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Returning 35 results for 'before being direction construct releases'.
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before being direction construct reverses
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
target is immune to this banshee’s Horrify for 24 hours.
Deathly Wail (1/Day). The banshee releases a mournful wail if it isn’t in sunlight. Constitution Saving Throw: DC 13, each creature
Monsters
Monster Manual
Spores (3/Day). The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn’t a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse
Monsters
Monster Manual
damage only. 6: Telekinetic Ray. Strength Saving Throw: DC 16 (the target succeeds automatically if it is Gargantuan). Failure: The beholder moves the target up to 30 feet in any direction. The target has
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
Monsters
Monster Manual
direction. The target has the Restrained condition until the start of the death tyrant’s next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
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
effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This
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
, the target is immune to the banshee's Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on
Monsters
The Book of Many Things
planar travel to enter 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
mechanical animal or plant.
This Construct doesn’t have a control amulet and can’t be controlled like other shield guardian;shield guardians.Poison
Magic Items
Icewind Dale: Rime of the Frostmaiden
its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A humanoid that
attunes to this amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same plane of existence. As an action, the amulet’s attuned wearer can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6);{"diceNotation":"1d6","rollType
Elder Tempest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
":"damage","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.
Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and
succeed on a DC 21 Dexterity saving throw or take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType":"thunder"} thunder damage and be flung up to 60 feet in a direction away from the
Species
Mordenkainen Presents: Monsters of the Multiverse
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs
creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such
for the spell), webThe retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Elemental Breath (Lightning)", "rollDamageType":"lightning"}. On a successful save, a creature takes half as much damage.
At the same time as the colossus releases this exhalation
adamantine skeleton, creating a grisly colossal construct. Inside the flesh colossus’s chest is a stone sphere infused with spirits from each elemental plane acting as its core.
To this day, some of
Species
Mordenkainen Presents: Monsters of the Multiverse
and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the
’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or until Orcus releases them (no action required).
Undead Servants. Orcus causes up to six corpses within the lair to rise as skeleton;skeletons, zombie;zombies, or ghoul;ghouls (all appear in the
of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
construct made of dark wood and riveted iron. Its helmed head stares blindly in your direction. Cobwebs stretch from this terrible artifice to the wrecked furniture that surrounds it. This room was
once a wizard’s bedchamber. The construct is an incapacitated shield guardian. Its control amulet can be found in area X9.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wail (1/Day). The banshee releases a mournful wail if it isn’t in sunlight. Constitution Saving Throw: DC 13, each creature within 30 feet that can hear the wail and isn’t a Construct or an Undead
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
Monsters
Fizban's Treasury of Dragons
Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
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
dragon uses Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must
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->Fizban's Treasury of Dragons
summon their dragon creators in case of dire need. Metallic Warbler
Tiny Construct, Typically Neutral Good
Armor Class 14 (natural armor)
Hit Points 14 (4d4 + 4)
Speed 40 ft., fly 60 ft
) slashing damage.
Calming Mist (Recharge 5–6). The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 11 Charisma saving throw or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Stone Juggernaut A stone juggernaut is a rolling construct imbued with enough awareness to avoid obvious dangers such as open pits and chasms. It trundles across open battlefields or rolls down
with flaming eyes and obsidian teeth. A stone juggernaut is fast, but it lacks maneuverability and can move in only one direction on its turn. It poses little danger to creatures it can’t crush
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
indiscriminately bores through creature and earth alike. Fiendish Auger Huge Construct, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 40 ft., burrow 30 ft
.
Bonus Actions
Burst of Heat (Recharge 5–6). The auger releases an intense burst of heat in a 30-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
peacekeeper to protect the place. The peacekeeper can ward a community for centuries, standing in the place of its dragon creator and maintaining peace and order. Metallic Peacekeeper
Medium Construct
. The peacekeeper makes two Slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage.
Calming Mist (Recharge 5–6). The peacekeeper releases
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Retriever The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose — to prowl the Abyss and capture demons for the drow to enslave or use in their
rituals. The automatons proved so effective and so fearsome that they now perform many different missions. Demon-Infused. Although each retriever is a metal-and-magic construct, it houses the imprisoned
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
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Mad Golem’s Lair Characters who approach this cavern from any direction hear stone smashing against stone. The cavern has a peaked roof 50 feet high and the following features: Construct. A
ages. A rusty iron anvil sits atop a 1-foot-high granite plinth in front of the forge.
The jumbled construct was once a 10-foot-tall stone golem created in the image of Halaster. In its madness, it
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adamantine skeleton, creating a grisly colossal construct. Inside the flesh colossus’s chest is a stone sphere infused with spirits from each elemental plane acting as its core. To this day, some of
these ancient flesh colossi guard abandoned ruins, sites sacred to giants, and lost treasures—and possibly the procedure to create new examples of their kind. Flesh Colossus Gargantuan Construct
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A spellcaster can
amulet.
Construct Nature. A shield guardian doesn’t require air, food, drink, or sleep.
Shield Guardian
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 142
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
feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use
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
feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Collector Large Construct, Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (−3)
WIS
11
hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.
Paralyzing Breath (Recharge 5–6). The collector releases paralyzing gas in a 30-foot cone. Each
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
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
banshee’s Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
to this impression. If characters attempt to go in this direction, they walk straight into the wall unless someone succeeds on a DC 15 Wisdom (Perception) check. The space beyond the arch immediately
triggers a pressure plate (see “The Ruins: General Features” at the beginning of the adventure) that releases a set of horizontal bars—closing off the archway and trapping the interloper. The character can
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
rusty spikes. On the other side of this area, the corridor continues.
Hazardous Hatch. Opening the hatch releases a whirlwind. The character who climbed up to open the hatch is hurled to the floor
save, the wind throws the creature 10 feet in a random direction, the creature takes 3 (1d6) bludgeoning damage, and it is knocked prone. If the saving throw fails by 5 or more, the creature strikes one






