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Returning 35 results for 'being because danger construct relatives'.
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Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
Magic Items
Forgotten Realms: Heroes of Faerûn
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger
spells
Tasha’s Cauldron of Everything
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose
yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this
spells
Eberron: Forge of the Artificer
action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Homunculus Servant
Tiny
Construct, Neutral
AC 13
HP 5 + 5 per spell level (the homunculus has a number of Hit Dice [d4s] equal to the spell's level)
Speed 20 ft., Fly 30 ft.
Mod
Save
STR
4
Monsters
Tomb of Annihilation
must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with
presence in the party might put the characters in danger.
Artus Cimber’s Traits
Ideal. “The preservation of knowledge and history is important to me.”
Bond. “I long to be
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
might be a criminal agent working for the Monastery of the Distressed Body, sending party after adventuring party to become new prisoners of the Grand Master. He might even be a construct sent from the
monastery for that purpose — or his body might be such a construct, and the brain in a jar from the monastery’s treasury is actually his. As such, the Cartophile wishes to have it returned at all
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
might be a criminal agent working for the Monastery of the Distressed Body, sending party after adventuring party to become new prisoners of the Grand Master. He might even be a construct sent from the
monastery for that purpose — or his body might be such a construct, and the brain in a jar from the monastery’s treasury is actually his. As such, the Cartophile wishes to have it returned at all
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
might be a criminal agent working for the Monastery of the Distressed Body, sending party after adventuring party to become new prisoners of the Grand Master. He might even be a construct sent from the
monastery for that purpose — or his body might be such a construct, and the brain in a jar from the monastery’s treasury is actually his. As such, the Cartophile wishes to have it returned at all
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Summon Construct 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (an ornate stone and metal lockbox worth at least 400 gp) Duration: Concentration, up to 1 hour You
call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Summon Construct 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (an ornate stone and metal lockbox worth at least 400 gp) Duration: Concentration, up to 1 hour You
call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Summon Construct 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (an ornate stone and metal lockbox worth at least 400 gp) Duration: Concentration, up to 1 hour You
call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Construct Level 4 Conjuration (Wizard) HECTOR ORTIZ Construct Spirit (Stone) Casting Time: Action
Range: 90 feet
Components: V, S, M (a lockbox worth 400+ GP)
Duration: Concentration
, up to 1 hour
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Construct Level 4 Conjuration (Wizard) HECTOR ORTIZ Construct Spirit (Stone) Casting Time: Action
Range: 90 feet
Components: V, S, M (a lockbox worth 400+ GP)
Duration: Concentration
, up to 1 hour
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Construct Level 4 Conjuration (Wizard) HECTOR ORTIZ Construct Spirit (Stone) Casting Time: Action
Range: 90 feet
Components: V, S, M (a lockbox worth 400+ GP)
Duration: Concentration
, up to 1 hour
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
only temporary. Wiggan’s Gambit. If the party defends the Nettlebees and Wiggan survives, the characters are still in danger. Wounded foes make tempting targets, especially if the party knows of
Wiggan’s guilt. Wiggan is even braver if Bertram is there to help him. Watson might try to stop an open battle, but he is unwilling to fight his relatives. If defeated but left alive, Wiggan can be coerced into telling the truth. The party has to promise to let him live to get him to talk.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
only temporary. Wiggan’s Gambit. If the party defends the Nettlebees and Wiggan survives, the characters are still in danger. Wounded foes make tempting targets, especially if the party knows of
Wiggan’s guilt. Wiggan is even braver if Bertram is there to help him. Watson might try to stop an open battle, but he is unwilling to fight his relatives. If defeated but left alive, Wiggan can be coerced into telling the truth. The party has to promise to let him live to get him to talk.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
only temporary. Wiggan’s Gambit. If the party defends the Nettlebees and Wiggan survives, the characters are still in danger. Wounded foes make tempting targets, especially if the party knows of
Wiggan’s guilt. Wiggan is even braver if Bertram is there to help him. Watson might try to stop an open battle, but he is unwilling to fight his relatives. If defeated but left alive, Wiggan can be coerced into telling the truth. The party has to promise to let him live to get him to talk.
