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Returning 35 results for 'below block direct constructs replica'.
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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
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.
Individual Designs
Gnome
malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.
Clockwork Enhancements
d10;{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but
to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.
Clockwork Enhancements
d10;{"diceNotation":"1d10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs
malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.
Clockwork Enhancements
d10;{"diceNotation":"1d10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations
enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.
Clockwork Enhancements
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Screve’s attempts to create monodrones to serve him. These twelve replica modrons look exactly like their true modron counterparts and use the monodrone stat block, with the changes noted in “Replica
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Screve’s attempts to create monodrones to serve him. These twelve replica modrons look exactly like their true modron counterparts and use the monodrone stat block, with the changes noted in “Replica
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Screve’s attempts to create monodrones to serve him. These twelve replica modrons look exactly like their true modron counterparts and use the monodrone stat block, with the changes noted in “Replica
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Constructs. Recruit: Construct. When you issue the Recruit order to this facility, you commission the facility’s hirelings to craft a Construct from the Forge Constructs table. The construction takes the
time and costs you the amount listed in the table. Constructs made in this facility count as Bastion Defenders. Deduct any you lose from your Bastion Defenders roster. You can choose not to count one
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Constructs. Recruit: Construct. When you issue the Recruit order to this facility, you commission the facility’s hirelings to craft a Construct from the Forge Constructs table. The construction takes the
time and costs you the amount listed in the table. Constructs made in this facility count as Bastion Defenders. Deduct any you lose from your Bastion Defenders roster. You can choose not to count one
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Constructs. Recruit: Construct. When you issue the Recruit order to this facility, you commission the facility’s hirelings to craft a Construct from the Forge Constructs table. The construction takes the
time and costs you the amount listed in the table. Constructs made in this facility count as Bastion Defenders. Deduct any you lose from your Bastion Defenders roster. You can choose not to count one
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Scarecrows Found only in Shadowmoor, scarecrows are terrifying constructs made from the bodies of dead treefolk and reanimated with kithkin magic. Though mindless, the scarecrows of Shadowmoor
borders of Lorwyn, scarecrows are portents of dread and doom. No two scarecrows look alike, but many share a suite of common abilities. To represent a Shadowmoor scarecrow in your game, use the Scarecrow stat block.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Scarecrows Found only in Shadowmoor, scarecrows are terrifying constructs made from the bodies of dead treefolk and reanimated with kithkin magic. Though mindless, the scarecrows of Shadowmoor
borders of Lorwyn, scarecrows are portents of dread and doom. No two scarecrows look alike, but many share a suite of common abilities. To represent a Shadowmoor scarecrow in your game, use the Scarecrow stat block.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Scarecrows Found only in Shadowmoor, scarecrows are terrifying constructs made from the bodies of dead treefolk and reanimated with kithkin magic. Though mindless, the scarecrows of Shadowmoor
borders of Lorwyn, scarecrows are portents of dread and doom. No two scarecrows look alike, but many share a suite of common abilities. To represent a Shadowmoor scarecrow in your game, use the Scarecrow stat block.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Security Forces Tockworth created two primary types of automatons to protect Little Lockford: Clockwork Defenders. Little Lockford has twenty clockwork defenders (see their description and stat block
(see their description and stat block at the end of the adventure). The observers are tasked with monitoring the streets to ensure nothing has penetrated the city’s defenses. If an observer detects
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Security Forces Tockworth created two primary types of automatons to protect Little Lockford: Clockwork Defenders. Little Lockford has twenty clockwork defenders (see their description and stat block
(see their description and stat block at the end of the adventure). The observers are tasked with monitoring the streets to ensure nothing has penetrated the city’s defenses. If an observer detects
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Security Forces Tockworth created two primary types of automatons to protect Little Lockford: Clockwork Defenders. Little Lockford has twenty clockwork defenders (see their description and stat block
(see their description and stat block at the end of the adventure). The observers are tasked with monitoring the streets to ensure nothing has penetrated the city’s defenses. If an observer detects
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the stat block in the Monster Manual. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide, unless the adventure’s text direct you to an item’s description in appendix D.
most of the creatures encountered in this adventure. The rest can be found in appendix C. When a creature’s name appears in bold type, that’s a visual cue pointing you to its stat block as a way of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the stat block in the Monster Manual. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide, unless the adventure’s text direct you to an item’s description in appendix D.
most of the creatures encountered in this adventure. The rest can be found in appendix C. When a creature’s name appears in bold type, that’s a visual cue pointing you to its stat block as a way of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the stat block in the Monster Manual. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide, unless the adventure’s text direct you to an item’s description in appendix D.
most of the creatures encountered in this adventure. The rest can be found in appendix C. When a creature’s name appears in bold type, that’s a visual cue pointing you to its stat block as a way of
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)
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->Icewind Dale: Rime of the Frostmaiden
creature’s stat block. Several of the creatures in this appendix are common beasts—foxes, hares, mountain goats, seals, sperm whales, and walruses—that live among other beasts from the Monster Manual
, such as polar bears, deer, elk, reindeer (use the elk stat block), killer whales, mammoths, moose (use the giant goat stat block), saber-toothed tigers, snowy owls, woolly rhinoceroses, and wolves. And
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->Icewind Dale: Rime of the Frostmaiden
creature’s stat block. Several of the creatures in this appendix are common beasts—foxes, hares, mountain goats, seals, sperm whales, and walruses—that live among other beasts from the Monster Manual
, such as polar bears, deer, elk, reindeer (use the elk stat block), killer whales, mammoths, moose (use the giant goat stat block), saber-toothed tigers, snowy owls, woolly rhinoceroses, and wolves. And
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature’s stat block. Several of the creatures in this appendix are common beasts—foxes, hares, mountain goats, seals, sperm whales, and walruses—that live among other beasts from the Monster Manual
, such as polar bears, deer, elk, reindeer (use the elk stat block), killer whales, mammoths, moose (use the giant goat stat block), saber-toothed tigers, snowy owls, woolly rhinoceroses, and wolves. And
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stat block to represent members of the green, blue, and purple castes.) Red grungs are the tribe’s scholars and spellcasters, and they are superior to purple, blue, and green grungs. (Use the grung
wildling stat block to represent members of the red caste.) Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest






