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Returning 35 results for 'both beneath diffusing construct repeats'.
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both breath diffusing constructed retreats
both breath diffusing constructed repeats
both beneath diffusing construct repeat
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both beneath diffusing construct respects
Monsters
Monster Manual
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
. Constitution Saving Throw: DC 12, one creature the myconid can see within 10 feet. Failure: The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect
Monsters
Monster Manual
Saving Throw: DC 16. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
, 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
Monsters
Monster Manual
. Constitution Saving Throw: DC 17. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
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
Magic Items
Dungeon Master’s Guide
magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Magic Items
Dungeon Master’s Guide
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
Monsters
Forgotten Realms: Adventures in Faerûn
Frightened condition for 1 minute. While Frightened, the target’s Speed is 0 feet, and it repeats the save at the end of each of its turns, ending the effect on a success. Failure or Success: Karas
, Bhaal, and Myrkul has earned her the title Auspice of the Dead Three.Karas Chembryl’s Lair
Karas operates from a hideout deep beneath the city of Baldur’s Gate. The hideout contains
Monsters
Curse of Strahd
, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
monsters
Alien Mind. Intelligence Saving Throw: DC 22, any creature that tries to read Valaar’s thoughts or deals Psychic damage to it. Failure: The target has the Stunned condition and repeats the save
condition. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Infesting Grubs. Dexterity Saving Throw: DC 22
Monsters
Fizban's Treasury of Dragons
make their way through it.
6
Remorhaz;Remorhazes infest the glacier beneath an adult crystal dragon;adult crystal dragon's lair, posing an imminent threat to the dragon’s home and hoard
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Modron Pentadrone Pentadrones oversee and protect contingents of lesser modrons. They’re quick to call lengthy meetings with other modrons when making decisions. Modron Pentadrone Large Construct
.
Paralysis Gas (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Julie Dillon
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Modron Pentadrone Pentadrones oversee and protect contingents of lesser modrons. They’re quick to call lengthy meetings with other modrons when making decisions. Modron Pentadrone Large Construct
.
Paralysis Gas (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Julie Dillon
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Modron Pentadrone Pentadrones oversee and protect contingents of lesser modrons. They’re quick to call lengthy meetings with other modrons when making decisions. Modron Pentadrone Large Construct
.
Paralysis Gas (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Julie Dillon
Monsters
Fizban's Treasury of Dragons
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
animate and attack them. If this happens, read: The giant roots beneath the hut come to life and pull themselves up out of the mire. The hut and the roots lurch and groan, becoming a lumbering mass that
cracks as it walks, crushing all in its path. Baba Lysaga’s creeping hut (see appendix D) is a ponderous construct that heeds Baba Lysaga’s instructions and no one else’s. It fights until destroyed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
animate and attack them. If this happens, read: The giant roots beneath the hut come to life and pull themselves up out of the mire. The hut and the roots lurch and groan, becoming a lumbering mass that
cracks as it walks, crushing all in its path. Baba Lysaga’s creeping hut (see appendix D) is a ponderous construct that heeds Baba Lysaga’s instructions and no one else’s. It fights until destroyed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cerulean Citadel The Cerulean Citadel is the palace of the royal family. The jewel in Jadurai’s crown, it derives its name from the sky-blue sandstone used to construct its outer walls. The octagonal
Sapphire Throne and is the hub of political activity in the Citadel. Beneath the Citadel, vast tunnels for storing supplies and secretly moving troops also hide the magical troves of forgotten rulers.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cerulean Citadel The Cerulean Citadel is the palace of the royal family. The jewel in Jadurai’s crown, it derives its name from the sky-blue sandstone used to construct its outer walls. The octagonal
Sapphire Throne and is the hub of political activity in the Citadel. Beneath the Citadel, vast tunnels for storing supplies and secretly moving troops also hide the magical troves of forgotten rulers.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cerulean Citadel The Cerulean Citadel is the palace of the royal family. The jewel in Jadurai’s crown, it derives its name from the sky-blue sandstone used to construct its outer walls. The octagonal
Sapphire Throne and is the hub of political activity in the Citadel. Beneath the Citadel, vast tunnels for storing supplies and secretly moving troops also hide the magical troves of forgotten rulers.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
animate and attack them. If this happens, read: The giant roots beneath the hut come to life and pull themselves up out of the mire. The hut and the roots lurch and groan, becoming a lumbering mass that
cracks as it walks, crushing all in its path. Baba Lysaga’s creeping hut (see appendix D) is a ponderous construct that heeds Baba Lysaga’s instructions and no one else’s. It fights until destroyed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
, while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, alien skull that hung beneath them.
—Journal of Jastus Hollowquill, explorer of Undermountain
Death Tyrant Large Undead (Beholder), Lawful Evil
AC 19 Initiative +12 (22)
HP 195 (26d10 + 52
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, alien skull that hung beneath them.
—Journal of Jastus Hollowquill, explorer of Undermountain
Death Tyrant Large Undead (Beholder), Lawful Evil
AC 19 Initiative +12 (22)
HP 195 (26d10 + 52
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or
the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A creature repeats the save at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Collector Large Construct, Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (−3)
WIS
11
creature in that area must succeed on a DC 18 Constitution saving throw or have the paralyzed condition for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, alien skull that hung beneath them.
—Journal of Jastus Hollowquill, explorer of Undermountain
Death Tyrant Large Undead (Beholder), Lawful Evil
AC 19 Initiative +12 (22)
HP 195 (26d10 + 52
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Collector Large Construct, Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (−3)
WIS
11
creature in that area must succeed on a DC 18 Constitution saving throw or have the paralyzed condition for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
beneath its rollers. Its best tactic is to slam into a creature, knock it prone, and then roll over it. Stone Juggernaut
Large construct, unaligned
Armor Class 15 (natural armor)
Hit Points 157
Stone Juggernaut A stone juggernaut is a rolling construct imbued with enough awareness to avoid obvious dangers such as open pits and chasms. It trundles across open battlefields or rolls down
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
beneath its rollers. Its best tactic is to slam into a creature, knock it prone, and then roll over it. Stone Juggernaut
Large construct, unaligned
Armor Class 15 (natural armor)
Hit Points 157
Stone Juggernaut A stone juggernaut is a rolling construct imbued with enough awareness to avoid obvious dangers such as open pits and chasms. It trundles across open battlefields or rolls down
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or
the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A creature repeats the save at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
beneath its rollers. Its best tactic is to slam into a creature, knock it prone, and then roll over it. Stone Juggernaut
Large construct, unaligned
Armor Class 15 (natural armor)
Hit Points 157
Stone Juggernaut A stone juggernaut is a rolling construct imbued with enough awareness to avoid obvious dangers such as open pits and chasms. It trundles across open battlefields or rolls down