Monsters
Fizban's Treasury of Dragons
points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest
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
clear crystalline points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency
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->Mythic Odysseys of Theros
village whose crops are failing.
3 Defend or found an orphanage.
4 Teach a settlement to defend itself from wild beasts.
5 Reunite an orphan with living relatives.
6 Convince
. Or they might find their home destroyed, only to receive a vision from Karametra that she’s placing the community’s refugees in their care. The greatest danger to champions of Karametra is walking
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
village whose crops are failing.
3 Defend or found an orphanage.
4 Teach a settlement to defend itself from wild beasts.
5 Reunite an orphan with living relatives.
6 Convince
. Or they might find their home destroyed, only to receive a vision from Karametra that she’s placing the community’s refugees in their care. The greatest danger to champions of Karametra is walking
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
village whose crops are failing.
3 Defend or found an orphanage.
4 Teach a settlement to defend itself from wild beasts.
5 Reunite an orphan with living relatives.
6 Convince
. Or they might find their home destroyed, only to receive a vision from Karametra that she’s placing the community’s refugees in their care. The greatest danger to champions of Karametra is walking
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->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->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->Ghosts of Saltmarsh
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
Compendium
- Sources->Dungeons & Dragons->Monster Manual
danger. When such a guardian is created, the magic that animates it is intertwined with a bonded command amulet. Any creature that has a shield guardian’s command amulet can control that Construct and, in
Carpenter
Shield Guardian Large Construct, Unaligned
AC 17 Initiative −1 (9)
HP 142 (15d10 + 60)
Speed 30 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex 8 −1 −1
Con 18 +4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
danger. When such a guardian is created, the magic that animates it is intertwined with a bonded command amulet. Any creature that has a shield guardian’s command amulet can control that Construct and, in
Carpenter
Shield Guardian Large Construct, Unaligned
AC 17 Initiative −1 (9)
HP 142 (15d10 + 60)
Speed 30 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex 8 −1 −1
Con 18 +4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
danger. When such a guardian is created, the magic that animates it is intertwined with a bonded command amulet. Any creature that has a shield guardian’s command amulet can control that Construct and, in
Carpenter
Shield Guardian Large Construct, Unaligned
AC 17 Initiative −1 (9)
HP 142 (15d10 + 60)
Speed 30 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex 8 −1 −1
Con 18 +4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
structures around and on top of several of the statues, believing them to be little more than landmarks at this point. In their inanimate state, the statues pose little danger — but any structures
attached to a walking statue are destroyed the first time it animates. Constructed Nature. A walking statue doesn’t require air, food, drink, or sleep. Walking Statue of Waterdeep
Gargantuan construct
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
structures around and on top of several of the statues, believing them to be little more than landmarks at this point. In their inanimate state, the statues pose little danger — but any structures
attached to a walking statue are destroyed the first time it animates. Constructed Nature. A walking statue doesn’t require air, food, drink, or sleep. Walking Statue of Waterdeep
Gargantuan construct
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
as nimble scouts, always on alert for danger. Bronze Sable
Medium construct, unaligned
Armor Class 15 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft.
STR
13 (+1
construct, unaligned
Armor Class 14 (natural armor)
Hit Points 18 (4d4 + 8)
Speed 10 ft., fly 60 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
3 (−4)
WIS
14 (+2
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
as nimble scouts, always on alert for danger. Bronze Sable
Medium construct, unaligned
Armor Class 15 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft.
STR
13 (+1
construct, unaligned
Armor Class 14 (natural armor)
Hit Points 18 (4d4 + 8)
Speed 10 ft., fly 60 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
3 (−4)
WIS
14 (+2






