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Returning 35 results for 'both barrier designate construct removes'.
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Spells
Player’s Handbook
is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
, its Hit Point maximum is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The
Solar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good
. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.Necrotic, PoisonRadiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Infernal Machine Rebuild
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
Barrier Peaks. After constructing a new collective body from spare parts, the brains escaped (and now seek revenge against the characters if they did not aid the brains sufficiently during that
Simulacrum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
Magic Items
Tasha’s Cauldron of Everything
Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
build it, allow them to construct a barrier with AC 15 and 30 Hit Points. When he arrives, Vashon makes short work of it. If he can see to the other side of the barrier, he can also use his [Tooltip
Not Found] (see appendix A) to bypass it. The throne would also make an impressive barrier against the door from area D6, as it opens inwards into D7. Vashon’s Strength score of 20 allows him to push
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
ways. If you want to find the Kwalish construct, you need to first find a temple to Ioun. 51–65 A monastery is hidden somewhere in the Barrier Peaks, though its followers care little for piety. Criminals
Rumors and Legends Countless legends have arisen regarding the mysterious Barrier Peaks, and those tales circulate constantly among adventurers, explorers, and bards. Rumors specific to Kwalish and
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
ways. If you want to find the Kwalish construct, you need to first find a temple to Ioun. 51–65 A monastery is hidden somewhere in the Barrier Peaks, though its followers care little for piety. Criminals
Rumors and Legends Countless legends have arisen regarding the mysterious Barrier Peaks, and those tales circulate constantly among adventurers, explorers, and bards. Rumors specific to Kwalish and
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
ways. If you want to find the Kwalish construct, you need to first find a temple to Ioun. 51–65 A monastery is hidden somewhere in the Barrier Peaks, though its followers care little for piety. Criminals
Rumors and Legends Countless legends have arisen regarding the mysterious Barrier Peaks, and those tales circulate constantly among adventurers, explorers, and bards. Rumors specific to Kwalish and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
construct for all time as punishment. A brain in iron uses the brain in a jar stat block with the following changes: It is lawful neutral. It has the construct type. Its size is Large. It has Armor Class
15 (natural armor). It has a speed of 20 feet. If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the brains in jars encountered in the Barrier Peaks. After
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
construct for all time as punishment. A brain in iron uses the brain in a jar stat block with the following changes: It is lawful neutral. It has the construct type. Its size is Large. It has Armor Class
15 (natural armor). It has a speed of 20 feet. If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the brains in jars encountered in the Barrier Peaks. After
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
construct for all time as punishment. A brain in iron uses the brain in a jar stat block with the following changes: It is lawful neutral. It has the construct type. Its size is Large. It has Armor Class
15 (natural armor). It has a speed of 20 feet. If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the brains in jars encountered in the Barrier Peaks. After
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point
maximum is half as much, and it can’t cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can’t gain
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point
maximum is half as much, and it can’t cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can’t gain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Mad Golem’s Lair Characters who approach this cavern from any direction hear stone smashing against stone. The cavern has a peaked roof 50 feet high and the following features: Construct. A
ages. A rusty iron anvil sits atop a 1-foot-high granite plinth in front of the forge.
The jumbled construct was once a 10-foot-tall stone golem created in the image of Halaster. In its madness, it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Mad Golem’s Lair Characters who approach this cavern from any direction hear stone smashing against stone. The cavern has a peaked roof 50 feet high and the following features: Construct. A
ages. A rusty iron anvil sits atop a 1-foot-high granite plinth in front of the forge.
The jumbled construct was once a 10-foot-tall stone golem created in the image of Halaster. In its madness, it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Mad Golem’s Lair Characters who approach this cavern from any direction hear stone smashing against stone. The cavern has a peaked roof 50 feet high and the following features: Construct. A
ages. A rusty iron anvil sits atop a 1-foot-high granite plinth in front of the forge.
The jumbled construct was once a 10-foot-tall stone golem created in the image of Halaster. In its madness, it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
construct fortresses on land deeded them by local rulers. They found guilds, temples, or martial orders. They take on apprentices or students of their own. They broker peace between nations or lead them into war. And their formidable reputations attract the attention of very powerful foes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
construct fortresses on land deeded them by local rulers. They found guilds, temples, or martial orders. They take on apprentices or students of their own. They broker peace between nations or lead them into war. And their formidable reputations attract the attention of very powerful foes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
construct fortresses on land deeded them by local rulers. They found guilds, temples, or martial orders. They take on apprentices or students of their own. They broker peace between nations or lead them into war. And their formidable reputations attract the attention of very powerful foes.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Wilderness Encounters Reaching the foothills of the Barrier Peaks takes the characters through a broad range of wild lands — including woods infused with the power of the Feywild. Wilderness
who get in its way. 6–7 Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use oaken bolter
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Wilderness Encounters Reaching the foothills of the Barrier Peaks takes the characters through a broad range of wild lands — including woods infused with the power of the Feywild. Wilderness
who get in its way. 6–7 Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use oaken bolter