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Returning 35 results for 'both behind don construct race'.
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both being don construct race
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
Magic Items
Dungeon Master’s Guide
expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Magic Items
Dungeon Master’s Guide
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
Magic Items
Dungeon Master’s Guide
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
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
Feats
Forgotten Realms: Heroes of Faerûn
isn’t behind Total Cover. If you do so, the creature must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and your Proficiency Bonus) or spend its turn moving away from you by
the fastest available means. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Intimidating. You gain Proficiency in the Intimidation skill if you don’t already have it. You also gain Expertise in Intimidation.
Magic Items
Forgotten Realms: Heroes of Faerûn
and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
Monsters
Eberron: Rising from the Last War
be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Changelings are a humanoid race of shapechangers who conceal
their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although
Summon Construct
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose
yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the
as allies and don’t prey on them.
Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged
Monsters
Spelljammer: Adventures in Space
murder comet looks like a screaming stone head wreathed in flame. It trails fire behind it as it flies through Wildspace, either singly or in a posse with other murder comets, looking for ships, crews
, and other unsuspecting targets to destroy.
A murder comet’s creator can bind their spirit to the comet. In this form, the comet’s creator becomes ageless and immortal, free to race across
Monsters
Spelljammer: Adventures in Space
-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids
—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver
Spells
Elemental Evil Player's Companion
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends
Vampiric Mist
Legacy
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Monsters
Tales from the Yawning Portal
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is construct or undead.
Forbiddance. The mist can’t enter a residence
), several clouds of vampiric mist appear and attempt to engulf any who don’t escape the place quickly.
Undead Nature. A vampiric mist doesn’t require air or sleep.PoisonAcid, Cold, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Planescape: Adventures in the Multiverse
;{"diceNotation":"1d10","rollType":"roll","rollAction":"Deflect Attack"}.
Don’t Be There. When the conduit must make a saving throw, it can move up to half its speed without provoking
Transcendent Order train to act without thinking, eliminating thought behind action. Conduits react with the cadence of the multiverse. Their sharp reflexes border on precognition, allowing them to unconsciously act before their foes.
Equipment
This swift but cramped ship is made mostly of metal. It can’t float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the
off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights.
Monsters
Spelljammer: Adventures in Space
space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded
;rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver has a single large eye in the
Monsters
Candlekeep Mysteries
their true nature, as each construct is shielded by a spell that makes it seem nonmagical.
Though these constructed villagers can physically interact with the environment around them and hold lengthy
regardless of their apparent origin.
Constructed commoners don’t bleed or feel pain like flesh-and-blood humanoids. If a villager’s hit points drop to 0, its true form is revealed: that of
Monsters
Spelljammer: Adventures in Space
always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as
formidable, in part because they often don’t wait for their meals to come to them.
A scavver has a single large eye in the leading edge of its head. This eye glows while the creature is awake. Its
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered
can.
False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don’t love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an
Species
Mordenkainen Presents: Monsters of the Multiverse
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some
cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver
Species
Spelljammer: Adventures in Space
order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
themselves. Most dwarves don’t recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of
some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers’ psionic
Species
Mordenkainen Presents: Monsters of the Multiverse
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what
Species
Mordenkainen Presents: Monsters of the Multiverse
types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead
member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character
Species
Mordenkainen Presents: Monsters of the Multiverse
, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures
, shadar-kai can live to be over 750 years old.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical
Species
Mordenkainen Presents: Monsters of the Multiverse
whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When
player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature
Species
Mordenkainen Presents: Monsters of the Multiverse
creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules
dangers during adventures.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the
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
Teleport action.
Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
for the spell), webThe retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these
over or sold to others, since Lolth’s cultists don’t want to take the chance that their creations will be turned against them.Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Species
Mordenkainen Presents: Monsters of the Multiverse
. A race 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, Dragon
.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during
Species
Mordenkainen Presents: Monsters of the Multiverse
creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves
Underdark and beyond.
Like other dwarves, duergar typically have a life span of 350 years.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
Species
Mordenkainen Presents: Monsters of the Multiverse
choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s
Species
Mordenkainen Presents: Monsters of the Multiverse
alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in
fins on their calves, and coloration that favors blues and greens.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, even among themselves. Most dwarves don’t recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the
histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers






