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Returning 35 results for 'before bottom direction constructs replica'.
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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
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
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
Eberron: Rising from the Last War
least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell:
“Arkus” (Colossus WX-11) lies prone at the bottom of the
Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.
“Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House
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
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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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
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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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
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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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
Spells
Elemental Evil Player's Companion
the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sculpted rock. Anyone who has seen the castle recognizes this replica for what it is. The ceiling here is 15 feet high. A secret door in the south wall can be pulled open to a staircase landing (area X21
). Treasure The wooden chest contains an old map case in which Artimus kept floor plans of Castle Ravenloft, but the maps were lost long ago. The chest has a false bottom that can be found with a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Modrons” above. If the characters disturb any tarp covering a monodrone, the constructs all spring to life, whirring and clanking. Issuing a metallic cry of “Intruders!”, the replica monodrones attack
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
V5. Howling Plateau This high rocky plateau rises from the center of the canyon. A river cuts through the canyon bottom, passing through it to the other side. The wind on the plateau keens and moans
, alternating its pitch with the force and direction of the wind.
A creature standing atop Howling Plateau can see the whole canyon, but not the surrounding lands.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
magically turns so that the winged horses “glide” overhead continually in a counterclockwise direction. Hidden in the bed’s headboard is a secret compartment that can be found with a DC 15 Wisdom
(Perception) check. It contains a small, bejeweled chest made of gold with platinum filigree. This chest is a miniature replica of a much larger chest that Sansuri uses as the main component of a Leomund’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
deck. In Wildspace and on the Astral Plane, gravity is an accommodating force, in that the direction of its effect seems to be “that which is most convenient.” For an object the size of a planet or
plane is two-directional: a creature can stand upright on the bottom of a ship’s hull—upside down from the perspective of those elsewhere on the ship—and move around as easily as if it were walking
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->Dungeon Master’s Guide (2014)
Mapping Your Campaign When creating the world where your campaign takes place, you’ll want a map. You can take one of two approaches with it: top-down or bottom-up. Some DMs like to start at the top
, creating the big picture of the world at the start of the campaign by having a map that shows whole continents, and then zooming in on smaller areas. Other DMs prefer to go the opposite direction
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->Tales from the Yawning Portal->a4
broken by a sizable gap, and you can see the glint of metal at the bottom of the opening. The floor beyond this area has a silvery sheen.
In the distance you can see another hole, beyond which is a patch
substance that is totally frictionless. This silvery stuff is inert and utterly unaffected by any force, magical or otherwise. Anything that alights on the surface will move in the direction of its
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, including crystal orbs, bags of bones, and a large mithral basin. Ulthar lives on a lower level that he claims is “near the bottom of the library,” though such a distinction is meaningless given how
distorted distance and direction can be in the library (see the “Gravenhollow: General Features” sidebar). His quarters are a work of art, covered with murals and wall carvings of his own design, along
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
1. Cellar Any exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands
higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water. A waterproof satchel hangs
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->Tales from the Yawning Portal->a3
up to a blank wall that is the location of a secret door. This door can be opened by turning the wheel in the foyer. The wheel turns only after the lever is pushed up, and then only in one direction
. Rotating the wheel opens the secret door, but it also opens the floor in front of the wheel to reveal a 10-foot-square pit, at the bottom of which can be seen a pale shimmer of bones. There is a 1-foot
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->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->The Wild Beyond the Witchlight
feet deep, but the bottom is not visible through the murk. Four of the five stepstones are boulders sunk deep in the mire. The middle stepstone is actually the top of a galeb duhr. If someone steps on it
bullywugs hurl spears at the merrow, frightening them away (at least for a while). These bullywugs are glad to be of help and happily point characters in the direction of their king, Gullop XIX (at area D6
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
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->Xanathar's Guide to Everything
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
attunement)
This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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->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->Candlekeep Mysteries
characters hear a whisper coming from that direction. Characters who have a passive Wisdom (Perception) score of 14 or higher hear what sounds like a man whispering, “I can’t get out.” To others, the
only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
The bottom of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
: “Arkus” (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off. “Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre
amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact. “Hanamar” (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The wind at the bottom of the rift is worse still, and visibility there is only 30 feet. The floor of the rift is a maze of snow and ice hillocks and mounds, with peaks of ice and rock thrusting up
here and there like fangs. All movement in the rift is hampered by this difficult terrain. Due to wind force and eddying currents, attempts at levitation or flying cause movement in a random direction






