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Returning 35 results for 'been brave driven construct relative'.
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Monsters
The Wild Beyond the Witchlight
Brave. Alagarthas has advantage on saving throws against being frightened.
Fey Ancestry. Alagarthas has advantage on saving throws against being charmed, and magic can’t put him to
give up—ever.”
Ideal. “The elves of the Misty Forest will lose their homes and likely perish if that green dragon isn’t slain or driven off. I shall deal with the dragon before
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
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
Guildmasters’ Guide to Ravnica
the flesh as long as possible, and as a spirit afterward. (Any)
Bonds
d6
Bond
1
The unbearable weight of my debt has driven me to desperation.
2
I’m duty-bound
convinced that everyone I know is plotting against me.
3
I’ll brave any risk if the monetary reward is great enough.
4
I am convinced that I am far more important than anyone else is
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
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
Backgrounds
Baldur’s Gate: Descent into Avernus
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
; but what you learn you pass on to the Guild.
4
The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
time enjoying the leisure and company of their kin and friends back home. The rising madness of the demon lords affects these brave pioneers more than those who live within the relative security of
driven to the point of near tyranny, demanding that their workers toil ever harder. Some miners pocket gemstones they dig out, while others are drawn to possess things the adventurers are carrying
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
time enjoying the leisure and company of their kin and friends back home. The rising madness of the demon lords affects these brave pioneers more than those who live within the relative security of
driven to the point of near tyranny, demanding that their workers toil ever harder. Some miners pocket gemstones they dig out, while others are drawn to possess things the adventurers are carrying
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
time enjoying the leisure and company of their kin and friends back home. The rising madness of the demon lords affects these brave pioneers more than those who live within the relative security of
driven to the point of near tyranny, demanding that their workers toil ever harder. Some miners pocket gemstones they dig out, while others are drawn to possess things the adventurers are carrying
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
anyone brave enough to enter the cemetery and defeat the evil lurking within. Assign one character the backstory of having a long-lost Uncle Marcus. The character was very young when Marcus disappeared
characters’ reasons for seeking out this adventure (money, magic, fame, or perhaps visiting the remains of a long-lost relative who’s buried at Long Rest).
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
build it, allow them to construct a barrier with AC 15 and 30 Hit Points. When he arrives, Vashon makes short work of it. If he can see to the other side of the barrier, he can also use his [Tooltip
it aside with relative ease, however. Traps The party could create numerous traps from materials available, from falling rocks to an oil-slicked floor to poison darts. The traps should be standard
Monsters
Fizban's Treasury of Dragons
once it has begun.
4
A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.
5
A crystal dragon who
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
Monsters
Fizban's Treasury of Dragons
leave the lair once it has begun.
4
A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.
5
A
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Chapter 2: Attack of the Star Moth Driven from a coastal settlement by gigantic crystalline vines, astral blights, and earthquakes, the characters secured passage aboard the Moondancer, a galleon
course for the Rock of Bral. Now is the time for you to determine where the Rock of Bral is situated relative to the characters’ home world. Once you’ve determined the Rock of Bral’s location in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Chapter 2: Attack of the Star Moth Driven from a coastal settlement by gigantic crystalline vines, astral blights, and earthquakes, the characters secured passage aboard the Moondancer, a galleon
course for the Rock of Bral. Now is the time for you to determine where the Rock of Bral is situated relative to the characters’ home world. Once you’ve determined the Rock of Bral’s location in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Chapter 2: Attack of the Star Moth Driven from a coastal settlement by gigantic crystalline vines, astral blights, and earthquakes, the characters secured passage aboard the Moondancer, a galleon
course for the Rock of Bral. Now is the time for you to determine where the Rock of Bral is situated relative to the characters’ home world. Once you’ve determined the Rock of Bral’s location in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
. Frostskimmr is a light longship with a shallow draft, driven by a single sail or by oars when necessary. The combination of wind and oar power is needed for picking a course through close-packed ice
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
. Frostskimmr is a light longship with a shallow draft, driven by a single sail or by oars when necessary. The combination of wind and oar power is needed for picking a course through close-packed ice
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
. Frostskimmr is a light longship with a shallow draft, driven by a single sail or by oars when necessary. The combination of wind and oar power is needed for picking a course through close-packed ice
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
. Frostskimmr is a light longship with a shallow draft, driven by a single sail or by oars when necessary. The combination of wind and oar power is needed for picking a course through close-packed ice
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
. Frostskimmr is a light longship with a shallow draft, driven by a single sail or by oars when necessary. The combination of wind and oar power is needed for picking a course through close-packed ice
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
. Frostskimmr is a light longship with a shallow draft, driven by a single sail or by oars when necessary. The combination of wind and oar power is needed for picking a course through close-packed ice
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
fractal as its mascot, and many a Quandrix student can be found playing fetch with a fractal companion in between lessons. Fractal Mascot
Small Construct, Typically Neutral
Armor Class 12
Hit
Immunities poisoned
Senses passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Relative Density. The fractal can move
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
fractal as its mascot, and many a Quandrix student can be found playing fetch with a fractal companion in between lessons. Fractal Mascot
Small Construct, Typically Neutral
Armor Class 12
Hit
Immunities poisoned
Senses passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Relative Density. The fractal can move
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
fractal as its mascot, and many a Quandrix student can be found playing fetch with a fractal companion in between lessons. Fractal Mascot
Small Construct, Typically Neutral
Armor Class 12
Hit
Immunities poisoned
Senses passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Relative Density. The fractal can move
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
a clay golem, a shield guardian, or another weaker Construct. Ghostly Allies. When the characters battle the behir, their ghostly allies harry and distract the creature, giving it disadvantage on
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
a clay golem, a shield guardian, or another weaker Construct. Ghostly Allies. When the characters battle the behir, their ghostly allies harry and distract the creature, giving it disadvantage on
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
a clay golem, a shield guardian, or another weaker Construct. Ghostly Allies. When the characters battle the behir, their ghostly allies harry and distract the creature, giving it disadvantage on
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
spirit naga appears and asks where the characters are heading. It offers to give a single character its magical treasure, a pearl of power, if that character is brave enough to let it bite them three
times. 6 Six swamp spirits (use the mud mephit stat block) emerge from the river, demanding that the characters hand over their shiniest valuables. They can be driven off with force or a successful DC 14 Charisma (Intimidation) check. 7–10 No encounter
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
spirit naga appears and asks where the characters are heading. It offers to give a single character its magical treasure, a pearl of power, if that character is brave enough to let it bite them three
times. 6 Six swamp spirits (use the mud mephit stat block) emerge from the river, demanding that the characters hand over their shiniest valuables. They can be driven off with force or a successful DC 14 Charisma (Intimidation) check. 7–10 No encounter
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
spirit naga appears and asks where the characters are heading. It offers to give a single character its magical treasure, a pearl of power, if that character is brave enough to let it bite them three
times. 6 Six swamp spirits (use the mud mephit stat block) emerge from the river, demanding that the characters hand over their shiniest valuables. They can be driven off with force or a successful DC 14 Charisma (Intimidation) check. 7–10 No encounter
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->Baldur's Gate: Descent into Avernus
The Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
Guild.
4 The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts