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Returning 35 results for 'being before duplicates constructs remain'.
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being before duplicate construct remain
being before duplicates construct remain
bring before duplicates construct remain
behind before duplicates construct remain
being before duplicate constructs remain
Gauth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
saving throw or fall 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.
":"piercing"} piercing damage.
Eye Rays. The gauth shoots three of the following magical eye rays at random;{"diceNotation":"1d6","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one
Monsters
Tales from the Yawning Portal
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. The targeted
rays at random;{"diceNotation":"1d8","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray. The targeted creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
duplicates), targeting one to three creatures it can see within 120 feet of it:
1: Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose
on a DC 14 Wisdom saving throw or fall 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
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
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
. The death tyrant shoots three of the following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Memories", "rollDamageType":"psychic"} psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes
person, hypnotic pattern, telekinesisOlder oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"psychic"} psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and
and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive
":"1d6","rollType":"recharge","rollAction":"Paralysis"}. The nagpa forces each creature within 30 feet of it to make a DC 20 Wisdom saving throw, excluding Undead and Constructs. On a failed save, a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
undetected to bleed their victims dry.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or suffering
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
duplicates use the shadow statistics, with these changes: The duplicates are unaligned constructs similar in size to the creature that spawned them. (Each duplicate’s hit points stay the same regardless
area of a detect magic spell. When a humanoid passes between the two westernmost mirrors, a shadowy duplicate of that creature emerges from each of those mirrors. These duplicates are hostile toward
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Skitterwidget Problem If any of Stonky’s skitterwidgets or their kiddywidget offspring were left to their own devices after the characters’ excursion into the Barn Door, those constructs might become
tiny constructs soon grow to be as big as their parents, and they can make kiddywidgets of their own in turn. If the construct population isn’t culled, Candlekeep might one day be overrun by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 13: Trobriand’s Graveyard Known as the Metal Mage, Trobriand specializes in the manufacture of metal constructs. This level serves as his workshop, testing ground, and junkyard. Trobriand
himself is an infrequent visitor, preferring instead to remain close to his master, Halaster, on level 23. Trobriand’s Graveyard is designed for four 12th-level characters. Those who overcome this level’s challenges should gain enough XP to reach 13th level.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
If these simulacra are drawn to area 29 by sounds of battle, they aren’t encountered here. The water elemental hides in its pool. 27 2 helmed horrors, 30 suits of animated armor The constructs remain
the “Lady of Masks” section near the start of this chapter for more information on Sansuri’s tactics). Lyn Armaal Roster Area Creature(s) Notes 1 4 aarakocra simulacra The simulacra remain here
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs
sleeping. In this state, you appear inert, but you remain conscious. Specialized Design. You gain two tool proficiencies of your choice, selected from the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches
, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
turn. Sleep Ray. The target must succeed on a DC 14 Wisdom saving throw or fall 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.
) piercing damage.
Eye Rays. The gauth shoots three of the following magical eye rays at random (roll three d6s, and reroll duplicates), targeting one to three creatures it can see within 120 feet of it
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These
short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as
level, the extra damage increases to 2d8. Improved Duplicity At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Weird Magic Magical forces, strange interlopers, and tragic events can alter a smaller region within a Domain of Delight. While the flora, fauna, structures, and inhabitants might remain unaffected
the “Sorcerer” section of the Player’s Handbook. If the effect duplicates a spell, the character’s spellcasting ability for that spell is Charisma. A boggle uses its innate magic to pluck a vial from a crone’s belt
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
damage plus 2 (1d4) psychic damage.
Adult and Elder Oblexes Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured
indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims. Mind flayers unleash
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to
targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This
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
archmages have reverted to statues. The statues return to their alcoves, revert to their inanimate forms, and regain all their hit points if, when their turn comes up, no other creatures remain in the room
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
character on the first round. Every round after that, two more cyclones form, to a maximum of three per character. Treat these paper whirlwinds as swarms of ravens, but they are constructs instead of
beasts, and they have vulnerability to fire. When the paper swarms form, they remain on guard in the study for 30 minutes, then collapse to piles of paper once more. They won’t pursue characters into the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
unseen and undetected to bleed their victims dry. Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or
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->Heroes of the Borderlands
gelatinous cube in area F2 arrives here to dispatch them. The sentry is lying about how many hobgoblins remain. Weakened by their recent loss, the hobgoblins fear marauders and try to present a strong
hobgoblin warrior, sword in hand, stands before it.
The surviving hobgoblins lodge in this once-full barrack. A lone Hobgoblin Warrior fiercely defends what few valuables remain. He starts combat
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
character on the first round. Every round after that, two more cyclones form, to a maximum of three per character. Treat these paper whirlwinds as swarms of ravens, but they are constructs instead of
beasts, and they have vulnerability to fire. When the paper swarms form, they remain on guard in the study for 30 minutes, then collapse to piles of paper once more. They won’t pursue characters into the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive. Hungry to claim more power despite the Raven Queen’s curse, nagpas strive to bring about world-shaking
Undead and Constructs. On a failed save, a target is paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unseen and undetected to bleed their victims dry. Former Vampires. Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being
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->Monster Manual (2014)
the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving
manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
14 Wisdom saving throw or fall 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
. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.
Eye Rays. The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
burns in their hearts, and they resent any intrusion into their suffering. Hateful Hermit. Meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence. There the
do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
7th level: Mordenkainen’s sword, reverse gravity, Sansuri’s simulacrum (see below)
Sansuri’s version of the simulacrum spell allows her to create multiple duplicates of the same creature — but it
progress, all of the pieces are in their starting locations. The constructs don’t attack unless one of them is attacked first, or unless they are commanded to do so by Sansuri or Thullen. A chess piece
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
others are conspiring to betray us. But fear not. Their plots will not succeed. Even now, an outside force promises to rid us of the whole stinking lot. What’s important is that the Cauldron remain
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
archmage Hoobur Gran’Shoop. The constructs remain motionless until the adventurers move close or attack. These scarecrows can cut the rope holding them with their claws, but they prefer to remain hanging
) bludgeoning damage from the fall. Climbing the rough walls requires a successful DC 10 Strength (Athletics) check. Development. If the characters defeat the scarecrows and search the constructs, large
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hefty tome, written by the wizard Trobriand of Undermountain, describes the processes by which he creates animated metal constructs. The book is filled with the wizard’s ravings and drawings of his
when the countdown timer reaches zero. The engines under the tower shut down and remain inoperable for 24 hours. Shed. The countdown is paused and the Barn Door’s launch is delayed for as long as the






