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Returning 35 results for 'both blasting dealing constructs regaining'.
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both blasting dealing construct regaining
Magic Items
Dungeon Master’s Guide
ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a
creature, the ammunition becomes nonmagical.
1d100
Creature Type
01–10
Aberrations
11–15
Beasts
16–20
Celestials
21–25
Constructs
26
Lich
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"1d10","rollType":"roll","rollAction":"Days"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th-level
.
Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses
Monsters
Waterdeep: Dungeon of the Mad Mage
":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th
and traps.
Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy
Valindra Shadowmantle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Tomb of Annihilation
;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting
reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb
Monsters
Curse of Strahd
":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Exethanter is an
the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work.
A lich encountered in
Monsters
Vecna: Eve of Ruin
, regaining all his hit points.
Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn’t function at the
", "rollType":"damage", "rollAction":"Death Strike", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, Strahd can forgo dealing slashing damage; the target then has the grappled
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. 1d100 Creature Type 01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. Conceptopolis Amulet of Proof Against Detection and Location,
Ammunition of Slaying (Arrow
), Amulet of Health
1d100 Creature Type
01–10 Aberrations
11–15 Beasts
16–20 Celestials
21–25 Constructs
26–35 Dragons
36–45 Elementals
46–50 Humanoids
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. 1d100 Creature Type 01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. 1d100 Creature Type 01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1 hit point, the crystal can magically repair itself, regaining 10 (3d6) hit points each hour. As an action, Halaster can establish a magical link with the Runestone from anywhere inside
character can find one fragment with a 1-hour search and a successful DC 20 Wisdom (Perception) check. Halaster has discovered a process for implanting Runestone fragments in constructs to imbue them with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1 hit point, the crystal can magically repair itself, regaining 10 (3d6) hit points each hour. As an action, Halaster can establish a magical link with the Runestone from anywhere inside
character can find one fragment with a 1-hour search and a successful DC 20 Wisdom (Perception) check. Halaster has discovered a process for implanting Runestone fragments in constructs to imbue them with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1 hit point, the crystal can magically repair itself, regaining 10 (3d6) hit points each hour. As an action, Halaster can establish a magical link with the Runestone from anywhere inside
character can find one fragment with a 1-hour search and a successful DC 20 Wisdom (Perception) check. Halaster has discovered a process for implanting Runestone fragments in constructs to imbue them with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sending them on their way. The characters explore the island, dealing with horrifying undead, surviving clergy, brutal mercenaries, and living constructs in trapped tunnels. Once they have cleared the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sending them on their way. The characters explore the island, dealing with horrifying undead, surviving clergy, brutal mercenaries, and living constructs in trapped tunnels. Once they have cleared the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sending them on their way. The characters explore the island, dealing with horrifying undead, surviving clergy, brutal mercenaries, and living constructs in trapped tunnels. Once they have cleared the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. Undead Thralls At 6th level, you add the animate dead spell
its weapon damage rolls. Inured to Undeath Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. Undead Thralls At 6th level, you add the animate dead spell
its weapon damage rolls. Inured to Undeath Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead
Compendium
- Sources->Dungeons & Dragons->Monster Manual
affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.
Mark Behm
Gray Ooze
without expending extra movement to do so.
Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. Undead Thralls At 6th level, you add the animate dead spell
its weapon damage rolls. Inured to Undeath Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead
Compendium
- Sources->Dungeons & Dragons->Monster Manual
affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.
Mark Behm
Gray Ooze
without expending extra movement to do so.
Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty
Compendium
- Sources->Dungeons & Dragons->Monster Manual
affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.
Mark Behm
Gray Ooze
without expending extra movement to do so.
Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wood. D4. Confused Constructs The ground here is spongy and carpeted in soft green grasses. Heavy footfalls and shrieks of grinding metal emanate from the mists. A muddy steel crate rests amid the
) fire damage on a failed save, or half as much damage on a successful one. Dealing with the Crate. A character who realizes the crate’s orange glow is a bad sign can gently shake the crate to rearrange
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wood. D4. Confused Constructs The ground here is spongy and carpeted in soft green grasses. Heavy footfalls and shrieks of grinding metal emanate from the mists. A muddy steel crate rests amid the
) fire damage on a failed save, or half as much damage on a successful one. Dealing with the Crate. A character who realizes the crate’s orange glow is a bad sign can gently shake the crate to rearrange
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wood. D4. Confused Constructs The ground here is spongy and carpeted in soft green grasses. Heavy footfalls and shrieks of grinding metal emanate from the mists. A muddy steel crate rests amid the
) fire damage on a failed save, or half as much damage on a successful one. Dealing with the Crate. A character who realizes the crate’s orange glow is a bad sign can gently shake the crate to rearrange
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
when it moves in this way. Does the lich’s Disrupt Life ability affect animated objects and other constructs? The ability targets creatures that aren’t undead, so yes, it does affect constructs (as well
as all other kinds of creatures). If a shadow rolls a critical hit, does it reduce the target’s Strength by 2d4, as well dealing the extra necrotic damage? No. A critical hit lets you roll damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
immediately obvious, reveal them only when they become evident.
Potion Miscibility d100 Result 01 The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force
other material. VARIANT: WANDS THAT DON’T RECHARGE
A typical wand has expendable charges. If you’d like wands to be a limited resource, you can make some of them incapable of regaining charges
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
when it moves in this way. Does the lich’s Disrupt Life ability affect animated objects and other constructs? The ability targets creatures that aren’t undead, so yes, it does affect constructs (as well
as all other kinds of creatures). If a shadow rolls a critical hit, does it reduce the target’s Strength by 2d4, as well dealing the extra necrotic damage? No. A critical hit lets you roll damage
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
within his lair, regaining all his hit points.
Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn’t
) necrotic damage. If the target is a creature, Strahd can forgo dealing slashing damage; the target then has the grappled condition (escape DC 18) instead. Strahd can grapple only one creature at a time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
immediately obvious, reveal them only when they become evident.
Potion Miscibility d100 Result 01 The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force
other material. VARIANT: WANDS THAT DON’T RECHARGE
A typical wand has expendable charges. If you’d like wands to be a limited resource, you can make some of them incapable of regaining charges
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
within his lair, regaining all his hit points.
Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn’t
) necrotic damage. If the target is a creature, Strahd can forgo dealing slashing damage; the target then has the grappled condition (escape DC 18) instead. Strahd can grapple only one creature at a time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
immediately obvious, reveal them only when they become evident.
Potion Miscibility d100 Result 01 The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force
other material. VARIANT: WANDS THAT DON’T RECHARGE
A typical wand has expendable charges. If you’d like wands to be a limited resource, you can make some of them incapable of regaining charges
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
within his lair, regaining all his hit points.
Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn’t
) necrotic damage. If the target is a creature, Strahd can forgo dealing slashing damage; the target then has the grappled condition (escape DC 18) instead. Strahd can grapple only one creature at a time
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
when it moves in this way. Does the lich’s Disrupt Life ability affect animated objects and other constructs? The ability targets creatures that aren’t undead, so yes, it does affect constructs (as well
as all other kinds of creatures). If a shadow rolls a critical hit, does it reduce the target’s Strength by 2d4, as well dealing the extra necrotic damage? No. A critical hit lets you roll damage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
attack rolls and dealing 4 (1d4 + 2) bludgeoning damage on a hit. Their uncle, Thullen (see area 28), checks on them occasionally, but they receive little attention from their mother, since they are too
five-gallon flasks of acid (range 30/120 ft.), hurling one as an action and dealing 22 (4d10) acid damage on a hit. Each flask weighs 50 pounds, and there are twelve such flasks on wooden shelves about