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Returning 35 results for 'both become dies construct result'.
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Spells
Player’s Handbook
choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after
, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere.
Monsters
Monster Manual
Sun Sickness. While in sunlight, the myconid has Disadvantage on d20 test;D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.Multiattack. The myconid makes one Slam attack and uses
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
Monsters
Monster Manual
Death Burst. The gas spore bursts when it dies. Constitution Saving Throw: DC 10, each creature in a 20-foot Emanation originating from the gas spore. Failure: The target takes 10 (3d6
":"Poisoned"} hours. Unless the Poisoned condition is removed, the target dies at the end of that time and sprouts 2d4;{"diceNotation":"2d4", "rollType":"roll", "rollAction":"Sprout"} Tiny Gas Spore
Magic Items
Dungeon Master’s Guide
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Monsters
Monster Manual
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
", "rollType":"damage", "rollAction":"Death Ray", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage. Failure or Success: The target dies if the ray reduces it to 0 Hit
Spells
Player’s Handbook
creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full
size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.
Monsters
Monster Manual
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Death Ray", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage. Failure or Success: The target dies if the ray reduces it to 0
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
. This enmity lasts until either you or the devil dies.
A Question of Enmity
Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the
Monsters
Forgotten Realms: Adventures in Faerûn
fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a
Monsters
Forgotten Realms: Adventures in Faerûn
that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a creature
Monsters
Forgotten Realms: Adventures in Faerûn
smaller, has the Prone condition.Nimblewright steeds are clockwork mounts that are tireless whether carrying a rider or pulling a coach. A nimblewright steed can become fixated on routes it frequently
takes and become stubborn about following them.
Nimblewrights
Nimblewrights are fabricated from durable wood and animated by magic and clockwork gears. Some nimblewrights bear metal plates to
Monsters
Forgotten Realms: Adventures in Faerûn
hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to
presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly
;s lair is changed by its presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can
Monsters
Forgotten Realms: Adventures in Faerûn
dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit
dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Astarion's Book of Hungers
dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The devil has
.
Harvester devils’ contracts are lengthy and convoluted, but these devils are quick to make deals and might leave loopholes that can save a signatory’s soul. Roll on or choose a result
Monsters
Forgotten Realms: Adventures in Faerûn
which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
1d6
The Spirit Dragon Traces
or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
1d6
The Spirit Dragon Traces Its Origins To …
1
Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
1d6
The Spirit Dragon Traces Its Origins To
Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Astarion's Book of Hungers
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
doesn’t burn written material.
If the infernalist dies or moves its lair elsewhere, these effects end immediately.Fire, Necrotic, PoisonShape-Shift. If the vampire isn’t in sunlight or
Spells
Xanathar's Guide to Everything
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of
Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less
transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points
Animal Shapes
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and
reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't
Clone
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same
personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
Sprite
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to
Monsters
Keys from the Golden Vault
, metallic red orbs that can see through illusions.
In her current form, Tockworth ruthlessly seeks to destroy anyone and anything that stands in the way of her ultimate goal, which is to become a
Construct. If she’s allowed to continue her work, she will achieve this apotheosis in a matter of weeks, after which her creature type changes to Construct. She also gains immunity to poison damage
magic-items
This simple amulet of unfinished steel features a pair of Longsword;Longswords crossed over a heart. Any weapons you wield become bathed in an arcane aura, casting Dim Light in a 5-foot radius. Treat the weapon(s) as magical. (Everybody Dies as a Surprise)
magic-items
.
Pneumatic Strike. After you make an attack roll with this weapon, but before the result of the attack is determined, you can use a bonus action to pull the blade’s trigger. With a pneumatic thrust
creatures become reinvigorated. Each creature within 10 feet of you (including you) must succeed on a DC 15 Constitution saving throw or take 4d6 poison damage and become poisoned until the end of its next turn.
Nabassu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after
the nabassu and isn’t a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12);{"diceNotation":"2d12","rollType":"roll","rollAction
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
, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other
Bearded Devil (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Glaive"} hit points at the start of each of its
summoner dies, or until its summoner dismisses it as an action.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Mordenkainen's Fiendish Folio Volume 1
Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Entropic Aura
by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a wish spell
Geas
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner
result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and retain
Equipment
This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor
consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of