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Returning 35 results for 'both before disease construct refuses'.
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both before displease construct refugees
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Giant Construct Encounters table (see chapter 3) at the forge. Wakeup Call A missing patrol’s trail leads to Dreamer’s Reach. The primordial’s dreams charmed the patrol to join a group of stone
giants who seek omens from the dream world. The patrol refuses to leave, and the giants and creatures from the Stone Giant Encounters table (see chapter 3) fight to keep the patrol here if necessary.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Giant Construct Encounters table (see chapter 3) at the forge. Wakeup Call A missing patrol’s trail leads to Dreamer’s Reach. The primordial’s dreams charmed the patrol to join a group of stone
giants who seek omens from the dream world. The patrol refuses to leave, and the giants and creatures from the Stone Giant Encounters table (see chapter 3) fight to keep the patrol here if necessary.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Giant Construct Encounters table (see chapter 3) at the forge. Wakeup Call A missing patrol’s trail leads to Dreamer’s Reach. The primordial’s dreams charmed the patrol to join a group of stone
giants who seek omens from the dream world. The patrol refuses to leave, and the giants and creatures from the Stone Giant Encounters table (see chapter 3) fight to keep the patrol here if necessary.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Traits As an autognome player character, you have the following traits. Creature Type. You are a Construct. Size. You are Small. Speed. Your walking speed is 30 feet. Armored Casing. You
: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Traits As an autognome player character, you have the following traits. Creature Type. You are a Construct. Size. You are Small. Speed. Your walking speed is 30 feet. Armored Casing. You
: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Traits As an autognome player character, you have the following traits. Creature Type. You are a Construct. Size. You are Small. Speed. Your walking speed is 30 feet. Armored Casing. You
: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
T’rissa is as malevolent as the demonic god she worships and refuses to speak to non-drow, let alone negotiate with them. T’rissa stabilizes dying characters so that they can be implanted with spider
way out. This infestation functions like a disease. A lesser restoration spell or similar magic cast upon the host kills the spider eggs, ending the threat.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
T’rissa is as malevolent as the demonic god she worships and refuses to speak to non-drow, let alone negotiate with them. T’rissa stabilizes dying characters so that they can be implanted with spider
way out. This infestation functions like a disease. A lesser restoration spell or similar magic cast upon the host kills the spider eggs, ending the threat.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
T’rissa is as malevolent as the demonic god she worships and refuses to speak to non-drow, let alone negotiate with them. T’rissa stabilizes dying characters so that they can be implanted with spider
way out. This infestation functions like a disease. A lesser restoration spell or similar magic cast upon the host kills the spider eggs, ending the threat.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
uses the empyrean stat block, with the following changes: Its creature type is Construct (Titan). Its Maul attack is a Slam instead. It automatically knows when it hears a lie. Wrath questions any
creature approaching the pool, asking the creature’s business in a booming voice. The guardian attacks any non-Beast who lies, refuses to answer, or tries to use the gate without Wrath’s permission. If the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
uses the empyrean stat block, with the following changes: Its creature type is Construct (Titan). Its Maul attack is a Slam instead. It automatically knows when it hears a lie. Wrath questions any
creature approaching the pool, asking the creature’s business in a booming voice. The guardian attacks any non-Beast who lies, refuses to answer, or tries to use the gate without Wrath’s permission. If the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
uses the empyrean stat block, with the following changes: Its creature type is Construct (Titan). Its Maul attack is a Slam instead. It automatically knows when it hears a lie. Wrath questions any
creature approaching the pool, asking the creature’s business in a booming voice. The guardian attacks any non-Beast who lies, refuses to answer, or tries to use the gate without Wrath’s permission. If the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and conjuration magic. Evereska’s mythal influences the weather of the area and wards its inhabitants against disease, while the mythal of undersea Myth Nantar makes its waters breathable and more
twist and reknit themselves depending on the magic involved.
Dispel Magic. Dispel magic unwinds and prematurely ends magic, unraveling whatever construct of the Weave was put in place.
Antimagic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and conjuration magic. Evereska’s mythal influences the weather of the area and wards its inhabitants against disease, while the mythal of undersea Myth Nantar makes its waters breathable and more
twist and reknit themselves depending on the magic involved.
Dispel Magic. Dispel magic unwinds and prematurely ends magic, unraveling whatever construct of the Weave was put in place.
Antimagic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and conjuration magic. Evereska’s mythal influences the weather of the area and wards its inhabitants against disease, while the mythal of undersea Myth Nantar makes its waters breathable and more
twist and reknit themselves depending on the magic involved.
Dispel Magic. Dispel magic unwinds and prematurely ends magic, unraveling whatever construct of the Weave was put in place.
Antimagic
Magic Items
Infernal Machine Rebuild
, and you are its familiar. If destroyed, it reappears in 1d4 hours.
18
While you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a
melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you.
Water
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
secret phrase. And no warforged. My orders are specific.”
Ogred is an intelligent—and extremely bored—lock. It is a Construct, has an Intelligence score of 15, and is immune to all damage. The only
way to open the lock is for the characters to repeat the passphrase from Mr. Green’s top-secret Plans. If they make a mistake or trip over the words, Ogred refuses to open and threatens to electrocute
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pawn in a position of power 3 Magic (d6) 1 Obtain an ancient artifact 2 Build a construct or magical device 3 Carry out a deity’s wishes 4 Offer sacrifices to a deity 5 Contact a lost deity or power
(d10) 1 Assassination 2 Cannibalism 3 Dismemberment 4 Drowning 5 Electrocution 6 Euthanasia (involuntary) 7 Disease 8 Poisoning 9 Stabbing 10 Strangulation or suffocation 13 Neglect 14 Politics (d6) 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pawn in a position of power 3 Magic (d6) 1 Obtain an ancient artifact 2 Build a construct or magical device 3 Carry out a deity’s wishes 4 Offer sacrifices to a deity 5 Contact a lost deity or power
(d10) 1 Assassination 2 Cannibalism 3 Dismemberment 4 Drowning 5 Electrocution 6 Euthanasia (involuntary) 7 Disease 8 Poisoning 9 Stabbing 10 Strangulation or suffocation 13 Neglect 14 Politics (d6) 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pawn in a position of power 3 Magic (d6) 1 Obtain an ancient artifact 2 Build a construct or magical device 3 Carry out a deity’s wishes 4 Offer sacrifices to a deity 5 Contact a lost deity or power
(d10) 1 Assassination 2 Cannibalism 3 Dismemberment 4 Drowning 5 Electrocution 6 Euthanasia (involuntary) 7 Disease 8 Poisoning 9 Stabbing 10 Strangulation or suffocation 13 Neglect 14 Politics (d6) 1
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
Advantage on saving throws against being Poisoned, is immune to disease, and magic can’t put him to sleep.
Actions
Multiattack. The Lord of Blades makes three attacks: two with his Adamantine Sixblade
Attacks, then makes one attack with his Adamantine Sixblade. He can make one Bladed Wings attack against each creature he moves past.
[Tooltip Not Found] Medium Construct, Any Alignment
AC 16
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
be destroyed, along with any creatures still inside it. Gearbox to the Rescue. If Gearbox the modron is with the party, one character can attempt a DC 12 Dexterity check to connect the construct to the
it refuses to disconnect. The modron thereafter integrates its consciousness into the monastery’s, running its systems as its new integrated mind. Brains in Jars Brain (Name) Disks Knowledge Area of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
be destroyed, along with any creatures still inside it. Gearbox to the Rescue. If Gearbox the modron is with the party, one character can attempt a DC 12 Dexterity check to connect the construct to the
it refuses to disconnect. The modron thereafter integrates its consciousness into the monastery’s, running its systems as its new integrated mind. Brains in Jars Brain (Name) Disks Knowledge Area of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
be destroyed, along with any creatures still inside it. Gearbox to the Rescue. If Gearbox the modron is with the party, one character can attempt a DC 12 Dexterity check to connect the construct to the
it refuses to disconnect. The modron thereafter integrates its consciousness into the monastery’s, running its systems as its new integrated mind. Brains in Jars Brain (Name) Disks Knowledge Area of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to become her new consort. They both wear spider silk togas instead of armor, giving them AC 12. Erelal is a mere thirty days away from giving birth to her eleventh child, but she refuses to let her
blood, and a blood-caked obsidian dagger rests at the statue’s feet. Any creature that removes the statue from the shrine immediately contracts a disease called slimy doom. The disease lasts for 7 days
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to become her new consort. They both wear spider silk togas instead of armor, giving them AC 12. Erelal is a mere thirty days away from giving birth to her eleventh child, but she refuses to let her
blood, and a blood-caked obsidian dagger rests at the statue’s feet. Any creature that removes the statue from the shrine immediately contracts a disease called slimy doom. The disease lasts for 7 days
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to become her new consort. They both wear spider silk togas instead of armor, giving them AC 12. Erelal is a mere thirty days away from giving birth to her eleventh child, but she refuses to let her
blood, and a blood-caked obsidian dagger rests at the statue’s feet. Any creature that removes the statue from the shrine immediately contracts a disease called slimy doom. The disease lasts for 7 days
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
. Xardorok is unaware of Klondorn’s true nature. In the guise of a duergar, the devil earned Xardorok’s confidence and refuses to be intimidated by a stray band of adventurers. If the characters threaten
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
. Xardorok is unaware of Klondorn’s true nature. In the guise of a duergar, the devil earned Xardorok’s confidence and refuses to be intimidated by a stray band of adventurers. If the characters threaten
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
. Xardorok is unaware of Klondorn’s true nature. In the guise of a duergar, the devil earned Xardorok’s confidence and refuses to be intimidated by a stray band of adventurers. If the characters threaten
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the character refuses the offer, the altar emits smoke that coalesces into a hulking figure. This hostile figure uses the clay golem stat block, but it is an Undead instead of a Construct. If the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the character refuses the offer, the altar emits smoke that coalesces into a hulking figure. This hostile figure uses the clay golem stat block, but it is an Undead instead of a Construct. If the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the character refuses the offer, the altar emits smoke that coalesces into a hulking figure. This hostile figure uses the clay golem stat block, but it is an Undead instead of a Construct. If the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rot disease (see the Dungeon Master’s Guide) from minute parasites. 66–70 Dung-colored bugs cover the ground. Creatures that move at half their normal walking speed can ignore the bugs. Those that move
aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw. 86–90
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rot disease (see the Dungeon Master’s Guide) from minute parasites. 66–70 Dung-colored bugs cover the ground. Creatures that move at half their normal walking speed can ignore the bugs. Those that move
aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw. 86–90