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Returning 35 results for 'blood beyond deepest construct range'.
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Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
telepathy.Multiattack. The sahuagin makes three Trident attacks.
Trident. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Trident"}, reach 5 ft. or range 20/60 ft. Hit: 13
Monsters
Monster Manual
Spores (3/Day). The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn’t a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse
Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
telepathy.Multiattack. The sahuagin makes two Spectral Jaws attacks.
Spectral Jaws. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spectral Jaws"}, reach 5 ft. or range 120
Spells
Player’s Handbook
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through
solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft
Spells
Player’s Handbook
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or
half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Spells
Player’s Handbook
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save
Magic Items
Dungeon Master’s Guide
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it
Spells
Player’s Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
Magic Items
Dungeon Master’s Guide
with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A
Magic Items
Dungeon Master’s Guide
+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
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
Monsters
Monster Manual
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Sickening Ray"}, range 120 ft. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Sickening Ray
, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Sanguine Drain
Monsters
Heroes of the Borderlands
":"Necrotic Sword", "rollDamageType":"Necrotic"} Necrotic damage.
Necrotic Bow. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Bow"}, range 150/600 ft. Hit: 6
Points equal to the Necrotic damage taken.Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight
Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
), reach 5 ft. or range 20/80 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Cursed Blade", "rollDamageType":"Slashing"} Slashing damage. Hit or Miss: The blade magically
Monsters
Lorwyn: First Light
"} Piercing damage.
Miasmic Globule. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Miasmic Globule"}, range 60/120 ft. Hit: 15 (6d4);{"diceNotation":"6d4
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
Forgotten Realms: Adventures in Faerûn
":"1d20+13", "rollType":"to hit", "rollAction":"Corrosive Burst"}, reach 5 ft. or range 120 ft. Hit: 38 (5d12 + 6) Acid;{"diceNotation":"5d12+6", "rollType":"damage", "rollAction":"Corrosive Burst (Acid
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
","rollDamageType":"slashing"} slashing damage.Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of
Monsters
Bigby Presents: Glory of the Giants
isn’t a Construct or an Undead, or 17 (4d6 + 3);{"diceNotation":"4d6+3", "rollType":"damage", "rollAction":"Blood Drain", "rollDamageType":"necrotic"} necrotic damage if the creature is a Giant
itself by spending 5 feet of its movement. As an action, a creature within reach of the tick can try to detach the tick, doing so with a successful DC 13 Strength check.
Blood Drain. The tick deals 10
Sahuagin Baron
Legacy
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Monsters
Monster Manual (2014)
shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
Monsters
Strixhaven: A Curriculum of Chaos
Blood Aegis. The AC of Y’demi includes her Constitution modifier while she isn’t wearing armor or wielding a shield.
Oriq Mask. Y’demi wears an Oriq mask. While wearing the mask, Y
).
Sanguine Sense. While Y’demi isn’t blinded, she can see any creature that isn’t an Undead or a Construct within 60 feet of itself, even through total cover, heavily obscured areas
Weird
Legacy
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Spells
Basic Rules (2014)
within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice
Circle of the Moon
Legacy
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Classes
Player’s Handbook (2014)
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where
over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.
Monsters
Strixhaven: A Curriculum of Chaos
).
Sanguine Sense. While the blood mage isn’t blinded, it can see any creature that isn’t an Undead or a Construct within 60 feet of itself, even through total cover, heavily obscured areas
Blood Aegis. The AC of the blood mage includes its Constitution modifier while it isn’t wearing armor or wielding a shield.
Oriq Mask. The blood mage wears an Oriq mask. While wearing the mask
Monsters
Mythic Odysseys of Theros
Acidic Blood. When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Acidic Blood
each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least
Monsters
Van Richten’s Guide to Ravenloft
":"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
":"1d20+6","rollType":"to hit","rollAction":"Necrotic Bolt"} to hit, range 120 ft., one creature. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3","rollType":"damage","rollAction":"Necrotic Bolt","rollDamageType
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
the vampire’s hunger for blood. It exists only to seek out creatures and drain the life from them, and its insubstantial nature enables it to pursue prey through the tiniest of openings.
When
Monsters
Van Richten’s Guide to Ravenloft
;{"diceNotation":"1d10","rollType":"roll","rollAction":"Nosferatu Bite"} days.
Blood Disgorge (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Blood Disgorge"}. The nosferatu vomits blood
in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Blood
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
, insatiable thirst for blood remains.
Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature’s body to ooze
Monsters
Candlekeep Mysteries
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
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
Strixhaven: A Curriculum of Chaos
Blood Aegis. The AC of Murgaxor includes his Constitution modifier while he isn’t wearing armor or wielding a shield.
Oriq Mask. Murgaxor wears an Oriq mask. While wearing the mask, Murgaxor
. While Murgaxor isn’t blinded, he can see any creature that isn’t an Undead or a Construct within 60 feet of himself, even through total cover, heavily obscured areas, invisibility, or any
Monsters
Bigby Presents: Glory of the Giants
regarded as an avatar of their fearsome god.
A troll amalgam is a misshapen mass of rubbery flesh, claws, and faces. If a creature tries to attack it from beyond its reach or to escape through a small
troll amalgam.
Trolls
The dwarven tale titled The Saga of Gnarldan Steelshield claims the god Vaprak the Destroyer came into being when Annam was injured and his blood spilled on the ground. 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
weapon, you deal an extra 1d6 Slashing damage. This extra damage isn’t doubled. Urdefhans can train to drink blood through hollow parts of a shauth lash for a moment after hitting, and urdefhans
Sea Elf
Legacy
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Species
Mordenkainen’s Tome of Foes
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and
with them — in the grip of a blood frenzy, sahuagin will tear apart even others of their own kind!
Tribal Warrior
Legacy
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Monsters
Basic Rules (2014)
Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType
used with two hands to make a melee attack.Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.






