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Returning 35 results for 'both before decreases constructs radiant'.
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both before decrees constructed radiance
both before decrees constructed radiate
both before decrees constructed rampant
both before deceased construct reliant
both before decreases construct radiant
Monsters
Monster Manual
destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition.Sunlight. The vampire takes 20 Radiant damage if it starts its turn
(3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic
Monsters
Monster Manual
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points
Monsters
Forgotten Realms: Adventures in Faerûn
":"4d6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.Nimblewright hulks are massive guards or sentinels. These four-armed Constructs often have thick steel
. The nimblewright makes four attacks, using Halting Slam or Radiant Ray in any combination.
Halting Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Halting Slam
Monsters
Astarion's Book of Hungers
is driven into the vampire’s heart while the vampire has the Incapacitated condition, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant
":"2d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the
Monsters
Astarion's Book of Hungers
vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in
(if any). The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by
Monsters
Candlekeep Mysteries
":"Club","rollDamageType":"bludgeoning"} bludgeoning damage.To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers. Magic
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
monsters
Monster Manual
Sunlight Hypersensitivity. The vampire takes 10 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire
"} Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Shadow Strike. Melee Attack Roll
Vampiric Mist
Legacy
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Monsters
Tales from the Yawning Portal
Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.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), or it takes 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType
Monsters
Quests from the Infinite Staircase
", "rollDamageType":"radiant"} radiant damage.
Grenade Launcher (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grenade Launcher"}. The robot fires a grenade at a point it can
even while subduing opponents.
Robots
Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots’ hardy construction, their circuitry is prone to
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
, the clockwork is incapacitated until the end of its turn.
8
Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
PoisonReel In. The clockwork pulls the creature grappled by its Harpoon up to 20 feet closer.
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
clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
8
Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.
Unusual Nature. The mist
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
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
roll a 1, the clockwork is incapacitated until the end of its turn.
8
Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
Poison
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 clockwork is incapacitated until the end of its turn.
8
Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
Poison
Monsters
Eberron: Rising from the Last War
DC 26 Dexterity saving throw, taking 60 (11d10);{"diceNotation":"11d10","rollType":"damage","rollAction":"Incinerating Beam","rollDamageType":"radiant"} radiant damage on a failed save, or half as
is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks
monsters
Monster Manual
Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in
", "rollDamageType":"Necrotic"} Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam’s Cradle Magic The Radiant Sun imbues Annam’s Cradle with the following properties: Abundance of Life. Creatures other than Constructs or Undead who finish a long rest within Annam’s Cradle
benefits can’t do so again until it finishes a long rest. Planar Rift. The Radiant Sun is a permanent, one-way portal from the Positive Plane.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam’s Cradle Magic The Radiant Sun imbues Annam’s Cradle with the following properties: Abundance of Life. Creatures other than Constructs or Undead who finish a long rest within Annam’s Cradle
benefits can’t do so again until it finishes a long rest. Planar Rift. The Radiant Sun is a permanent, one-way portal from the Positive Plane.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam’s Cradle Magic The Radiant Sun imbues Annam’s Cradle with the following properties: Abundance of Life. Creatures other than Constructs or Undead who finish a long rest within Annam’s Cradle
benefits can’t do so again until it finishes a long rest. Planar Rift. The Radiant Sun is a permanent, one-way portal from the Positive Plane.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Constructed Commoners To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers (see the accompanying stat block). Magic
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Constructed Commoners To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers (see the accompanying stat block). Magic
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Constructed Commoners To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers (see the accompanying stat block). Magic
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
10 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes one Bite attack and one
Shadow Strike attack.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
10 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes one Bite attack and one
Shadow Strike attack.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
10 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes one Bite attack and one
Shadow Strike attack.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Colossus Titanic Vessel of Divine Might Habitat: Any; Treasure: Relics Colossi are massive Constructs created by the devout to reflect the nature of a deity, which could be benevolent or wicked
+0 +8
Con 30 +10 +10
Ability Score Mod Save
Int 3 −4 −4
Wis 11 +0 +8
Cha 8 −1 −1
Resistances Necrotic, Radiant
Immunities Poison, Psychic; Charmed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Colossus Titanic Vessel of Divine Might Habitat: Any; Treasure: Relics Colossi are massive Constructs created by the devout to reflect the nature of a deity, which could be benevolent or wicked
+0 +8
Con 30 +10 +10
Ability Score Mod Save
Int 3 −4 −4
Wis 11 +0 +8
Cha 8 −1 −1
Resistances Necrotic, Radiant
Immunities Poison, Psychic; Charmed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Colossus Titanic Vessel of Divine Might Habitat: Any; Treasure: Relics Colossi are massive Constructs created by the devout to reflect the nature of a deity, which could be benevolent or wicked
+0 +8
Con 30 +10 +10
Ability Score Mod Save
Int 3 −4 −4
Wis 11 +0 +8
Cha 8 −1 −1
Resistances Necrotic, Radiant
Immunities Poison, Psychic; Charmed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Skills Perception +14
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages All; telepathy 120 ft.
CR 21 (XP 33,000; PB
Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar’s hand or hovers within 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
vampire’s heart while the vampire has the Incapacitated condition.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and
, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 6 −2 −2 Wis 10 +0 +0 Cha 8 −1 −1
Skills Stealth +6
Vulnerabilities Radiant
Resistances Acid, Cold, Fire, Lightning, Thunder
Immunities Necrotic, Poison; Exhaustion, Frightened
Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Skills Perception +14
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages All; telepathy 120 ft.
CR 21 (XP 33,000; PB
Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar’s hand or hovers within 5
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Skills Perception +14
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages All; telepathy 120 ft.
CR 21 (XP 33,000; PB
Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar’s hand or hovers within 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 6 −2 −2 Wis 10 +0 +0 Cha 8 −1 −1
Skills Stealth +6
Vulnerabilities Radiant
Resistances Acid, Cold, Fire, Lightning, Thunder
Immunities Necrotic, Poison; Exhaustion, Frightened
Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
vampire’s heart while the vampire has the Incapacitated condition.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and
, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the