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Returning 35 results for 'both bonus deafened construct round'.
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both bonus deafened constructs round
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Spells
Player’s Handbook
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the
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
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.
When you roll a 20 on an attack roll made
with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.
Spells
Player’s Handbook
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
Monsters
Monster Manual
it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (round up) is transferred to
the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s next turn.Poison
Magic Items
Dungeon Master’s Guide
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
.
Cube of Summoning
1d6
Spell
1
Summon Aberration
2
Summon Beast
3
Summon Construct
4
Summon Dragon
5
Summon Elemental
6
Summon Fey
Spells
Player’s Handbook
the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage
type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll
Spells
Player’s Handbook
make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to
Spells
Player’s Handbook
Psychic damage.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
Spells
Player’s Handbook
. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
Proficiency Bonus)
Traits
Amorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.
Actions
Multiattack
Spells
Player’s Handbook
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
Senses Darkvision 60 ft.; Passive Perception 10
Languages Sylvan, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a
Magic Items
Dungeon Master’s Guide
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties
Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.
Lightning Strike. You can
Spells
Player’s Handbook
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
, Frightened
Senses Darkvision 60 ft.; Passive Perception 12
Languages Celestial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes
Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Monsters
Monster Manual
Bonus Action on its turn, not both. Success: Half damage only. 5: Enervation Ray. Constitution Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
, 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
Spells
Player’s Handbook
makes a number of attacks equal to half this spell’s level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell
None (XP 0; PB equals your Proficiency Bonus)
Traits
Death Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your
Spells
Player’s Handbook
to half this spell’s level (round down).
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Piercing damage.
;Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn’t provoke Opportunity Attack;Opportunity Attacks when it flies out of an
Monsters
Monster Manual
either an action or a Bonus Action on its turn, not both. Success: Half damage only.
Enervation Ray. Constitution Saving Throw: DC 17. Failure: 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
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
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
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
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A
Monsters
Eberron: Forge of the Artificer
Dodge. Trigger: The hunter is hit by an attack roll. Response: The hunter halves the damage (round down) it takes from that attack.House Tharashk’s heirs include inquisitives, dragonshard
marks one creature it can see within 150 feet. The mark lasts for 1 hour, until the target dies, or until the hunter uses this Bonus Action again. While the target is marked in this way, the hunter has
Feats
Astarion's Book of Hungers
. When you roll a Hit Point Die to regain Hit Points, you can treat any roll of 1 or 2 as a 3.
Sanguine Feast. Once per turn when you hit a Bloodied creature that isn’t a Construct or Undead
with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Staff of Thunder and Lightning
Legacy
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Magic Items
Basic Rules (2014)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used
damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap
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
spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
CONSTRUCT Spirit
Medium construct
Armor Class 13 + the level of the
Equipment
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
Mislead
Legacy
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Spells
Basic Rules (2014)
you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Storm of Vengeance
Legacy
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Spells
Basic Rules (2014)
(no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each
round you maintain concentration on this spell, the storm produces different effects on your turn.
Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid
Magic Items
The Wild Beyond the Witchlight
wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra 1d8 radiant damage on a hit.
Sense Mood. While the vane is inside the
can’t be blinded, deafened, petrified, or stunned.
While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no
Star Spawn Mangler
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Ambush. On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn’t taken a turn yet.
Shadow Stealth. While in dim light or darkness, the
mangler can take the Hide action as a bonus action.Multiattack. The mangler makes two claw attacks.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claw"} to hit
Darkmantle
Legacy
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Monsters
Basic Rules (2014)
Echolocation. The darkmantle can’t use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a
darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it
Orc Red Fang of Shargaas
Legacy
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Monsters
Volo's Guide to Monsters
Cunning Action. On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
Hand of Shargaas. The orc deals an 2 extra dice of damage when it hits a target with
a weapon attack (included in its attacks).
Shargaas's Sight. Magical darkness doesn't impede the orc's darkvision.
Slayer. In the first round of a combat, the orc has advantage on attack rolls against
Frost Giant Everlasting One
Legacy
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Monsters
Volo's Guide to Monsters
, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at
the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
Vaprak's Rage (Recharges after a Short or Long Rest). As a bonus action, the giant can
Monsters
Princes of the Apocalypse
);{"diceNotation":"9d6","rollType":"damage","rollAction":"Thundercrack","rollDamageType":"thunder"} thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much
damage and is deafened until the start of Yan-C-Bin’s next turn.
Change Shape. Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are
Monsters
Tales from the Yawning Portal
Echolocation. The darkmantle can't use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or
becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 11 Strength check as an action. On its turn, the
Project Image
Legacy
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Spells
Basic Rules (2014)
, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action
, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the
Monsters
Guildmasters’ Guide to Ravnica
Ambusher. In the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn’t taken a turn yet.
Nimble Escape. The stalker can take the Disengage or Hide
action as a bonus action on each of its turns.
Ruin Dweller. The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed