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Returning 35 results for 'both before delicate construct rise'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
shape of an elf’s arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing red eyes, a doglike snout, and a
have a draegloth of its own.
Although draegloths plays an important part in the plans of Lolth’s cult, a draegloth can’t rise above the status of a favored servant to a priest in that cult
magic-items
A delicate winged creature, this homunculus was designed to facilitate communication between warforged soldiers during the Last War. A Final Messenger is a Tiny Construct with an AC of 20, 6 Hit
races
Strixhaven: A Curriculum of Chaos
character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.
Creating Your Character
If you create an owlin character, follow these
Construct type.
Life Span
The typical life span of a player character in D&D is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player
races
of this crumbling domain exposes the populace to supernatural forces, occasionally giving rise to hexbloods.
Kartakass. Whimsical witches make their homes in the forests of Kartakass. They eagerly
option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct
races
Mordenkainen Presents: Monsters of the Multiverse
inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.
Creating Your Character
At 1st level, you choose whether your
’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
conical body ripples through the air, trailing behind a large, flat mouth ringed by four delicate arms. A phaerimm’s body tapers to a venomous stinger it prefers to use only when magical means fail it
. Ancient phaerimm devastated the once-powerful empire of Netheril. The phaerimm were imprisoned long before the rise of Netheril beneath the great desert of Anauroch, where they plot a return to their
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
along the river’s length, ferrying travelers between realms for a few lodestars. Stilt houses rise from the river’s flooded banks, marshy expanses widened by countless tributaries and surges from other
planes. The River Ma’at is a delicate aquatic ecosystem molded by the wondrous creatures that inhabit it. Wild unicorns drink from sparkling streams, sea hags plot in dank river caves, and the river splits into branching sections of rapids near the dens of sleeping hydras.
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
conical body ripples through the air, trailing behind a large, flat mouth ringed by four delicate arms. A phaerimm’s body tapers to a venomous stinger it prefers to use only when magical means fail it
. Ancient phaerimm devastated the once-powerful empire of Netheril. The phaerimm were imprisoned long before the rise of Netheril beneath the great desert of Anauroch, where they plot a return to their
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
conical body ripples through the air, trailing behind a large, flat mouth ringed by four delicate arms. A phaerimm’s body tapers to a venomous stinger it prefers to use only when magical means fail it
. Ancient phaerimm devastated the once-powerful empire of Netheril. The phaerimm were imprisoned long before the rise of Netheril beneath the great desert of Anauroch, where they plot a return to their
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
along the river’s length, ferrying travelers between realms for a few lodestars. Stilt houses rise from the river’s flooded banks, marshy expanses widened by countless tributaries and surges from other
planes. The River Ma’at is a delicate aquatic ecosystem molded by the wondrous creatures that inhabit it. Wild unicorns drink from sparkling streams, sea hags plot in dank river caves, and the river splits into branching sections of rapids near the dens of sleeping hydras.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
along the river’s length, ferrying travelers between realms for a few lodestars. Stilt houses rise from the river’s flooded banks, marshy expanses widened by countless tributaries and surges from other
planes. The River Ma’at is a delicate aquatic ecosystem molded by the wondrous creatures that inhabit it. Wild unicorns drink from sparkling streams, sea hags plot in dank river caves, and the river splits into branching sections of rapids near the dens of sleeping hydras.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places
construct, unaligned
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
2(−4)
DEX
10(+0)
CON
11(+0)
INT
1(−5)
WIS
10(+0)
CHA
1(−5)
Skills Perception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places
construct, unaligned
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
2(−4)
DEX
10(+0)
CON
11(+0)
INT
1(−5)
WIS
10(+0)
CHA
1(−5)
Skills Perception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places
construct, unaligned
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
2(−4)
DEX
10(+0)
CON
11(+0)
INT
1(−5)
WIS
10(+0)
CHA
1(−5)
Skills Perception
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
hulking, mobile mass of jumbled stone stands atop a natural rise in the center of the cavern. It is using its fists to smash something.
Forge. Carved into one wall is a stone forge that hasn’t been lit in
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
hulking, mobile mass of jumbled stone stands atop a natural rise in the center of the cavern. It is using its fists to smash something.
Forge. Carved into one wall is a stone forge that hasn’t been lit in
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
hulking, mobile mass of jumbled stone stands atop a natural rise in the center of the cavern. It is using its fists to smash something.
