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Returning 35 results for 'break bonus diffusing constructs replica'.
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Equipment
You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
Magic Items
Dungeon Master’s Guide
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself
Magic Items
Dungeon Master’s Guide
This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical
. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table.
Gem
Summoned
Magic Items
Dungeon Master’s Guide
sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target
has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.
A
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual
Magic Items
Dungeon Master’s Guide
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee
Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
Spells
Forgotten Realms: Heroes of Faerûn
You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save.
On a failed save, the
target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the
Ram, Portable
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Equipment
You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Stone Golem
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Monsters
Basic Rules (2014)
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from
Monsters
Princes of the Apocalypse
halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues
Monsters
Out of the Abyss
against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus
constructs cut and chiseled from Jade to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons.Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Ring of the Ram
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Magic Items
Basic Rules (2014)
is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and
Nagpa
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Monsters
Mordenkainen’s Tome of Foes
Corruption. As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage
(Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Paralysis"}. As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or
Monsters
Waterdeep: Dungeon of the Mad Mage
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from
Monsters
Out of the Abyss
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from
Monsters
Waterdeep: Dungeon of the Mad Mage
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from
Magic Items
Tasha’s Cauldron of Everything
regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials
, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don’t have total cover from you, the bells ring softly, their tone indicating the creature types present.
As an action, you can expend 1 charge to cast protection from evil and good.
Monsters
Locathah Rising
blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t
, mass cure wounds6th level (1 slot): conjure feyBalm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6
Iron Bands of Bilarro
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Magic Items
Dungeon Master’s Guide (2014)
of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
Monsters
Waterdeep: Dungeon of the Mad Mage
, stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2
Monsters
Waterdeep: Dungeon of the Mad Mage
reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1
minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from stone to appear as tall
Iron Bands of Binding
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Magic Items
Basic Rules (2014)
of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
Monsters
Ghosts of Saltmarsh
disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
Luring Song
. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated.
While charmed by the matriarch, a
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Magic Resistance. The cadaver collector has advantage on saving throws against spells and other magical effects.
Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver
until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed
Spells
Xanathar's Guide to Everything
hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum
of twice). After healing that number of times, the spirit disappears.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you
Staff of Power
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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. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack
bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to
Monsters
Acquisitions Incorporated
. Splugoth can take the Disengage or Hide action as a bonus action on each of his turns.
Touch of Madness. Splugoth has advantage on saving throws against being charmed or frightened.Multiattack. Splugoth
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
Elder Oblex
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Monsters
Mordenkainen’s Tome of Foes
, telekinesis
Sulfurous Impersonation. As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This
","rollDamageType":"psychic"} psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and
Adult Oblex
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Monsters
Mordenkainen’s Tome of Foes
each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell)
Sulfurous Impersonation. As a bonus action, the oblex can extrude a piece of itself that assumes
greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any
Monsters
Tales from the Yawning Portal
either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enervation Ray. The targeted
remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Petrification Ray. The targeted
Monsters
Candlekeep Mysteries
failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its
charges are expended, but it regains 1d3 expended charges daily at dawn and glows again once it has 1 or more charges.Stone golems are magical constructs cut and chiseled from stone to appear as tall






