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Returning 35 results for 'below before dispelled constructs releases'.
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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
target is immune to this banshee’s Horrify for 24 hours.
Deathly Wail (1/Day). The banshee releases a mournful wail if it isn’t in sunlight. Constitution Saving Throw: DC 13, each creature
Monsters
Monster Manual
Spores (3/Day). The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn’t a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse
Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
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
effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This
Myconid Sovereign
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
/Day). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse
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
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
, the target is immune to the banshee's Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats
until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"necrotic"} necrotic damage.
Paralyzing Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Paralyzing Breath"}. The collector releases paralyzing gas in a 30-foot
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
illusory wall can be dispelled with a successful dispel magic spell (DC 14). “Halaster Horrors” Halaster crafted four metal constructs in his likeness, furnishing them with metal helms modeled after his
constructs are helmed horrors armed with metal staffs. They have immunity to cone of cold, disintegrate, and fireball spells. On its turn, a Halaster horror can use its action to make two attacks with its staff, which deals 8 (1d8 + 4) bludgeoning damage on a hit.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
banshee’s Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
permanent effects that can’t be dispelled; others are temporary or can be neutralized with a dispel magic spell. You decide which is which.
Trick Objects d20 Object 1 Book 2 Brain preserved in a
polymorph on the characters (lasts 1 hour) 72–75 Presents a puzzle or riddle 76–78 Prevents movement 79–81 Releases coins, false coins, gems, false gems, a magic item, or a map 82–84 Releases, summons
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can’t be animated
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
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
Wail (1/Day). The banshee releases a mournful wail if it isn’t in sunlight. Constitution Saving Throw: DC 13, each creature within 30 feet that can hear the wail and isn’t a Construct or an Undead
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
damage.
Animating Spores (3/Day). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a
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->Vecna: Eve of Ruin
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.
Paralyzing Breath (Recharge 5–6). The collector releases paralyzing gas in a 30-foot cone. Each
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
or carrying. Constructs automatically succeed on the saving throw. The mirror currently has three vacant cells. If the mirror traps a creature when its twelve cells are already occupied, it releases
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector
. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.
Paralyzing Breath (Recharge 5-6). The cadaver collector releases
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
griffons fly outside and circle the castle, attacking intruders they see on the rooftops or parapets. 8 Countess Sansuri, Felgolos (adult bronze dragon) If an alarm sounds, Sansuri releases the
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
.
Paralyzing Breath (Recharge 5–6). The collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
materializes next to the altar and tries to possess the nearest humanoid creature. If it succeeds, the ghost uses its host to open the secret door, then releases its host and shifts into the Ethereal
pounds or less that is left unattended atop the altar rises until it is levitating 1 foot above the surface. This levitation field can’t be dispelled but is suppressed in an antimagic field. If a humanoid
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
speaks the same language as any creature that converses with it. He can’t attack or be damaged, and he can’t be dispelled. Iriolarthas created Everlast to aid him and his apprentices in their doomed
is glowing, the wall of force can’t be dispelled. Two living blades of disaster (see appendix C) guard the double door that blocks the way to area Y19l. The blades attack intruders that move in range
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
on the floor. Four mechanical constructs resembling wolf-sized, dog-headed cockroaches march in a circle around the perimeter of the cylinders.
The constructs are four skitterwidgets (see the end of
has no substance and objects pass right through it. If the illusion is not dispelled (DC 16), it disappears after 5 minutes. The magic then resets, triggering again the next time one or more intruders
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Clockwork Dragon These intricately crafted constructs are typically made to reflect the forms of the metallic dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken
., one target. Hit: 13 (2d6 + 6) slashing damage.
Shadow Caw. The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 17
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the dial can be easily removed from its spoke inside the stone block. However, removing the dial releases a corrosive gas trapped within the block. The gas escapes through tiny holes hidden behind
dispelled. The hieroglyphic floor is disabled. After 24 hours, Withers sends 1d4 tomb dwarves to reset the trap. Sphinx Statues Each of these statues depicts a life-size gynosphinx, and all four
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
alcove, across from which is a simple work desk covered in papers and books. Mounted on the back wall is the sculpted bust of a smiling red dragon.
The desk is covered with notes about magical constructs
to leave the casino at once. Otherwise, Tiamat releases Windfall from her magical restraints, instructs the tiefling to eradicate the party, and leaves to commune with her other champions. Only after
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
created by magic and can be dispelled.) A hammock is suspended in the starboard alcove. A detect magic spell or similar magic reveals that the wall behind the hammock radiates an aura of transmutation magic
these changes: The swarm is made up of Tiny constructs. It doesn’t require air, food, drink, or sleep. The swarm has vulnerability to lightning damage, is immune to exhaustion, and can’t be charmed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mist. The glass bottles on the southwest shelf contain magically captured sounds, including songs, operas, and recorded lectures. Uncorking a bottle temporarily releases its auditory contents into the
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
force; a wall is otherwise indestructible and can’t be dispelled. Where’s Vocath? When the characters first arrive at Vocath’s base, the mercane (see Boo’s Astral Menagerie) is in his audience chamber
mirror and releases some of them during the “Arena Battles” event later in this chapter: one braxat,* two b’rohgs,* two hook horrors, one megapede,* one brown scavver,* one gray scavver,* three space
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
items, animated objects, constructs, or undead. A life-spark is needed to turn an illusory creature into a physical one. Acting much like a spark of electricity, it gives the room the jolt it needs to
pudding stat block. This blob of magical energy can be dispelled (DC 16).
51–90 The object or creature ceases to be an illusion and becomes real for 2d12 hours. A creature brought into being in this
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
net falls when a creature in area 2 releases the rope that holds it in place. The net can easily be spotted by anyone who looks toward the ceiling. When a creature releases the net, a 10-foot-square
studying the door. The glyph triggers if the door is opened before the glyph is dispelled. If that happens, all creatures within 20 feet of the door must make a DC 15 Dexterity saving throw, taking 22
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
crypt is opened by those who don’t serve the god Zotzilaha. The curse lasts until it is dispelled, and 4d10 days after this tomb has been broken into, every cursed violator receives a visit from either
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
far from the height of their civilization. Ruins might be inhabited by the once-giant hulks or Undead giants that appear in chapter 6, by Constructs crafted by giants, or by any kind of creature that
, revealing huge structures at its bottom. 2 A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths. 3 An eccentric aristocrat
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
necromancy magic. Necklace Trap. The first time a creature touches the necklace, it releases a burst of deathly energy in a 5-foot-radius sphere. Each creature in that area must make a DC 22
: Room of Myriad Archways Each wall of this octagonal room contains a stone archway. A veil of white fog fills the room.
The fog is magical and can’t be cleared or dispelled. Archways. The archways
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the items in this room with 1 minute of work. Repair Paste. The steel vat contains magical paste specially formulated for strengthening Constructs. Turning the knob on the attached faucet releases a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
glyph has gone off, or if it is dispelled, the ritual rod can be safely moved, destroyed, or disassembled. The glyph doesn’t activate if the rod is moved without anyone touching it or approaching it
when the characters enter the room, the horrors animate and attack. Like the golem in the courtyard, these constructs guard the keep on behalf of its rightful owners but the presence of Gremorly’s






