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Returning 35 results for 'broken bidding driven construct refugees'.
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Monsters
Monster Manual
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Sanguine Drain
Mending
Legacy
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Spells
Basic Rules (2014)
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no
larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Monsters
Mordenkainen's Fiendish Folio Volume 1
Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Entropic Aura
Teleport action.
Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy’s
Monsters
Spelljammer: Adventures in Space
duplicate that looks just like the reigar. The duplicate obeys the reigar’s commands and uses the reigar’s statistics, except it is an unaligned Construct that doesn’t have a talarith of its
land. When the endless battles there grew tiresome, some reigar ventured to the Astral Sea and Wildspace in search of glory. Many are driven by artistic pursuits, but each reigar has their own notion
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
Monsters
Curse of Strahd
Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd
Dragon. Broken though the order may be, my allegiance never dies.”
Flaw. “Destroying Strahd would end the vampire's torment, and that is something I will never allow.”PoisonNecrotic, Psychic
Symbol
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Spells
Basic Rules (2014)
; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence
Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in
Backgrounds
Baldur’s Gate: Descent into Avernus
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
; but what you learn you pass on to the Guild.
4
The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents
races
Mordenkainen Presents: Monsters of the Multiverse
Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Zombies From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone
too slow to escape its grasp. Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation. They
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Zombies From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone
too slow to escape its grasp. Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation. They
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Zombies From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone
too slow to escape its grasp. Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation. They
Bugbear
Legacy
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races
Volo's Guide to Monsters
otherwise produce anything of value. They bully weaker creatures into doing their bidding, so they can take it easy. When a superior force tries to intimidate bugbears into service, they will try to escape
, bugbears are ambush predators accustomed to long periods of inactivity broken by short bursts of murderous energy. Ferocious though they may be, bugbears aren’t built for extended periods of exertion
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Sharn.
3 You’re a refugee driven from your home by the war. You want to protect other refugees, but you’re also an opponent of the monarchies that drove the nations into war.
4 You’re
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Sharn.
3 You’re a refugee driven from your home by the war. You want to protect other refugees, but you’re also an opponent of the monarchies that drove the nations into war.
4 You’re
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Sharn.
3 You’re a refugee driven from your home by the war. You want to protect other refugees, but you’re also an opponent of the monarchies that drove the nations into war.
4 You’re
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the
former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Epic Fantasy A devout paladin in gleaming plate armor braces her lance as she charges a dragon. Bidding farewell to his dear love, a noble wizard sets forth on a quest to close the gate to the Nine
and evil as a prominent element of the game, with the adventurers more or less squarely on the side of good. These characters are heroes in the best sense, driven by a higher purpose than selfish
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Epic Fantasy A devout paladin in gleaming plate armor braces her lance as she charges a dragon. Bidding farewell to his dear love, a noble wizard sets forth on a quest to close the gate to the Nine
and evil as a prominent element of the game, with the adventurers more or less squarely on the side of good. These characters are heroes in the best sense, driven by a higher purpose than selfish
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Epic Fantasy A devout paladin in gleaming plate armor braces her lance as she charges a dragon. Bidding farewell to his dear love, a noble wizard sets forth on a quest to close the gate to the Nine
and evil as a prominent element of the game, with the adventurers more or less squarely on the side of good. These characters are heroes in the best sense, driven by a higher purpose than selfish
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the local clan leader. She despises needless cruelty but is ruthless in protecting her family’s interests. Eastbridge is a blend of Boromar loyalists, Daask insurgents, refugees and veteran soldiers
driven here by war, even a small band of warforged. Westbridge is as safe as Callestan gets, while anything goes in Eastbridge. Westbridge has a significant halfling population. In Eastbridge, a group of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the local clan leader. She despises needless cruelty but is ruthless in protecting her family’s interests. Eastbridge is a blend of Boromar loyalists, Daask insurgents, refugees and veteran soldiers
driven here by war, even a small band of warforged. Westbridge is as safe as Callestan gets, while anything goes in Eastbridge. Westbridge has a significant halfling population. In Eastbridge, a group of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the local clan leader. She despises needless cruelty but is ruthless in protecting her family’s interests. Eastbridge is a blend of Boromar loyalists, Daask insurgents, refugees and veteran soldiers
driven here by war, even a small band of warforged. Westbridge is as safe as Callestan gets, while anything goes in Eastbridge. Westbridge has a significant halfling population. In Eastbridge, a group of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
didn’t commit? Are you fleeing from a broken heart? Q’barra has also drawn Cyran refugees and newly freed warforged, both seeking a home in the wild east. Lizardfolk. The lizardfolk’s primitive culture
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K70. Kingsmen Hall This thirty-foot-square room is a shambles. Scattered furniture lies in heaps near the walls. Broken bones lie scattered amid crumpled and crushed plate armor. Shields and swords
jut from the walls as if driven into them by some tremendous force. Two doors stand opposite one another in the center of the north wall and the south wall. A dark archway leads out through the east
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Animated Flying Sword Mundane Object Come to Life Animated flying swords move as if wielded by unseen warriors. Whether an animated blade is newly forged or a constellation of broken fragments, the
object behaves the same. Animated Flying Sword Small Construct, Unaligned
AC 17 Initiative +4 (14)
HP 14 (4d6)
Speed 5 ft., Fly 50 ft. (hover)
Ability Score Mod Save
Str 12 +1 +1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
middle of the cave, under the fog. The minotaurs destroyed the construct and carried off its body for use in fashioning weapons, leaving its head behind. 1b. Foggy Alcove The fog obscures the skeleton
of a duergar lying on the floor near the back wall of this alcove. The duergar was impaled through the back with a broken-off stalactite by one of his kin and the body hidden here. The stalactite is still lodged in the duergar’s skeleton, which has been picked clean by vermin.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Animated Flying Sword Mundane Object Come to Life Animated flying swords move as if wielded by unseen warriors. Whether an animated blade is newly forged or a constellation of broken fragments, the
object behaves the same. Animated Flying Sword Small Construct, Unaligned
AC 17 Initiative +4 (14)
HP 14 (4d6)
Speed 5 ft., Fly 50 ft. (hover)
Ability Score Mod Save
Str 12 +1 +1
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
didn’t commit? Are you fleeing from a broken heart? Q’barra has also drawn Cyran refugees and newly freed warforged, both seeking a home in the wild east. Lizardfolk. The lizardfolk’s primitive culture
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K70. Kingsmen Hall This thirty-foot-square room is a shambles. Scattered furniture lies in heaps near the walls. Broken bones lie scattered amid crumpled and crushed plate armor. Shields and swords
jut from the walls as if driven into them by some tremendous force. Two doors stand opposite one another in the center of the north wall and the south wall. A dark archway leads out through the east






