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Returning 35 results for 'brown before descend construct receives'.
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Bearded Devil
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Glaive"} hit points at the start of each of its
":"Glaive"}. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Horned Devil
Legacy
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Monsters
Basic Rules (2014)
","rollDamageType":"piercing"} piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6);{"diceNotation":"3d6
closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Hurl Flame"} to hit, range 150 ft., one target. Hit: 14 (4d6
Bearded Devil (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Glaive"} hit points at the start of each of its
":"Glaive"}. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Summon Devil (1/Day). The
Horned Devil (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
","rollDamageType":"piercing"} piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6);{"diceNotation":"3d6
closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Hurl Flame"} to hit, range 150 ft., one target. Hit: 14 (4d6
Species
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all
humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature
Species
Mordenkainen Presents: Monsters of the Multiverse
taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Creating Your Character
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
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with
Species
Mordenkainen Presents: Monsters of the Multiverse
ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.
Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating
’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, Humanoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Roundabout A bore worm — a metal construct similar in size and shape to a purple worm — hollowed out this donut-shaped chamber as part of excavating the passage that leads down to level 13
. Characters who descend to level 13 encounter the worm (see “Bore Worm”). Once an hour, the bore worm makes its way up the tunnel from level 13 and circles this area clockwise before returning below. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Zuggtmoy’s Lair Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence
mutating as it is overwhelmed. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
race is fair.
The beasts of Middle Dura are versatile. The Eagle represents Broken Arch and Stormhold in Middle Dura, and its supporters wear brown and gold. The clever Owl flies for Rattlestone and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Medium construct
Armor Class 18 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
3 (-4
cuter than their parents. A skitterwidget strives to protect nearby kiddywidgets, whether it gave birth to them or not. If it receives a command from its master that would endanger the life of one or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its
with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Teacup
Tiny Construct, Unaligned
Armor Class 12
Hit Points 5 (2d4)
Speed 20 ft.
STR
4 (−3)
DEX
14 (+2)
CON
10 (+0)
INT
3 (−4)
WIS
3 (−4)
CHA
1
) Proficiency Bonus +2
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 2) bludgeoning damage.
The participant with the last cup standing wins. The winner receives
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this
receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Humanoid 1/2 Space eel Beast 1/2 Ssurran poisoner Monstrosity 1 Jammer leech Plant 1 Psurlon ringer Aberration 2 Aartuk starhorror Plant 2 Aartuk weedling Plant 2 Autognome Construct 2 Hadozee explorer
Humanoid 3 Githyanki buccaneer Humanoid 3 Neogi hatchling swarm Aberration 3 Neogi pirate Aberration 3 Plasmoid warrior Ooze 3 Solar dragon wyrmling Dragon 3 Ssurran defiler Monstrosity 4 Brown scavver
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and ultimately devouring the other. Zuggtmoy’s Lair Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are
or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Zuggtmoy dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
creatures descend. Pillared Hall. The dragon sleeps in the large hall on the left edge of the map, where a row of crumbling pillars supports the ceiling and a narrow channel of lava keeps the hall hot. Hoard
. Precipitation is almost nonexistent within 6 miles of the dragon’s lair, making the land parched and arid and most plant life withered and brown. Fiery Senses. The dragon can hear up to 30 feet through any open
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
dozen other cadets (a mixture of acolyte, apprentice wizard, and bandits), all lined up before the counter or seated at tables. Each character who joins the line receives a bowl containing a smoky
battered pocket notebook he always keeps on him. Miken has light-olive skin, dark-brown eyes, and short, disheveled black hair framing a round face. He wears the same uniform as the other cadets.
Quote: “I’d like to be a great spelljammer, but I don’t know if I’ve got it in me.”
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tries to speak or write about these forbidden topics, she painfully coughs up brown tree sap, or mushrooms blister on her fingers until she ceases her attempts. The carousel’s wooden unicorns, however
receives the following information while in telepathic contact with one of the carousel’s unicorns: Zybilna of Prismeer is frozen in time. Three hags have seized control of Zybilna’s domain and split it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
oblique reference to Manshoon.) The characters can descend the mountain safely. Reward: Each Gray Hand character gains 1 renown. 3rd “A young bronze dragon has taken up residence in Deepwater Harbor
: Each Gray Hand character gains 2 renown. Every character who participated in the raid receives a potion of resistance. In addition, Vajra covers the cost of any raise dead spells needed to bring back dead characters.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage.