Forge. Carved into one wall is a stone forge that hasn’t been lit in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
suitable spot, its followers construct a new lair while it transforms into an elder brain. Although a creature as arrogant and ambitious as an elder brain might resent an ulitharid’s rise, it understands
other hazards of the Underdark can decimate a colony even if they don’t succeed in destroying the elder brain. Rise of a Ulitharid Rarely, the process of ceremorphosis yields an ulitharid, a more
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
suitable spot, its followers construct a new lair while it transforms into an elder brain. Although a creature as arrogant and ambitious as an elder brain might resent an ulitharid’s rise, it understands
other hazards of the Underdark can decimate a colony even if they don’t succeed in destroying the elder brain. Rise of a Ulitharid Rarely, the process of ceremorphosis yields an ulitharid, a more
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
suitable spot, its followers construct a new lair while it transforms into an elder brain. Although a creature as arrogant and ambitious as an elder brain might resent an ulitharid’s rise, it understands
other hazards of the Underdark can decimate a colony even if they don’t succeed in destroying the elder brain. Rise of a Ulitharid Rarely, the process of ceremorphosis yields an ulitharid, a more
Compendium
- Sources->Dungeons & Dragons->Monster Manual
table to inspire a homunculus’s form.
Homunculus Features 1d8 The Homunculus Has Features That Are...
1 Bat-like with tattered wings.
2 Made of soft metal and delicate gears
fleshy with beady eyes.
8 Woven and patchwork, like a well-loved toy.
Homunculus Tiny Construct, Neutral
AC 13 Initiative +2 (12)
HP 4 (1d4 + 2)
Speed 20 ft., Fly 40 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
table to inspire a homunculus’s form.
Homunculus Features 1d8 The Homunculus Has Features That Are...
1 Bat-like with tattered wings.
2 Made of soft metal and delicate gears
fleshy with beady eyes.
8 Woven and patchwork, like a well-loved toy.
Homunculus Tiny Construct, Neutral
AC 13 Initiative +2 (12)
HP 4 (1d4 + 2)
Speed 20 ft., Fly 40 ft
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
, while others are partially transformed by a vampire’s bite. All manner of macabre bargains and necromantic influences might also give rise to a dhampir. Regardless of their origins, dhampirs exhibit
normal damage of an Unarmed Strike. In addition, when you deal this damage to a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways: Drain. You regain Hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual
table to inspire a homunculus’s form.
Homunculus Features 1d8 The Homunculus Has Features That Are...
1 Bat-like with tattered wings.
2 Made of soft metal and delicate gears
fleshy with beady eyes.
8 Woven and patchwork, like a well-loved toy.
Homunculus Tiny Construct, Neutral
AC 13 Initiative +2 (12)
HP 4 (1d4 + 2)
Speed 20 ft., Fly 40 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beauty—natural or otherwise—risk returning as a banshee.
All manner of torments might give rise to a banshee. Roll on or choose a result from the Banshee Sorrows table to inspire how a banshee’s
Wail (1/Day). The banshee releases a mournful wail if it isn’t in sunlight. Constitution Saving Throw: DC 13, each creature within 30 feet that can hear the wail and isn’t a Construct or an Undead
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
, while others are partially transformed by a vampire’s bite. All manner of macabre bargains and necromantic influences might also give rise to a dhampir. Regardless of their origins, dhampirs exhibit
normal damage of an Unarmed Strike. In addition, when you deal this damage to a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways: Drain. You regain Hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beauty—natural or otherwise—risk returning as a banshee.
All manner of torments might give rise to a banshee. Roll on or choose a result from the Banshee Sorrows table to inspire how a banshee’s
Wail (1/Day). The banshee releases a mournful wail if it isn’t in sunlight. Constitution Saving Throw: DC 13, each creature within 30 feet that can hear the wail and isn’t a Construct or an Undead
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
, while others are partially transformed by a vampire’s bite. All manner of macabre bargains and necromantic influences might also give rise to a dhampir. Regardless of their origins, dhampirs exhibit
normal damage of an Unarmed Strike. In addition, when you deal this damage to a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways: Drain. You regain Hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beauty—natural or otherwise—risk returning as a banshee.
All manner of torments might give rise to a banshee. Roll on or choose a result from the Banshee Sorrows table to inspire how a banshee’s
Wail (1/Day). The banshee releases a mournful wail if it isn’t in sunlight. Constitution Saving Throw: DC 13, each creature within 30 feet that can hear the wail and isn’t a Construct or an Undead
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
claws; the other two are the size and shape of an elf’s arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing
draegloth of its own. Although draegloths plays an important part in the plans of Lolth’s cult, a draegloth can’t rise above the status of a favored servant to a priest in that cult. Before a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
claws; the other two are the size and shape of an elf’s arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing
draegloth of its own. Although draegloths plays an important part in the plans of Lolth’s cult, a draegloth can’t rise above the status of a favored servant to a priest in that cult. Before a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and a bridesmaid standing in for Araumycos and Zuggtmoy. Yestabrod, if alive, assumes the role of priest to preside over the vows. If Yestabrod is dead, three spore servants rise from the garden and
giant mistress. They croon a strange, soothing song as they weave the substance of the giant figure into delicate lichen veils and a long, mycelium train like a bridal gown.
The vision ends when the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Living Spells Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Living Spells Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Living Spells Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft