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Returning 35 results for 'beyond been doesn constructed result'.
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Magic Items
Dungeon Master’s Guide
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
Magic Items
Dungeon Master’s Guide
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
Magic Items
Dungeon Master’s Guide
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Monsters
Forgotten Realms: Adventures in Faerûn
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
Monsters
Forgotten Realms: Adventures in Faerûn
creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
Monsters
Forgotten Realms: Adventures in Faerûn
":"Explosive Core", "rollDamageType":"Fire"} Fire damage.
Rolling Mass. The spore doesn’t need to expend extra movement to move through Difficult Terrain.Multiattack. The spore makes four Tendril
, ancient forests, and miasmic lagoons touched by Abyssal evil.
A spore of Moander has no grand agenda beyond spreading death and sorrow. Still, cultists of Moander look on these terrible creatures
Monsters
Forgotten Realms: Adventures in Faerûn
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
Monsters
Forgotten Realms: Adventures in Faerûn
damage if it fails, provided it doesn’t have the Incapacitated condition.
Magic Resistance. The nimblewright has Advantage on saving throws against spells and other magical effects.Multiattack
whirling pirouettes.
Nimblewrights can serve as interesting background flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for
Monsters
Forgotten Realms: Adventures in Faerûn
Flyby (Swan Form Only). The swanmay doesn’t provoke an Opportunity Attack action when it flies out of an enemy’s reach.Multiattack. The swanmay makes two attacks, using Beak, Longbow, or
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond
nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t
Monsters
Forgotten Realms: Adventures in Faerûn
damage if it fails, provided it doesn’t have the Incapacitated condition.Hooves. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Hooves"}, reach 5 ft. Hit: 7
flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in
Monsters
Forgotten Realms: Adventures in Faerûn
damage if it fails, provided it doesn’t have the Incapacitated condition.Multiattack. The nimblewright makes three attacks, using Scimitar or Clockwork Crossbow in any combination.
Scimitar
or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in a busy public place
Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
through an empty village.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings
Monsters
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
their true nature, as each construct is shielded by a spell that makes it seem nonmagical.
Though these constructed villagers can physically interact with the environment around them and hold lengthy
Monsters
Planescape: Adventures in the Multiverse
electricity from each of its ten eyes, synchronizing them to deadly effect.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy
modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
identified by their seven flexible limbs.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Icewind Dale: Rime of the Frostmaiden
grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air, food, drink, or sleep.Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Planescape: Adventures in the Multiverse
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
themselves, spinning them in a bludgeoning whirlwind.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Psychic
Monsters
Planescape: Adventures in the Multiverse
which end in powerful pincers.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Planescape: Adventures in the Multiverse
-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible
Monsters
Planescape: Adventures in the Multiverse
creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck
Monsters
Quests from the Infinite Staircase
Pack Tactics. The vegepygmy has advantage on attack rolls against a creature if at least one of the vegepygmy’s allies is within 5 feet of the creature and the ally doesn’t have the
points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its
Monsters
Tomb of Annihilation
creeper takes fire, necrotic, or radiant damage, this trait doesn’t function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn’t
","rollAction":"Touch","rollDamageType":"psychic"} psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb
Monsters
Waterdeep: Dragon Heist
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
Wish
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to
be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples
Monsters
Mythic Odysseys of Theros
dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair
crackling with lightning, or other primal incarnations.
Beyond these primal giants, though, other giants fill the tales of Theros.Necrotic, Poison
Monsters
Mythic Odysseys of Theros
creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn’t require air, food, drink, or sleep.Fire, Poison
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
and doesn’t regenerate.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
classes
Tasha’s Cauldron of Everything
mighty.
FORMS OF YOUR ASTRAL SELF
The astral self is a translucent embodiment of the monk’s soul. As a result, an astral self can reflect aspects of a monk’s background, ideals, flaws, and
bonds, and an astral self doesn’t necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur—the strength of which the monk
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
and doesn’t regenerate.Multiattack. The vegepygmy makes two Claw attacks.
Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft
Monsters
The Book of Many Things
damage if he fails, provided he doesn’t have the incapacitated condition.
Nimbleness. Delour can move through the space of a Medium or larger creature.
Regeneration. Delour regains 10 hit points
at the start of his turn. If he takes damage from a silver weapon, this trait doesn’t function at the start of his next turn. Delour dies only if he starts his turn with 0 hit points and doesn
Monsters
Mythic Odysseys of Theros
their existence not to Nyx and the dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming
beards, frozen skin, hair crackling with lightning, or other primal incarnations.
Beyond these primal giants, though, other giants fill the tales of Theros.
monsters
", "rollType":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
False Appearance. If the pudding gremlin doesn’t move on its turn, it has
of the original pudding gremlin and acts as its ally.The first pudding gremlin was the result of a misguided mage attempting to bring drama to their dinner table. The gremlin leapt from the plate and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, feeblemind, telekinesisA slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. When an illithid colony collapses, typically after an
hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid.
Neothelids know nothing beyond their predatory