flat-topped iron trunk sealed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
creator and Ruxithid can command the Construct to cast it. If this fight seems too easy for the party, add two goblin psi brawlers (see appendix A), who rush from Zorzula’s Rest to join the combat in
crystal loses its light and becomes mundane. The message that plays for the characters upon Ruxithid’s demise is the mind flayers’ last command to him: find and deliver the three other obelisk shards
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
check is needed to find either secret door from inside the tunnel. X5. Xardorok’s Quarters Braziers heaped with glowing-hot coals heat this chamber, which contains a large stone bed covered with soot
-stained furs, its head against the north wall. In a shallow niche above the bed is a bas relief of a giant, scowling duergar clenching its teeth. At the foot of the bed is a flat-topped iron trunk sealed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
creator and Ruxithid can command the Construct to cast it. If this fight seems too easy for the party, add two goblin psi brawlers (see appendix A), who rush from Zorzula’s Rest to join the combat in
crystal loses its light and becomes mundane. The message that plays for the characters upon Ruxithid’s demise is the mind flayers’ last command to him: find and deliver the three other obelisk shards
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
check is needed to find either secret door from inside the tunnel. X5. Xardorok’s Quarters Braziers heaped with glowing-hot coals heat this chamber, which contains a large stone bed covered with soot
-stained furs, its head against the north wall. In a shallow niche above the bed is a bas relief of a giant, scowling duergar clenching its teeth. At the foot of the bed is a flat-topped iron trunk sealed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
creator and Ruxithid can command the Construct to cast it. If this fight seems too easy for the party, add two goblin psi brawlers (see appendix A), who rush from Zorzula’s Rest to join the combat in
crystal loses its light and becomes mundane. The message that plays for the characters upon Ruxithid’s demise is the mind flayers’ last command to him: find and deliver the three other obelisk shards
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
elf, picnicking in a woodland glade.
The furniture consists of a large four-poster bed, two chests, two worktables, six comfortable-looking chairs, and two couches. One of the couches hangs from the
. The keys are metal replicas of the required leaves in lifelike detail. Unlike normal leaves, these keys aren’t consumed by the sundial and travel with the user to the destination. Treasure. The 20-foot
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
elf, picnicking in a woodland glade.
The furniture consists of a large four-poster bed, two chests, two worktables, six comfortable-looking chairs, and two couches. One of the couches hangs from the
. The keys are metal replicas of the required leaves in lifelike detail. Unlike normal leaves, these keys aren’t consumed by the sundial and travel with the user to the destination. Treasure. The 20-foot
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of mismatched wooden furniture, including a bed with posts carved to resemble mermaids, a nightstand, a wardrobe, a writing desk with a fur-draped chair, and a small dining table surrounded by four
plain chairs. Near the foot of the bed rests an ornately carved sea chest sealed with a padlock.
Laraelra hides the key to the chest in the adjacent bedpost, whose top unscrews to reveal the hidden
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
elf, picnicking in a woodland glade.
The furniture consists of a large four-poster bed, two chests, two worktables, six comfortable-looking chairs, and two couches. One of the couches hangs from the
. The keys are metal replicas of the required leaves in lifelike detail. Unlike normal leaves, these keys aren’t consumed by the sundial and travel with the user to the destination. Treasure. The 20-foot
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of mismatched wooden furniture, including a bed with posts carved to resemble mermaids, a nightstand, a wardrobe, a writing desk with a fur-draped chair, and a small dining table surrounded by four
plain chairs. Near the foot of the bed rests an ornately carved sea chest sealed with a padlock.
Laraelra hides the key to the chest in the adjacent bedpost, whose top unscrews to reveal the hidden
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of mismatched wooden furniture, including a bed with posts carved to resemble mermaids, a nightstand, a wardrobe, a writing desk with a fur-draped chair, and a small dining table surrounded by four
plain chairs. Near the foot of the bed rests an ornately carved sea chest sealed with a padlock.
