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Returning 35 results for 'before beating direction constructs reverts'.
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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
Banshee
Legacy
This doesn't reflect the latest rules and lore.
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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
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
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
Moonbeam
Legacy
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Spells
Basic Rules (2014)
damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t
assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher
Beholder
Legacy
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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
Magic Items
Quests from the Infinite Staircase
within 60 feet of yourself. You concentration;concentrate on this orb as if concentrating on a spell. As a bonus action, you can move the orb up to 20 feet in any direction.
When your concentration
location.
If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space.
Thunderclap. You point the
Death Tyrant
Legacy
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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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Development Another tunnel on the opposite side of the cavern heads off in a different direction than where Yeenoghu led his pack. Characters who defeat the remaining gnolls can continue on their way
that they can occasionally hear it beating. A character who carries the heart, even in a bag of holding or similar extradimensional space, makes saving throws against madness with disadvantage. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a
different form until it leaves the spell’s light. On your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a
different form until it leaves the spell’s light. On your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this
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->The Wild Beyond the Witchlight
characters arrive, four soldiers are on patrol in areas L8 and L12, and the remaining six tin soldiers are inside their domiciles, behind closed doors. Each of these six Constructs is a Small (3-foot-tall
drumbeat can be heard out to a range of 60 feet. All tin soldiers that can hear the beating drum gain a +2 bonus to their damage rolls. If the drum is destroyed, every tin soldier within 60 feet of
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->Tomb of Annihilation
the floor in front of another double door is a mosaic depicting a frog-like humanoid beating a leopard that has snakes emerging from its shoulders. Cuneiform inscriptions are woven above and below
, the illusion drops and the treasure reverts to its true form: gold coins become disks of tin, silver decanters revert back to clay jugs, and glittering armor becomes rusty scrap metal. A detect magic
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)
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->Waterdeep: Dungeon of the Mad Mage
all other creatures in the room. Roll initiative for each statue separately. While animated, the statues are archmages, with these changes: The statues are unaligned constructs that speak only when
incapacitated or reduced to 0 hit points, a statue instantly teleports to its alcove, where it reverts to its inanimate form and regains all its hit points. It can’t reanimate again until all three
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->Quests from the Infinite Staircase
in an unoccupied space you can see within 60 feet of yourself. You concentrate on this orb as if concentrating on a spell. As a bonus action, you can move the orb up to 20 feet in any direction
attack your enemies or guard a location. If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space
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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
their revels to look in the voice’s direction, while others relocate their festivities. One of these locals approaches you—a satyr in an airy gown, whose eyes glow with tangerine light.
This is
Kopoha by beating her at cards and taking her maul as a prize. This defeat exacerbated the worries Kopoha harbors (see the following section). She’s trying to bury her worries by recklessly
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.
Coming from one direction are several voices joined in a marching song. The singing grows louder as six bipedal rabbits wearing clothing emerge from the fog. Two of them tug at the reins of a giant
is much obliged.” If one or more characters refuse to give up their cherished memories, the brigands threaten the characters with a beating. At this time, the characters can make a DC 13 Charisma
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and two veterans) down upon the characters, whom “Hyustus” accuses of beating the cell block guards to death. These reinforcements have no reason to believe that Captain Staget isn’t who he appears to
are tricked into acting in accordance with the wishes of the doppelganger can be forgiven for crimes committed during the jailbreak, but only if the doppelganger is apprehended or killed. (It reverts to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
on a successful one. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the
is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Outer Planes If the Inner Planes are the raw matter and energy that make up the multiverse, the Outer Planes provide the direction, thought, and purpose for its construction. These are realms of
Celestials. The Lower Planes are the home of Fiends. The planes in between host their own unique denizens: for example, modrons are Constructs that inhabit Mechanus, and slaadi are Aberrations that thrive
Equipment
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around
Equipment
towards the triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then
teleported to the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot
Equipment
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around
Equipment
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to the
nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
direction, they end up on the other side of the forest approaching Wisteria Vale, as if they had walked in a giant loop. Characters who succeed on a DC 13 Intelligence (Arcana) check recognize that this is
because they are constructs, they do so when Quill is around. In the evenings when Quill visits the village, Ulrich always insists that Quill perform for an enraptured audience that never seems to get
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer
meant to rule. (Evil) 5 Nature. The natural world is more important than all the constructs of civilization. (Neutral) 6 Glory. I must earn glory in battle, for myself and my clan. (Any) d6 Bond 1
Equipment
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to the
nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around the
Equipment
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(southern) part of the cave. Sildar Hallwinter, a human warrior, is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern. The goblins have been beating and tormenting
characters ask an NPC party member for advice or direction, remember that NPCs make mistakes too. An NPC won’t deliberately put himself or herself in harm’s way unless there’s a good reason to do so. An NPC






