Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before bad direction constructs receives'.
Other Suggestions:
before bad directions construct receive
before bad detection construct receive
before bad direction construct receive
before bad direction constructs receive
before bad directions construct receives
Monsters
Monster Manual
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through other creatures and
Spells
Player’s Handbook
until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction
, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if
Monsters
The Wild Beyond the Witchlight
Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A
are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will
Banshee
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact
wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
Monsters
The Wild Beyond the Witchlight
fewer.
Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature
distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal
Cadaver Collector
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations
constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature
Mindwitness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.Multiattack. The
. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
it.
A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance to those active tokens. The hag can deactivate any of those
Monsters
Tales from the Yawning Portal
must succeed on a DC 14 Strength saving throw or Thaxalia moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of Thaxalia’s next turn or
until Thaxalia is incapacitated.If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. Thaxalia can also exert fine
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All
location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic
Monsters
Candlekeep Mysteries
charges are expended, but it regains 1d3 expended charges daily at dawn and glows again once it has 1 or more charges.Stone golems are magical constructs cut and chiseled from stone to appear as tall
.
The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
If
the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.Multiattack. The
is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of the tyrant’s next turn or
until the tyrant is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert
Monsters
Princes of the Apocalypse
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Master’s Call While this looks like a scrap heap assembled from shattered constructs, this eldritch machine possesses great power. A creature in control of it can sense the presence and location of
warforged who receives the message is compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
threshold, the character has disadvantage on saving throws for 1 minute. 4 The character is plagued by nightmares of metal constructs. 5 The character is disoriented by wide-open spaces and has no sense of direction outdoors. 6 While in sunlight, the character has disadvantage on attack rolls.
stop shivering. 2 The character’s vision is limited to a 5-foot-wide line pointing in a single direction. 3 The character gets nauseous near windows or doorways. If the character moves through such a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
like a scrap heap assembled from shattered constructs, this eldritch machine possesses great power. A creature in control of it can sense the presence and location of all warforged within 10 miles of the
device and can, as an action, send a telepathic message to them laced with enchantment magic. Such a message can be sent no more than once every 24 hours. A warforged who receives the message is
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Languages Common, Elvish
Challenge 4 (1,100 XP)
Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the
direction they’re in but not their exact locations.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Thereafter, the piece points in the direction of the third rod piece inside Landro. If the party travels in that direction, the characters eventually reach the ruins of Landro (see the “Landro” section
. Personality. A Docent is designed to advise and assist the warforged it’s attached to, including acting as a translator. The Docent’s properties are under its control, and if you have a bad relationship with your Docent, it might refuse to assist you.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Campestris Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If
the campestri. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.
Incorporeal Movement. The banshee
releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
perfect order. Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own
minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Detention drones are Constructs that follow their ancient programming mindlessly and unerringly. A detention drone is hostile to creatures without key cards (see the “Doors and Key Cards” section) but
or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
1,100; PB +2)
Traits
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to
understand the difference between an order’s intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. Tactical Cunning. A helmed horror
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
no evidence of the intruders except dwarven boot tracks in the snow leading north. Since there are no known settlements in that direction, the townsfolk assume that Auril’s everlasting winter has






