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Returning 35 results for 'blade barriers diffusing construct require'.
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blade barriers diffusing constructed require
blade barrier diffusing construct requires
blade barrier diffusing construct required
blade barriers diffusing constructed required
blade barriers diffusing constructed requires
Magic Items
Dungeon Master’s Guide
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
.
Cube of Summoning
1d6
Spell
1
Summon Aberration
2
Summon Beast
3
Summon Construct
4
Summon Dragon
5
Summon Elemental
6
Summon Fey
Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.Force Blade. Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Force Blade"} to hit
, reach 5 ft., one target. Hit: 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Force Blade","rollDamageType":"force"} force damage, unless the living spell rolled an 18 or higher on
Monsters
Phandelver and Below: The Shattered Obelisk
make it have the charmed or frightened conditions.Multiattack. The goblin makes three Psychic Blade attacks.
Psychic Blade. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to
hit", "rollAction":"Psychic Blade"} to hit, reach 5 ft. or range 60 ft., one creature. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Psychic Blade", "rollDamageType
Monsters
Dragonlance: Shadow of the Dragon Queen
critical hit. On a success, the skeletal knight drops to 1 hit point instead.
Unusual Nature. The skeletal knight doesn’t require air, food, drink, or sleep.Multiattack. The skeletal knight makes
three Enervating Blade or Throwing Axe attacks in any combination.
Enervating Blade. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Enervating Blade"} to hit, reach
Monsters
Keys from the Golden Vault
a machine. What was once her torso is now a steel carapace that can discharge jets of scalding steam. Her left arm ends in a humming blade. Her right arm ends in a metal shield. Her eyes are shiny
Construct. If she’s allowed to continue her work, she will achieve this apotheosis in a matter of weeks, after which her creature type changes to Construct. She also gains immunity to poison damage
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
with controlling a construct for all time as punishment.
If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the Brain in a jar;brains in jars encountered in the
Monsters
Curse of Strahd
simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep
.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Unusual Nature. The parasite doesn’t require air or sleep.Cling. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Cling"} to hit, reach 5 ft., one creature
it is physically attached to, provided that creature isn’t a Construct or an Undead. The parasite regains hit points equal to the damage taken.A puppeteer parasite looks like a rubbery amoeba
Monsters
Curse of Strahd
. An animated object doesn't require air, food, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points
Monsters
Vecna: Eve of Ruin
Pack Tactics. The scout has advantage on an attack roll against a creature if at least one of the scout’s allies is within 5 feet of the creature and the ally doesn’t have the
Monsters
Vecna: Eve of Ruin
Pack Tactics. The lieutenant has advantage on an attack roll against a creature if at least one of the lieutenant’s allies is within 5 feet of the creature and the ally doesn’t have the
Equipment
This long metal chain bears hook-like barbs made of alchemically strengthened urdefhan teeth. If you score a Critical Hit against a creature that isn’t a Construct or Undead while using this
hold these weapons with the same reverence with which they do shauth blade;shauth blades.
This weapon has the following mastery property. To use this property, you must have a feature that lets you
Monsters
Icewind Dale: Rime of the Frostmaiden
Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long
half as much damage on a successful one.This construct is fashioned from pieces of chardalyn (see the sidebar on Chardalyn) that have been assembled in the form of a dragon. The only parts of the
Vampiric Mist
Legacy
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Monsters
Tales from the Yawning Portal
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is construct or undead.
Forbiddance. The mist can’t enter a residence
), several clouds of vampiric mist appear and attempt to engulf any who don’t escape the place quickly.
Undead Nature. A vampiric mist doesn’t require air or sleep.PoisonAcid, Cold, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Equipment
and are often carried (and revered) by that urdefhan’s descendants. If you score a Critical Hit against a creature that isn’t a Construct or Undead while using this weapon, you deal an
extra 1d4 Slashing damage. This extra damage isn’t doubled. Urdefhans can train to drink blood through hollow parts of a shauth blade for a moment after hitting.
This weapon has the following
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
Journeys through the Radiant Citadel
together, whereupon the soul shaker reforms and regains all its hit points.
Unusual Nature. The soul shaker doesn’t require air, food, drink, or sleep.Crushing Grasp. Melee Weapon Attack: +7
escape, the soul shaker reforms over the course of days and begins hunting once more.PoisonNecroticConsume Vitality. The soul shaker targets a creature it is grappling. If the target is not a Construct or
Monsters
Curse of Strahd
to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink
, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
Monsters
Mythic Odysseys of Theros
sentinels is a mystery, and of all Purphoros’s original anvilwroughts, this construct is the most difficult to control. A sentinel often operates without a master, stalking the high places of
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
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other magical effects.
Unusual Nature. The brain doesn’t require air, food
Monsters
Mordenkainen's Fiendish Folio Volume 1
Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Entropic Aura
Teleport action.
Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy’s
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake.
Unusual Nature. The tomb tapper doesn't require air or
Monsters
Spelljammer: Adventures in Space
two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize
, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown weapon called a
Monsters
Spelljammer: Adventures in Space
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
sapient species, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown
Monsters
Spelljammer: Adventures in Space
eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To
, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown weapon called a chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts
Monsters
Curse of Strahd
to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food
, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
Monsters
Mythic Odysseys of Theros
Aura of Nightmares. Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn’t undead or a construct starts its turn within
the Underworld. The people of Theros know these fiends as demons.
Immortal Nature. A demon of Theros doesn’t require food, drink, or sleep.
FIENDS OF THEROS
On Theros, the term “demon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is Construct or Undead.
Forbiddance. The mist can’t enter a residence
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
Monsters
Van Richten’s Guide to Ravenloft
ability check.
Unusual Nature. The necrichor doesn’t require air, food, drink, or sleep.Multiattack. The necrichor makes two attacks.
Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
":"recharge","rollAction":"Blood Puppeteering"}. The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn’t a Construct or an Undead, it
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Species
Spelljammer: Adventures in Space
.
Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.
Thri-kreen
creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Multiattack
much damage on a successful one.No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward
Monsters
Fizban's Treasury of Dragons
dragon doesn’t require air or sleep.Multiattack. The dragon makes one Bite attack, two Claw attacks, and one Tentacle attack.
Bite. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to
much damage on a successful one. On a success or failure, if the creature isn’t a Construct or an Undead, it becomes infested with illithid tadpoles.
While infested, the creature takes 16 (3d10
Monsters
Locathah Rising
), and doesn’t require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
Up to five corpses that Gar can see within 60 feet rise up as drowned blade;drowned blades and attack anyone Gar directs them to on his turn.
Cold