Homunculus Tiny Construct, Neutral
AC 13 Initiative +2 (12)
HP 4 (1d4 + 2
) Necrotic damage, and the target receives an infernal wound if it doesn’t have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
one or more characters must have a combined Strength score of 20 or higher to push it open. 4B. Arena Gallery When one or more characters enter the shrine, read: Steps descend into a fifteen-foot-high
construct with an Armor Class of 17 (natural, shield). It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cage is worth 400 gp. G7: Stairs to Flooded Passage This wide passage is inlaid with roughly cut stairs that descend into murky flood waters.
A subterranean waterway flooded this passage several
: Duergar Delegate Room A long, low table in this room bears bits of metal. Stairs descend to the south, beneath an archway bearing deep, jagged carvings.
Drow and duergar living in this area didn’t
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibility of a recurrence. Each character who agrees receives a supernatural charm (see chapter 7 of the Dungeon Master’s Guide) to aid their task. Assign charms to characters that are appropriate to
. The shrine is a barren chamber every time they reenter. It’s dawn of the next day, no matter what time it was when they entered. They can descend the ziggurat with no difficulty, with or without the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend
) These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stairs descend ten feet to a landing, turn, and continue to descend beyond your sight. Several large buckets are stacked unevenly on the landing. To the north, a staircase descends ten feet to a door
.
The western stairs lead to area M18 in the mines below the monastery. The northern stairs descend to a doorway that opens into the garden (area M14). The buckets are for fetching water from the well
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
steps descend sharply.
The steps descend 15 feet. An 8-foot-high stone corridor passes about 7 feet below the northern arboretum (area 49), connecting the stairways on either side. 53. Belak’s Study
human woman in a robe fit for a noble; and a middle-aged, bearded human male wearing a hooded brown robe and armed with a staff and sickle. The younger humans have black eyes and gray skin with the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
channel is stained and traces of a brown liquid shine wetly.
To your left, along the west wall, dozens of manacles hang from the wall at waist height.
The slaves that have been toiling to enlarge
Thadrah. Food for the slaves, in the form of a light brown, watery gruel, is poured into the trough from time to time, though the slaves are not given utensils of any sort and must do their best with their
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
amulet’s wearer can command the bound guardian to cast the Fireball spell stored within the Construct. D8: Icicle Cave Rows of thick icicles—some long enough to connect the icy floor and ceiling—hang in
Construct to fight Challidax. But before they leave the lair, Gelida wants the amulet so she can use the guardian to carry her box out of the caves and wherever else the mephit pleases. If the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, writing on foggy glass, or insects swarming to create messages. 76–80 During the next night, one sleeping character in the region receives a vision as if the target of the dream spell. The dream is brief
—perhaps an antique box, stone cairn, or tree stump sealed with rocks—radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
chamber cut out of the rock with a veil of calcite and stalactites covering the walls. Buttresses rise from the corners, brown shot through with black, and triangular stone pillars support the high
crypt is opened by those who don’t serve the god Zotzilaha. The curse lasts until it is dispelled, and 4d10 days after this tomb has been broken into, every cursed violator receives a visit from either
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations assumes the characters can see what’s around them. M1. Tool Room Rough-hewn steps descend 60 feet before ending just north of this chamber. Racks holding picks and hammers are nailed to the
translucent gemstones that come in different colors, including pale green, blue, pink, red, brown, and black. Mining Discoveries d100 Discovery
01–80 Nothing
81–95 Pebble-sized tourmaline
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Tracks for the ore carts descend around the walls of the pit in a clockwise fashion. Enough daylight filters through the mine opening to create dim illumination to the bottom of the shaft. The kobolds
that survived the flames. 6A. Ledge This platform is lit by a torch in a wall sconce and guarded by two kobold inventors (see appendix D). Rough-hewn steps descend to area 6B. 6B. Egg Nursery Seven






