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Returning 35 results for 'blessings been diffusing construct rocks'.
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Monsters
Curse of Strahd
, 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
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
Orc
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vorn Standing next to some rocks and ferns is an 8-foot-tall statue, humanoid in shape with bronze fists, iron joints, an adamantine breastplate, and an iron helm with slits for eyes. The rest of the
finds footprints in the dirt — evidence of nomadic tribes of goblins, grungs, and vegepygmies that revere the construct as a lesser god. They trim back the jungle vines and creepers that would
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vorn Standing next to some rocks and ferns is an 8-foot-tall statue, humanoid in shape with bronze fists, iron joints, an adamantine breastplate, and an iron helm with slits for eyes. The rest of the
finds footprints in the dirt — evidence of nomadic tribes of goblins, grungs, and vegepygmies that revere the construct as a lesser god. They trim back the jungle vines and creepers that would
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vorn Standing next to some rocks and ferns is an 8-foot-tall statue, humanoid in shape with bronze fists, iron joints, an adamantine breastplate, and an iron helm with slits for eyes. The rest of the
finds footprints in the dirt — evidence of nomadic tribes of goblins, grungs, and vegepygmies that revere the construct as a lesser god. They trim back the jungle vines and creepers that would
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, is hostile toward adventurers. He keeps his greatsword close at hand and hurls large metal cogs instead of rocks. Combat in this room can be heard by the fire giants in area 12, who investigate at
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, is hostile toward adventurers. He keeps his greatsword close at hand and hurls large metal cogs instead of rocks. Combat in this room can be heard by the fire giants in area 12, who investigate at
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, is hostile toward adventurers. He keeps his greatsword close at hand and hurls large metal cogs instead of rocks. Combat in this room can be heard by the fire giants in area 12, who investigate at
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Mountains clawed the ruby sky. The Land of Teeth, Azuth had once aptly called it, surveying the endless jagged rocks. This was the Greeting Ground, the realm of horror that had claimed the lives of
celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Mountains clawed the ruby sky. The Land of Teeth, Azuth had once aptly called it, surveying the endless jagged rocks. This was the Greeting Ground, the realm of horror that had claimed the lives of
celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Mountains clawed the ruby sky. The Land of Teeth, Azuth had once aptly called it, surveying the endless jagged rocks. This was the Greeting Ground, the realm of horror that had claimed the lives of
celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks. Hut Interior. The hut is a 15-foot-square, ramshackle wooden
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks. Hut Interior. The hut is a 15-foot-square, ramshackle wooden
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks. Hut Interior. The hut is a 15-foot-square, ramshackle wooden
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
hole pierces the deck and the hull below.
The first time a creature that isn’t a Construct or Undead comes within 5 feet of the ship’s wreckage, the creature must make a DC 16 Wisdom saving throw. On
falling rocks punched through into the structure. The chambers below are made of interlocking, dark gray stones carved into puzzle-piece-like shapes. T4: Obsidian Throne The walls of this chamber are
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
hole pierces the deck and the hull below.
The first time a creature that isn’t a Construct or Undead comes within 5 feet of the ship’s wreckage, the creature must make a DC 16 Wisdom saving throw. On
falling rocks punched through into the structure. The chambers below are made of interlocking, dark gray stones carved into puzzle-piece-like shapes. T4: Obsidian Throne The walls of this chamber are
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
hole pierces the deck and the hull below.
The first time a creature that isn’t a Construct or Undead comes within 5 feet of the ship’s wreckage, the creature must make a DC 16 Wisdom saving throw. On
falling rocks punched through into the structure. The chambers below are made of interlocking, dark gray stones carved into puzzle-piece-like shapes. T4: Obsidian Throne The walls of this chamber are
Magic Items
Infernal Machine Rebuild
dealt).
76
A tiny construct resembling a gynosphinx follows you around. It can truthfully answer up to ten yes-or-no questions regarding the campaign, at the DM’s discretion.
A tiny
construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly.
77
A creature appears
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, mounted animals, rocks and minerals, dried plants, and jars with creatures floating in liquid. Measuring devices, glassware, and other scientific apparatus sit on the tables between books on the natural
. Puzzle Book. The book on the reading desk is the puzzle book with the letter L on its spine. Animated Chained Library Animated Chained Library
Large construct
Armor Class 14 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, mounted animals, rocks and minerals, dried plants, and jars with creatures floating in liquid. Measuring devices, glassware, and other scientific apparatus sit on the tables between books on the natural
. Puzzle Book. The book on the reading desk is the puzzle book with the letter L on its spine. Animated Chained Library Animated Chained Library
Large construct
Armor Class 14 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, mounted animals, rocks and minerals, dried plants, and jars with creatures floating in liquid. Measuring devices, glassware, and other scientific apparatus sit on the tables between books on the natural
. Puzzle Book. The book on the reading desk is the puzzle book with the letter L on its spine. Animated Chained Library Animated Chained Library
Large construct
Armor Class 14 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Supernaturally powerful winds—like those from planes such as Pandemonium or Minethys, the third layer of Carceri—can spawn flaywinds. A flaywind is an intense sandstorm, gathering large rocks and other debris in
dark clouds that manifest leering skulls and bone-white lightning. Any creature exposed to the storm that isn’t a construct or an undead must succeed on a DC 13 Constitution saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Supernaturally powerful winds—like those from planes such as Pandemonium or Minethys, the third layer of Carceri—can spawn flaywinds. A flaywind is an intense sandstorm, gathering large rocks and other debris in
dark clouds that manifest leering skulls and bone-white lightning. Any creature exposed to the storm that isn’t a construct or an undead must succeed on a DC 13 Constitution saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Supernaturally powerful winds—like those from planes such as Pandemonium or Minethys, the third layer of Carceri—can spawn flaywinds. A flaywind is an intense sandstorm, gathering large rocks and other debris in
dark clouds that manifest leering skulls and bone-white lightning. Any creature exposed to the storm that isn’t a construct or an undead must succeed on a DC 13 Constitution saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
port. Three years ago the mission launched, but the Marshal never made it to the first stop. Harpies serenaded the travelers, luring the vessel shoreward until it crashed into the rocks near Saltmarsh
depth of the rocks and various decks of the ship are noted on map A.6. Light. The exposed decks of the Marshal and areas outside the ship are brightly lit by the sun during the day and dimly lit by the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
port. Three years ago the mission launched, but the Marshal never made it to the first stop. Harpies serenaded the travelers, luring the vessel shoreward until it crashed into the rocks near Saltmarsh
depth of the rocks and various decks of the ship are noted on map A.6. Light. The exposed decks of the Marshal and areas outside the ship are brightly lit by the sun during the day and dimly lit by the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
port. Three years ago the mission launched, but the Marshal never made it to the first stop. Harpies serenaded the travelers, luring the vessel shoreward until it crashed into the rocks near Saltmarsh
depth of the rocks and various decks of the ship are noted on map A.6. Light. The exposed decks of the Marshal and areas outside the ship are brightly lit by the sun during the day and dimly lit by the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
blessings of his clerics, dogging their steps with wretched weather until his attention is drawn elsewhere.
Procan’s clerics reflect their deity’s chaotic nature. They seek omens of his moods in the
jump is usually not fatal; the water below the Leap is free of rocks, and it is a short swim back to dry land. 26. Temple of Procan Services at this long-standing sea god’s temple are well attended
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
blessings of his clerics, dogging their steps with wretched weather until his attention is drawn elsewhere.
Procan’s clerics reflect their deity’s chaotic nature. They seek omens of his moods in the
jump is usually not fatal; the water below the Leap is free of rocks, and it is a short swim back to dry land. 26. Temple of Procan Services at this long-standing sea god’s temple are well attended
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
character reaches the bottom of the sinkhole, read: The sinkhole fissure ends at a level floor of worked stone. Dust, debris, rocks, and pieces of wood that once made up the walls and ceiling of the warehouse
tread carefully, look for signs of previous passage and structural weakness, dodge falling rocks, and use their wits. Picking Up the Trail. The characters’ first task is to stay on the trail left by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
character reaches the bottom of the sinkhole, read: The sinkhole fissure ends at a level floor of worked stone. Dust, debris, rocks, and pieces of wood that once made up the walls and ceiling of the warehouse
tread carefully, look for signs of previous passage and structural weakness, dodge falling rocks, and use their wits. Picking Up the Trail. The characters’ first task is to stay on the trail left by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
character reaches the bottom of the sinkhole, read: The sinkhole fissure ends at a level floor of worked stone. Dust, debris, rocks, and pieces of wood that once made up the walls and ceiling of the warehouse
tread carefully, look for signs of previous passage and structural weakness, dodge falling rocks, and use their wits. Picking Up the Trail. The characters’ first task is to stay on the trail left by






