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Returning 35 results for 'below before direct constructs raging'.
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Myconid Sprout
Legacy
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Monsters
Monster Manual (2014)
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Fist. Melee Weapon Attack: +1;{"diceNotation":"1d20+1","rollType":"to hit","rollAction":"Fist"} to hit, reach
creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Myconid Adult
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Fist. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Fist"} to hit, reach
of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected
Myconid Sovereign
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist
aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Monsters
Dragons of Stormwreck Isle
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Multiattack. The myconid makes one Fist attack and uses its Hallucination Spores.
Fist. Melee Weapon Attack
spores can go around corners, and they affect only creatures with an Intelligence of 2 or higher that aren’t Undead, Constructs, or Elementals. Affected creatures can communicate telepathically
Monsters
Ghosts of Saltmarsh
direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the
constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
direct sunlight.
Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3/Day). A 10-foot radius
of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
direct sunlight.
Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3/Day). A 10-foot radius
of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spends more than 1 hour in direct sunlight.
Actions
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.
Pacifying Spores (3
only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
direct sunlight.
Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3/Day). A 10-foot radius
of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spends more than 1 hour in direct sunlight.
Actions
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.
Pacifying Spores (3
only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spends more than 1 hour in direct sunlight.
Actions
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.
Pacifying Spores (3
only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
than 1 hour in direct sunlight.
Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3/Day). A
10-foot radius of spores extends from the myconid. These spores can go around corners, and they affect only creatures with an Intelligence of 2 or higher that aren’t Undead, Constructs, or Elementals
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
than 1 hour in direct sunlight.
Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3/Day). A
10-foot radius of spores extends from the myconid. These spores can go around corners, and they affect only creatures with an Intelligence of 2 or higher that aren’t Undead, Constructs, or Elementals
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
than 1 hour in direct sunlight.
Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3/Day). A
10-foot radius of spores extends from the myconid. These spores can go around corners, and they affect only creatures with an Intelligence of 2 or higher that aren’t Undead, Constructs, or Elementals
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Actions
Multiattack. The myconid uses either
30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
if it spends more than 1 hour in direct sunlight.
Actions
Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.
Fist. Melee Weapon
only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
if it spends more than 1 hour in direct sunlight.
Actions
Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.
Fist. Melee Weapon
only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Actions
Multiattack. The myconid uses either
30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
if it spends more than 1 hour in direct sunlight.
Actions
Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.
Fist. Melee Weapon
only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Actions
Multiattack. The myconid uses either
30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mythals Mythals are some of the most powerful magic in the world of Toril, constructs that bind and shape the Weave in a particular location, sometimes so powerfully that the rules of magic or even
beings attuned to its effects, who can ignore any restrictions on spellcasting, can direct targetable effects of the mythal, and can teach others of appropriate skill how to access its secrets. Except
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mythals Mythals are some of the most powerful magic in the world of Toril, constructs that bind and shape the Weave in a particular location, sometimes so powerfully that the rules of magic or even
beings attuned to its effects, who can ignore any restrictions on spellcasting, can direct targetable effects of the mythal, and can teach others of appropriate skill how to access its secrets. Except
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mythals Mythals are some of the most powerful magic in the world of Toril, constructs that bind and shape the Weave in a particular location, sometimes so powerfully that the rules of magic or even
beings attuned to its effects, who can ignore any restrictions on spellcasting, can direct targetable effects of the mythal, and can teach others of appropriate skill how to access its secrets. Except
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Direct and Deadly. Hill giants’ ability to digest nearly anything has allowed them to survive for eons without needing to adapt and change.
With no culture of their own, hill giants ape the
attempt to enter.
In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Direct and Deadly. Hill giants’ ability to digest nearly anything has allowed them to survive for eons without needing to adapt and change.
With no culture of their own, hill giants ape the
attempt to enter.
In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Direct and Deadly. Hill giants’ ability to digest nearly anything has allowed them to survive for eons without needing to adapt and change.
With no culture of their own, hill giants ape the
attempt to enter.
In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
matriarch, the target must move on its turn toward the matriarch by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as
projects a vision into the minds of creatures within 30 feet of it that aren’t constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
matriarch, the target must move on its turn toward the matriarch by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as
projects a vision into the minds of creatures within 30 feet of it that aren’t constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
matriarch, the target must move on its turn toward the matriarch by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as
projects a vision into the minds of creatures within 30 feet of it that aren’t constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
inset with glowing crystal bands run along the north side of this room. Between the columns stand two still, insect-like constructs. Sporadically, lightning arcs between a column and one of the
constructs. To the southeast, an array of runes pulses on a console. In the middle of the south wall stands a small door and, to the west of it, a larger double door.
In this room, workers would charge
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
inset with glowing crystal bands run along the north side of this room. Between the columns stand two still, insect-like constructs. Sporadically, lightning arcs between a column and one of the
constructs. To the southeast, an array of runes pulses on a console. In the middle of the south wall stands a small door and, to the west of it, a larger double door.
In this room, workers would charge
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
outside the encounter area, the choice of location is up to you. Portals d6 or d8 Portal
1 Far Realm horror
2 Guarded warehouse
3 Raging storm
4 Amid the rigging
5
until destroyed. Only then can the exit portal be found. The party gains one failure point as a result of the time they spent in the maze. Portal 3: Raging Storm The moment you open the door, magic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
outside the encounter area, the choice of location is up to you. Portals d6 or d8 Portal
1 Far Realm horror
2 Guarded warehouse
3 Raging storm
4 Amid the rigging
5
until destroyed. Only then can the exit portal be found. The party gains one failure point as a result of the time they spent in the maze. Portal 3: Raging Storm The moment you open the door, magic
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
inset with glowing crystal bands run along the north side of this room. Between the columns stand two still, insect-like constructs. Sporadically, lightning arcs between a column and one of the
constructs. To the southeast, an array of runes pulses on a console. In the middle of the south wall stands a small door and, to the west of it, a larger double door.
In this room, workers would charge
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mountains, in the Mournland, filled with secrets and waiting to be explored. History of the Colossi House Cannith spent much of the war working on various kinds of constructs that could serve as soldiers
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or