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Returning 35 results for 'both building detailed construct replicas'.
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both buildings detailed construct replicas
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
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
Monsters
Van Richten’s Guide to Ravenloft
":"recharge","rollAction":"Blood Puppeteering"}. The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn’t a Construct or an Undead, it
extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
races
creating a hexblood, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread (detailed in Van Richten’s Guide to Ravenloft):
Hazlan. The bizarre magic
option presented here 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
races
Domains of Dread (detailed in Van Richten’s Guide to Ravenloft):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s&mdash
’s 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
Dhampir
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
to one of the following Domains of Dread (detailed in Van Richten’s Guide to Ravenloft):
Barovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires
your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within
copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Lyre of Building Wondrous item, rare (requires attunement by a bard) While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure
as an action to cast fabricate, move earth, passwall, or summon construct (appears in this book), and that spell can’t be cast from it again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Lyre of Building Wondrous item, rare (requires attunement by a bard) While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure
as an action to cast fabricate, move earth, passwall, or summon construct (appears in this book), and that spell can’t be cast from it again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Lyre of Building Wondrous item, rare (requires attunement by a bard) While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure
as an action to cast fabricate, move earth, passwall, or summon construct (appears in this book), and that spell can’t be cast from it again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
secrets to achieve goals known only to her. While this might lead to plots involving all manner of amoral science, the doctor’s work includes the following routine abominable operations. Construct
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
secrets to achieve goals known only to her. While this might lead to plots involving all manner of amoral science, the doctor’s work includes the following routine abominable operations. Construct
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
secrets to achieve goals known only to her. While this might lead to plots involving all manner of amoral science, the doctor’s work includes the following routine abominable operations. Construct
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
present. The building also has the features detailed in the “Lighting and Plumbing” sidebar. 19a. Ransacked Quarters The walls of this room are carved to look like natural rock, giving the chamber a
19. Looted Cloisters This windowless stone building contains apartments formerly used by rank-and-file Malar cultists. Stone doors throughout are fitted with locks, though the doors are unlocked at
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the ground. (This tower is detailed in the “Threshold of the Heavens” section.) Occupied Mansion. Small patrols come and go from a ruined mansion a third of the way across the city. (This building is
detailed in the “Occupied Mansion” section.) Sinister Temple. A foreboding temple stands at the south end of the city, its grounds teeming with soldiers. (This temple to the evil gods is detailed in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
present. The building also has the features detailed in the “Lighting and Plumbing” sidebar. 19a. Ransacked Quarters The walls of this room are carved to look like natural rock, giving the chamber a
19. Looted Cloisters This windowless stone building contains apartments formerly used by rank-and-file Malar cultists. Stone doors throughout are fitted with locks, though the doors are unlocked at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
present. The building also has the features detailed in the “Lighting and Plumbing” sidebar. 19a. Ransacked Quarters The walls of this room are carved to look like natural rock, giving the chamber a
19. Looted Cloisters This windowless stone building contains apartments formerly used by rank-and-file Malar cultists. Stone doors throughout are fitted with locks, though the doors are unlocked at
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the ground. (This tower is detailed in the “Threshold of the Heavens” section.) Occupied Mansion. Small patrols come and go from a ruined mansion a third of the way across the city. (This building is
detailed in the “Occupied Mansion” section.) Sinister Temple. A foreboding temple stands at the south end of the city, its grounds teeming with soldiers. (This temple to the evil gods is detailed in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the ground. (This tower is detailed in the “Threshold of the Heavens” section.) Occupied Mansion. Small patrols come and go from a ruined mansion a third of the way across the city. (This building is
detailed in the “Occupied Mansion” section.) Sinister Temple. A foreboding temple stands at the south end of the city, its grounds teeming with soldiers. (This temple to the evil gods is detailed in
Magic Items
The Book of Many Things
protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
building (detailed in the following section, “Murder Mystery”) is the last remnant of a more optimistic time, when the desperate and doomed of the Styes were cared for and watched over.
Locations in the Styes The most notable buildings in the Styes are described here. A few of these locations are detailed later, but most are left for you to develop as you see fit. 1. Harbor Master
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
building (detailed in the following section, “Murder Mystery”) is the last remnant of a more optimistic time, when the desperate and doomed of the Styes were cared for and watched over.
Locations in the Styes The most notable buildings in the Styes are described here. A few of these locations are detailed later, but most are left for you to develop as you see fit. 1. Harbor Master
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
building (detailed in the following section, “Murder Mystery”) is the last remnant of a more optimistic time, when the desperate and doomed of the Styes were cared for and watched over.
Locations in the Styes The most notable buildings in the Styes are described here. A few of these locations are detailed later, but most are left for you to develop as you see fit. 1. Harbor Master
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
opportunity to take a long rest and prepare for the battle ahead, they should know:
The time and location of the koboldzilla’s appearance (dawn, Bodrum Button). The koboldzilla is a construct. The
koboldzilla’s construction gives it a high AC, but means it can rust if exposed to acid and malfunction if it gets too cold. Clue 1: Where & When As detailed in Quark’s pamphlets, the arrival of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Khorvaire, the Flotket Alps of Wildemount, or some other mountain range while preserving the plot elements. You can also strip out the story about an evil duergar building a dragon construct and have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Khorvaire, the Flotket Alps of Wildemount, or some other mountain range while preserving the plot elements. You can also strip out the story about an evil duergar building a dragon construct and have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Khorvaire, the Flotket Alps of Wildemount, or some other mountain range while preserving the plot elements. You can also strip out the story about an evil duergar building a dragon construct and have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns in search of a rare crystal known as chardalyn. With it, they’re building a mighty construct that will lay waste to Ten-Towns if nothing is done to stop it.
“Our militia captured one of the
speaker’s next task is to prepare the settlement for what will surely be the fight of its life, in the event that Xardorok’s construct attacks Ten-Towns.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
the city to its founding civilizations. Each Jewel is a building-sized vessel capable of holding hundreds of people and tons of goods. Though the Jewels take a variety of shapes, their interiors are
civilizations and their Jewels are not listed and can be detailed as you please. Concord Jewels Civilization Jewel Akharin Sangar Turquoise Atagua Yellow Quartz Dayawlongon Serpentine Djaynai Water Opal
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
the city to its founding civilizations. Each Jewel is a building-sized vessel capable of holding hundreds of people and tons of goods. Though the Jewels take a variety of shapes, their interiors are
civilizations and their Jewels are not listed and can be detailed as you please. Concord Jewels Civilization Jewel Akharin Sangar Turquoise Atagua Yellow Quartz Dayawlongon Serpentine Djaynai Water Opal
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns in search of a rare crystal known as chardalyn. With it, they’re building a mighty construct that will lay waste to Ten-Towns if nothing is done to stop it.
“Our militia captured one of the
speaker’s next task is to prepare the settlement for what will surely be the fight of its life, in the event that Xardorok’s construct attacks Ten-Towns.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a heavily armored warforged stands guard Building on the book’s introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Special Terms of the Pact A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact — what a warlock must do to
willpower; you are required to abstain from alcohol and other intoxicants. 3 At least once a day, you must inscribe or carve your patron’s name or symbol on the wall of a building. 4 You must