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Returning 35 results for 'before being dwelling constructs requires'.
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Vampiric Mist
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Tales from the Yawning Portal
without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight
touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType
Monsters
Quests from the Infinite Staircase
or objects. It requires no spell components and uses Wisdom as the spellcasting ability.Worker robots are built for physical labor such as hauling cargo, construction, and maintenance, though some
mollifying phrases or make shallow but pleasant small talk.
Robots
Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots’ hardy construction, their
Magic Items
Waterdeep: Dungeon of the Mad Mage
.
Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two
items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight
doesn’t require air or sleep.Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (Undead and Constructs automatically succeed
Beholder
Legacy
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Monsters
Monster Manual (2014)
minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Petrification Ray. The targeted creature must make a
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Petrification Ray
turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
A spectral eye
Backgrounds
Sword Coast Adventurer's Guide
’s Handbook can be used for a character whose origin lies with one of the other barbarian tribes in Faerûn. You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the
constructs of civilization. (Neutral)
6
Glory. I must earn glory in battle, for myself and my clan. (Any)
d6
Bond
1
My family, clan, or tribe is the most important thing
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Monster Manual creatures. Practically any terrestrial creature can be turned into an astral-dwelling creature, whether it requires air or not. For example, a stone giant living on an asteroid might rely
life in Wildspace. You can turn any terrestrial creature into a Wildspace-dwelling variant by giving it the following trait, if nothing else: Unusual Nature. The creature doesn’t require air.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Nine Lives Stealer Weapon (Any Simple or Martial), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8
or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Bell Branch Wondrous item, rare (requires attunement by a druid or warlock) This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting
can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don’t have total cover
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Nine Lives Stealer Weapon (Any Simple or Martial), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8
or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
horrifying rarity. Celestials include angels, couatls, and pegasi. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued
with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions
, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful DC 20 Dexterity check. Shield of the Uven Rune Wondrous item, very rare (requires attunement) This shield is made from the scale of an ancient white dragon. It has a rune burned into its
one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon
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->Tales from the Yawning Portal
pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires hands; it can apply simple
.
Actions
Blood Drain. One creature in the vampiric mist’s space must make a DC 13 Constitution saving throw (undead and constructs automatically succeed). On a failed save, the target takes 10 (2d6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unless attacked by them. They are giant wasps, with these changes: The wasps are constructs with AC 16 (natural armor), 24 hit points each, and darkvision out to a range of 60 feet. They have immunity
effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
can be opened and closed to meet the needs of the order. The walls of the living quarters are made of paper on wood frames, offering little privacy. The dwelling is within view of the Jagged Sanctum
(area L5), but far enough away to provide Bak Mei with solitude he requires. L2a. Monk Quarters This room contains several narrow, hard bunks where the Immortal Lotus monks sleep. L2b. Private Quarters
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
threat of betrayal. Mindless Undead, shambling mounds, carnivorous flora, Oozes, and Constructs make appealing servants, especially working in concert with a black dragon’s fiendishly clever traps. A
butchering.
5 Kobolds dwelling under a tropical city serve as safecrackers and tunneling burglars to amass treasure for their beloved black dragon wyrmling master.
6 A gnome relic hunter
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unearthed over his lifetime, the foundries of Dis produce deadly armaments that help to stem the abyssal tide. The fighting requires constant reinforcements, creating a voracious appetite for the
to dwelling in the libraries inside his iron palace. He employs a network of spies and informants to watch over anyone that might threaten him, a measure of his deep paranoia. Dispater has created an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
remains of a scaladar and smaller, unidentifiable constructs litter the floor.
Shockerstomper. Not visible from the cavern entrance is a Gargantuan contraption made of wood, metal, and stone. It looms
action to try to clear the obstruction, which requires another successful DC 15 Strength (Athletics) check. Shockerstomper has no ability to clear an obstruction itself.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight Hypersensitivity. The mist takes 10 radiant damage whenever it starts
one creature in its space. The target must succeed on a DC 13 Constitution saving throw (Undead and Constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight Hypersensitivity
creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Blackrazor Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled
aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
auctions up and down the Sword Coast, and such golem-like constructs are usually the province of wizards, not tinkerers. Nelanther Take an old salt’s advice and beware the Pirate Isles of the Sea of Swords
, the Nelanther. Here, all manner of seafaring or sea-dwelling creatures live, from lizardfolk and minotaurs to orcs and ogres, with a smattering of humans and others thrown in for variety. Where some
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
gnome might make snapping critter constructs with sharp teeth and claws. Gnome artificers can become famous, with their works highly sought after by nobles, wizards, and other collectors. An
-dwelling gnomes can fall prey to this sort of obsession as they pursue their projects, and in such cases it’s much safer for them to stay in their homes, since a gnome wandering the streets deep in thought is liable to walk into a moat or be run over by a wagon.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
immediately, and spirits of the ancestors animate the creature and it attacks. These beings are constructs, but otherwise function according to the statistics for a certain kind of creature, as noted
digger completely, and the trapped character can’t breathe until dug out. Struggling out on one’s own requires a successful DC 15 Strength (Athletics) check, and doing so takes 1 minute. Door. When the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
respond to the summons and commands of the spurs’ wearer. Magic Item: Infernal Tack Wondrous Item, Legendary (Requires Attunement by a Creature of Evil Alignment) A rider binds a nightmare to its
the creature’s original body can restore it to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can pass through narrow openings in the wall. Climbing over the wall requires a successful DC 12 Strength (Athletics) check. The wall can be easily broken apart or pushed down, but doing so creates a
explorers) that the Fine Fellows would run roughshod over the monsters dwelling within. Boy, was he wrong. Like most villainous groups, the Fine Fellows lacked cohesion. Fed up with his companions
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
restore it to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next
Command for 24 hours.
Healing (1/Day). The narzugon, or one creature it touches, regains up to 100 hit points.
MAGIC ITEM: INFERNAL TACK
Wondrous item, legendary (requires attunement by a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
by physical eyes, their colors are understood rather than seen.) Traveling to another plane requires locating a color pool that leads to the desired plane. These gateways can be identified by color
comes into view—often millions of miles away—along with colorful gas clouds, planets, moons, and other cosmic bodies. A Wildspace system teems with space-dwelling life-forms, including spores
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
prefer the cloud-topped comforts of the Chandelier, the gate-town’s aerial district. Winged chariots act as taxis between the two realms, ferrying townsfolk up to sky-dwelling businesses and hanging
, the castle of Thotastis (lawful good, human gladiator), a stiff-necked paladin of Tyr. He believes Excelsior requires a firmer hand than the current high chancellor offers. Thunder’s Reach, a rumbling
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
these changes: The paper birds are Constructs. They have vulnerability to fire damage, immunity to poison and psychic damage, immunity to exhaustion, and immunity to the charmed, frightened, and
parchment into a paper bird that can fly (as described above) requires 1 minute and a successful DC 10 Dexterity (Sleight of Hand) check. The inks and quills on the desk are unremarkable. Hidden Belfry
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ray has no effect on constructs and undead. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained
succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. An eye opens on a solid surface within 60 feet of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. Arcane Focus. An arcane focus is a special item--an orb
powdered silver, and requires the caster to expend a 1st-level spell slot. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps






