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Returning 35 results for 'blinded before deep constructs revived'.
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blooded before deep construct refined
blended before deep construct revered
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blooded before deep construct revered
Narzugon
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Monsters
Mordenkainen’s Tome of Foes
;{"diceNotation":"1d4","rollType":"roll","rollAction":"Hellfire Lance"} hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's
original body can restore it to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the
Mass Heal
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Spells
Basic Rules (2014)
. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune
Hellfire Engine
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Monsters
Mordenkainen’s Tome of Foes
1d4;{"diceNotation":"1d4","rollType":"roll"} hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can
restore it to life. Constructs and devils are immune to this effect.Fire, PoisonCold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Eberron: Rising from the Last War
eyes. The target can't be revived by any means short of a wish spell until the quori is destroyed.
Mind Seed (1/Day). The quori touches one humanoid, which must succeed on a DC 21 Intelligence saving
","rollType":"damage","rollAction":"Swarm of Eyes","rollDamageType":"psychic"} psychic damage, and it is blinded for 1 minute. On a success, a creature takes half as much damage and isn't blinded. A
Vampiric Mist
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Monsters
Tales from the Yawning Portal
touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType
first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration darkens to a deep crimson. In the Temple of Blood inside the Doomvault (Dead in Thay
Monsters
Guildmasters’ Guide to Ravnica
. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Bite
anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica.
A wurm burrows through loose earth by using deep sonic vibrations to liquefy the
Monsters
Mythic Odysseys of Theros
against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the
, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood
Blackrazor
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Magic Items
Dungeon Master’s Guide (2014)
constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that
feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands
Monsters
Mordenkainen Presents: Monsters of the Multiverse
kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4;{"diceNotation":"1d4","rollType":"roll"} hours. If the creature isn’t revived before then, only a
wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.Hellfire engines are
Monsters
Mythic Odysseys of Theros
Heads. Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious
world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal
Monsters
Mordenkainen's Fiendish Folio Volume 1
living host, assassin bugs generally flee from constructs and undead. Once deposited within a living host, assassin bug eggs immediately hatch into assassin bug maggots that burrow toward their victim's
able to survive an assassin bug's infestation without immediately being treated with magic or fire. Incredibly hardy monsters such as catoblepas and gorgons have sometimes been observed with deep
Monsters
Eberron: Rising from the Last War
must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollDamageType":"radiant"} radiant damage and be blinded for 1 minute. Until this blindness
ends, Belyshyrra can see through the blinded creature’s eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
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
a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn
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
the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you
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
at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you
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
1
Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of
Monsters
Bigby Presents: Glory of the Giants
into the Underdark. They forge magical pacts with entities of the dark—perhaps powerful Fey of the Gloaming Court or eldritch entities buried deep in the Underdark. Their pacts give these
Gloom", "rollDamageType":"necrotic"} necrotic damage and have the blinded condition until the end of its next turn.
Monsters
Bigby Presents: Glory of the Giants
"} radiant damage and have the blinded condition until the start of the scion’s next turn.
Slam. Melee Weapon Attack: +16;{"diceNotation":"1d20+16", "rollType":"to hit", "rollAction":"Slam"} to hit
has the petrified condition.A scion of Skoraeus typically slumbers deep in the heart of a towering mountain, almost becoming one with the earth. While the scion dreams, the mountain’s minerals
Monsters
Bigby Presents: Glory of the Giants
Roar", "rollDamageType":"thunder"} thunder damage and has the incapacitated condition until the end of its next turn.A scion of Skoraeus typically slumbers deep in the heart of a towering mountain
);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Crystal Flare", "rollDamageType":"radiant"} radiant damage and have the blinded condition until the end of the cradle’s next turn.
Stone Spikes
Monsters
Ghosts of Saltmarsh
","rollDamageType":"piercing"} piercing damage.
If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and
the kraken’s next turn.Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun’s madness. Becoming more independent every day, it
Monsters
Candlekeep Mysteries
Zikzokrishka hid her phylactery deep within the Scimitar Spires, a mountain range to the east of the necropolis of Azumar. If the characters defeat her, Zikzokrishka uses her phylactery to rematerialize
corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack
by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep
Demogorgon
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Monsters
Out of the Abyss
advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.Multiattack. Demogorgon makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +17;{"diceNotation":"1d20+17
bulk of this palace extends deep underwater, in chill and darkened caverns.
Lair Actions
On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it
to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Hall of Mirrors Mirrors. Niches, each 3 feet deep, line the north and south walls. Mounted on the back wall inside each one is a large, oval glass mirror in a heavy stone frame — sixteen mirrors
duplicates use the shadow statistics, with these changes: The duplicates are unaligned constructs similar in size to the creature that spawned them. (Each duplicate’s hit points stay the same regardless
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
secret door that leads to area 8b.)
Wooden Donkeys. Standing around the room are five crude wooden constructs resembling donkeys. Each of these magic dummies has a body made of a wooden keg turned on
blindsight out to a range of 30 feet. It is blind beyond this radius. Without a rider, the wooden donkey is incapacitated. It has immunity to poison damage, and it can’t be blinded, charmed, frightened
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
tunnel. A buried creature is blinded and restrained, has total cover against attacks, and begins to suffocate when it runs out of breath (see “Suffocation” in the Basic Rules). Only a creature that is
not trapped in the tunnel can clear away the collapse, using an action to open up the 5-foot-deep section of tunnel closest to it. A creature in that space is no longer buried.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Clockwork Dragon These intricately crafted constructs are typically made to reflect the forms of the metallic dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages Common, Draconic
Challenge 1 (200
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
understand the difference between an order’s intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. Tactical Cunning. A helmed horror
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
Languages understands the languages of its
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
)
INT
17 (+3)
WIS
11 (+0)
CHA
7 (−2)
Damage Resistances psychic
Condition Immunities blinded, charmed
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
10
Languages Deep Speech, telepathy 120 ft.
Challenge 2 (450 XP) Proficiency Bonus +2
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters arrive, four soldiers are on patrol in areas L8 and L12, and the remaining six tin soldiers are inside their domiciles, behind closed doors. Each of these six Constructs is a Small (3-foot-tall
, Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1. The drum can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it’s immune to poison and psychic damage. Its