Laraelra hides the key to the chest in the adjacent bedpost, whose top unscrews to reveal the hidden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
table, a card table, and four luxurious armchairs. CG6. Sitting Room. This room features an upright piano and four luxurious armchairs. CG7. Bedrooms. Each room contains a bed for two, a pair of
wardrobes, a small vanity with matching stool, and a storage trunk for valuables. CG8. Master Bedroom. This room has a balcony and contains a large canopied bed, a standing mirror in a gilded frame, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
table, a card table, and four luxurious armchairs. CG6. Sitting Room. This room features an upright piano and four luxurious armchairs. CG7. Bedrooms. Each room contains a bed for two, a pair of
wardrobes, a small vanity with matching stool, and a storage trunk for valuables. CG8. Master Bedroom. This room has a balcony and contains a large canopied bed, a standing mirror in a gilded frame, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
table, a card table, and four luxurious armchairs. CG6. Sitting Room. This room features an upright piano and four luxurious armchairs. CG7. Bedrooms. Each room contains a bed for two, a pair of
wardrobes, a small vanity with matching stool, and a storage trunk for valuables. CG8. Master Bedroom. This room has a balcony and contains a large canopied bed, a standing mirror in a gilded frame, a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
or unsettling manner.
4–6 The spirit leaves a brief message, threat, or question, perhaps asking where someone is or suggesting how one might hasten their demise.
7–9 The spirit walks
in a cabinet, under a bed, or in character’s pack.
16–17 The spirit sees a character. It draws near, whispers a question, or flees.
18–19 The spirit recreates a terrifying moment: either
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
or poison killed a creature, or explain what that dead body is doing under your bed at the inn. The Occultant Franchise Rank Features
1 Proficiencies and Starting Equipment, Read the Kill
to dust when used, reappearing on your occultant abacus at the next dawn. Death’s Omen Also at rank 3, you gain the ability to read the grim portents of a creature’s demise. As a bonus action, choose
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
or poison killed a creature, or explain what that dead body is doing under your bed at the inn. The Occultant Franchise Rank Features
1 Proficiencies and Starting Equipment, Read the Kill
to dust when used, reappearing on your occultant abacus at the next dawn. Death’s Omen Also at rank 3, you gain the ability to read the grim portents of a creature’s demise. As a bonus action, choose
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“modrons” found in this area are replicas crafted by Screve. Each uses the stat block of one type of modron from the Monster Manual with these changes: The creature is unaligned. It lacks truesight and
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
“modrons” found in this area are replicas crafted by Screve. Each uses the stat block of one type of modron from the Monster Manual with these changes: The creature is unaligned. It lacks truesight and
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
“modrons” found in this area are replicas crafted by Screve. Each uses the stat block of one type of modron from the Monster Manual with these changes: The creature is unaligned. It lacks truesight and
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->Van Richten’s Guide to Ravenloft
or unsettling manner.
4–6 The spirit leaves a brief message, threat, or question, perhaps asking where someone is or suggesting how one might hasten their demise.
7–9 The spirit walks
in a cabinet, under a bed, or in character’s pack.
16–17 The spirit sees a character. It draws near, whispers a question, or flees.
18–19 The spirit recreates a terrifying moment: either
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
or unsettling manner.
4–6 The spirit leaves a brief message, threat, or question, perhaps asking where someone is or suggesting how one might hasten their demise.
7–9 The spirit walks
in a cabinet, under a bed, or in character’s pack.
16–17 The spirit sees a character. It draws near, whispers a question, or flees.
18–19 The spirit recreates a terrifying moment: either
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
or poison killed a creature, or explain what that dead body is doing under your bed at the inn. The Occultant Franchise Rank Features
1 Proficiencies and Starting Equipment, Read the Kill
to dust when used, reappearing on your occultant abacus at the next dawn. Death’s Omen Also at rank 3, you gain the ability to read the grim portents of a creature’s demise. As a bonus action, choose
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
across it. At the foot of each bed is a stone chest next to a stack of five sealed copper kegs. The room is heated and illuminated by glowing coals in stone braziers.
This bedchamber is set aside for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
across it. At the foot of each bed is a stone chest next to a stack of five sealed copper kegs. The room is heated and illuminated by glowing coals in stone braziers.
This bedchamber is set aside for






