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Returning 35 results for 'blend breaking diffusing construct revealing'.
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Monsters
Planescape: Adventures in the Multiverse
on a successful one. If at least one of the creatures that failed this save isn’t a Construct or an Undead, the blight regains 9 hit points.Travelers of Sigil and the Lower Planes take care to
by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp vines to feed its bloodlust.
While razorvine blights are usually
Species
Mordenkainen Presents: Monsters of the Multiverse
skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish
type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze
Species
Spelljammer: Adventures in Space
Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings
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
Species
Mordenkainen Presents: Monsters of the Multiverse
Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi
of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don
Backgrounds
Guildmasters’ Guide to Ravnica
have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.
Whenever you choose, you can drop this identity and blend into the
Traits
d8
Personality Trait
1
I’m good at hiding my true thoughts and feelings.
2
When I’m in doubt about revealing something, I assume it’s a secret, and I
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
nevertheless can feel pain and emotion. Warforged comprise a blend of organic and inorganic materials. Rootlike cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel
an artificer to customize the look of their face, limbs, and plating. Warforged Traits Creature Type: Construct
Size: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
nevertheless can feel pain and emotion. Warforged comprise a blend of organic and inorganic materials. Rootlike cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel
an artificer to customize the look of their face, limbs, and plating. Warforged Traits Creature Type: Construct
Size: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
nevertheless can feel pain and emotion. Warforged comprise a blend of organic and inorganic materials. Rootlike cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel
an artificer to customize the look of their face, limbs, and plating. Warforged Traits Creature Type: Construct
Size: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you
Monsters
Fizban's Treasury of Dragons
points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
Monsters
Fizban's Treasury of Dragons
clear crystalline points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lizardfolk guards heading out on patrol and monsters potentially breaking free and running amok. When that happens, keep a rough idea of where those guards and monsters might be heading, and let the
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lizardfolk guards heading out on patrol and monsters potentially breaking free and running amok. When that happens, keep a rough idea of where those guards and monsters might be heading, and let the
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lizardfolk guards heading out on patrol and monsters potentially breaking free and running amok. When that happens, keep a rough idea of where those guards and monsters might be heading, and let the
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
away, revealing the treasure (see “Treasure” below). On a failed check, the performer must make a DC 15 Constitution saving throw. If the saving throw fails, the performer takes 22 (4d10) necrotic
musical notes opens a hidden compartment that contains the scroll. Smashing or breaking open the harpsichord damages the scroll, rendering it useless.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
away, revealing the treasure (see “Treasure” below). On a failed check, the performer must make a DC 15 Constitution saving throw. If the saving throw fails, the performer takes 22 (4d10) necrotic
musical notes opens a hidden compartment that contains the scroll. Smashing or breaking open the harpsichord damages the scroll, rendering it useless.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
away, revealing the treasure (see “Treasure” below). On a failed check, the performer must make a DC 15 Constitution saving throw. If the saving throw fails, the performer takes 22 (4d10) necrotic
musical notes opens a hidden compartment that contains the scroll. Smashing or breaking open the harpsichord damages the scroll, rendering it useless.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
isn’t doing anything other than mixing harmless substances while muttering gobbledygook. The puppet is a Medium construct with AC 10, 8 hit points, a walking speed of 20 feet, immunity to poison and
fire. The breaking flask does no harm to nearby creatures. If the puppet is destroyed, Halaster’s voice magically calls out, “Auugh! Now who will find the cure to filth fever?!” before trailing off into silence.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
isn’t doing anything other than mixing harmless substances while muttering gobbledygook. The puppet is a Medium construct with AC 10, 8 hit points, a walking speed of 20 feet, immunity to poison and
fire. The breaking flask does no harm to nearby creatures. If the puppet is destroyed, Halaster’s voice magically calls out, “Auugh! Now who will find the cure to filth fever?!” before trailing off into silence.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
isn’t doing anything other than mixing harmless substances while muttering gobbledygook. The puppet is a Medium construct with AC 10, 8 hit points, a walking speed of 20 feet, immunity to poison and
fire. The breaking flask does no harm to nearby creatures. If the puppet is destroyed, Halaster’s voice magically calls out, “Auugh! Now who will find the cure to filth fever?!” before trailing off into silence.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp
feet of it must make a DC 12 Dexterity saving throw, taking 9 (2d8) slashing damage on failed save, or half as much damage on a successful one. If at least one of the creatures that failed this save isn’t a Construct or an Undead, the blight regains 9 hit points.
