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Returning 35 results for 'been been device construct rival'.
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Equipment
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Disrupt. Constructs of
Magic Items
Tasha’s Cauldron of Everything
Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
races
fulfill.
Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.
Creating Your Character
At 1st level, you choose whether your
’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules
magic-items
Forgotten Realms: Adventures in Faerûn
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
. The flying wonderis destroyed if it drops to 0 Hit Points.
Flying Wonder
Tiny Construct, Unaligned
AC 12 Initiative +2 (12)
HP 2 (1d4)
Speed 5 ft., Fly 30 ft.
Mod
Backgrounds
Guildmasters’ Guide to Ravnica
sparkles.
If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body
even the lowliest attendant to make friends (and enemies) in laboratories across Ravnica.
Roll twice on the Izzet Contacts table (for an ally and a rival) and once on the Non-Izzet Contacts table
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of
their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of
their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of
their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of
their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of
their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of
their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalheart construct is a strange magical-mechanical device that struts about like a chicken, and which features a human heart beating madly behind its glass front. The construct always wanders the zone
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalheart construct is a strange magical-mechanical device that struts about like a chicken, and which features a human heart beating madly behind its glass front. The construct always wanders the zone
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalheart construct is a strange magical-mechanical device that struts about like a chicken, and which features a human heart beating madly behind its glass front. The construct always wanders the zone
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
elemental power of the Endless Rockslide hold the key to a mage’s research. The mage offers a manual of golems (clay) in exchange for help in overcoming guardians from the Giant Construct Encounters table
exchange for help retaking the site. Rival Elements A djinni assaults the Endless Rockslide to disrupt the plans of her dao rival. Each genie asks the characters to side against the other. The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
elemental power of the Endless Rockslide hold the key to a mage’s research. The mage offers a manual of golems (clay) in exchange for help in overcoming guardians from the Giant Construct Encounters table
exchange for help retaking the site. Rival Elements A djinni assaults the Endless Rockslide to disrupt the plans of her dao rival. Each genie asks the characters to side against the other. The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
elemental power of the Endless Rockslide hold the key to a mage’s research. The mage offers a manual of golems (clay) in exchange for help in overcoming guardians from the Giant Construct Encounters table
exchange for help retaking the site. Rival Elements A djinni assaults the Endless Rockslide to disrupt the plans of her dao rival. Each genie asks the characters to side against the other. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
duergar’s pain into energy that powers the device, which is typically used to dig tunnels and repel invaders. Duergar Hammerer
Medium construct, lawful evil
Armor Class 17 (natural armor)
Hit Points 33
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
duergar’s pain into energy that powers the device, which is typically used to dig tunnels and repel invaders. Duergar Hammerer
Medium construct, lawful evil
Armor Class 17 (natural armor)
Hit Points 33
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
duergar’s pain into energy that powers the device, which is typically used to dig tunnels and repel invaders. Duergar Hammerer
Medium construct, lawful evil
Armor Class 17 (natural armor)
Hit Points 33
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Dhakaan The Empire of Dhakaan, ruled by hobgoblin kings for thousands of years in Khorvaire’s distant past, united several rival nations to create the continent’s first significant empire. Its reign
dangers lurking there range from ancient traps and Construct guardians crafted by long-dead goblinoids to subterranean monsters that lair in the ruins. Adventures involving the remnants of the Daelkyr
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Dhakaan The Empire of Dhakaan, ruled by hobgoblin kings for thousands of years in Khorvaire’s distant past, united several rival nations to create the continent’s first significant empire. Its reign
dangers lurking there range from ancient traps and Construct guardians crafted by long-dead goblinoids to subterranean monsters that lair in the ruins. Adventures involving the remnants of the Daelkyr
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Dhakaan The Empire of Dhakaan, ruled by hobgoblin kings for thousands of years in Khorvaire’s distant past, united several rival nations to create the continent’s first significant empire. Its reign
dangers lurking there range from ancient traps and Construct guardians crafted by long-dead goblinoids to subterranean monsters that lair in the ruins. Adventures involving the remnants of the Daelkyr
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
package.
6 A delirious street preacher has an apocalyptic vision concerning one of the player characters.
7 The PCs discover a bound-elemental explosive device in their quarters. They have
three rounds to flee or attempt to disarm the device.
8 A skycoach crashes through the wall. Is this an attack, or the result of sabotage?
The Villain 1d12 Villain
1 A dragonmarked
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
package.
6 A delirious street preacher has an apocalyptic vision concerning one of the player characters.
7 The PCs discover a bound-elemental explosive device in their quarters. They have
three rounds to flee or attempt to disarm the device.
8 A skycoach crashes through the wall. Is this an attack, or the result of sabotage?
The Villain 1d12 Villain
1 A dragonmarked
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
package.
6 A delirious street preacher has an apocalyptic vision concerning one of the player characters.
7 The PCs discover a bound-elemental explosive device in their quarters. They have
three rounds to flee or attempt to disarm the device.
8 A skycoach crashes through the wall. Is this an attack, or the result of sabotage?
The Villain 1d12 Villain
1 A dragonmarked
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, bestowing on each construct an Intelligence of 11 and the ability to understand (but not speak) Dwarvish and Undercommon. Each duergar brain is contained in a glass sphere embedded in the construct’s head
psionic force generator, a magic device that allows the mind flayers to create and sustain the walls of force that enclose area 8. The mind flayers provide the mental energy that powers the generator. If
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
as a friend, paramour, mentor, or rival, the Caller isolates its target, leading the victim to depend on it emotionally or materially. Over time, the Caller coerces or outright forces its victim to
requests they hunt down the Caller. This figure provides their agents with a device that allows the bearers to travel to whatever domain the Caller is currently in.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, bestowing on each construct an Intelligence of 11 and the ability to understand (but not speak) Dwarvish and Undercommon. Each duergar brain is contained in a glass sphere embedded in the construct’s head
psionic force generator, a magic device that allows the mind flayers to create and sustain the walls of force that enclose area 8. The mind flayers provide the mental energy that powers the generator. If