Christopher Burdett
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp
feet of it must make a DC 12 Dexterity saving throw, taking 9 (2d8) slashing damage on failed save, or half as much damage on a successful one. If at least one of the creatures that failed this save isn’t a Construct or an Undead, the blight regains 9 hit points.
Christopher Burdett
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp
feet of it must make a DC 12 Dexterity saving throw, taking 9 (2d8) slashing damage on failed save, or half as much damage on a successful one. If at least one of the creatures that failed this save isn’t a Construct or an Undead, the blight regains 9 hit points.
Christopher Burdett
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the staff is a creature and no longer usable as a magic item. The animated staff is a Medium construct with AC 17, 40 hit points, resistance to cold damage, immunity to poison damage, a flying speed
Strength (Athletics) check. Breaking the staff in this manner destroys it. Treasure The game on the table is called Coroniir, more commonly known as crowns. A game of strategy like chess, it enables
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the staff is a creature and no longer usable as a magic item. The animated staff is a Medium construct with AC 17, 40 hit points, resistance to cold damage, immunity to poison damage, a flying speed
Strength (Athletics) check. Breaking the staff in this manner destroys it. Treasure The game on the table is called Coroniir, more commonly known as crowns. A game of strategy like chess, it enables
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the staff is a creature and no longer usable as a magic item. The animated staff is a Medium construct with AC 17, 40 hit points, resistance to cold damage, immunity to poison damage, a flying speed
Strength (Athletics) check. Breaking the staff in this manner destroys it. Treasure The game on the table is called Coroniir, more commonly known as crowns. A game of strategy like chess, it enables
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
usable as an arcane focus. Maddgoth took the spellbooks from scores of dead wizards and used them to construct the desk and chair for himself. Any character who examines the furniture can quickly
the mirror, which is stuck to the wall with sovereign glue and can’t be pried loose without breaking it. An identify spell or similar magic reveals that it’s a magic storage device and that contact
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
usable as an arcane focus. Maddgoth took the spellbooks from scores of dead wizards and used them to construct the desk and chair for himself. Any character who examines the furniture can quickly
the mirror, which is stuck to the wall with sovereign glue and can’t be pried loose without breaking it. An identify spell or similar magic reveals that it’s a magic storage device and that contact
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
usable as an arcane focus. Maddgoth took the spellbooks from scores of dead wizards and used them to construct the desk and chair for himself. Any character who examines the furniture can quickly
the mirror, which is stuck to the wall with sovereign glue and can’t be pried loose without breaking it. An identify spell or similar magic reveals that it’s a magic storage device and that contact
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
lock to pick, and the door can be opened normally from the barred side by using an action to lift the bar from its braces. Secret Doors A secret door is crafted to blend into the wall that surrounds
to determine how to open it if the opening mechanism isn’t obvious. Set the DC according to the difficulty guidelines in chapter 8. If adventurers can’t determine how to open a secret door, breaking
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
lock to pick, and the door can be opened normally from the barred side by using an action to lift the bar from its braces. Secret Doors A secret door is crafted to blend into the wall that surrounds
to determine how to open it if the opening mechanism isn’t obvious. Set the DC according to the difficulty guidelines in chapter 8. If adventurers can’t determine how to open a secret door, breaking
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
lock to pick, and the door can be opened normally from the barred side by using an action to lift the bar from its braces. Secret Doors A secret door is crafted to blend into the wall that surrounds
to determine how to open it if the opening mechanism isn’t obvious. Set the DC according to the difficulty guidelines in chapter 8. If adventurers can’t determine how to open a secret door, breaking
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pits in the sloped floor to guard their ale supplies. The pits’ covers blend in with the surrounding floor, though a successful DC 15 Wisdom (Perception) check detects each pit. When a creature
under the scrutiny of a detect magic spell. Treasure. Each barrel contains 40 gallons of dwarven ale that has been magically preserved for centuries. Removing a barrel’s lid or breaking the barrel






