Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'building before did constructs removed'.
Other Suggestions:
buildings before did construct remove
binding before did construct remove
building before did construct remove
buildings before did construct remote
biding before did construct remote
Monsters
Dragonlance: Shadow of the Dragon Queen
damage, and vulnerability to thunder damage. On a successful save, the creature takes half as much damage and isn’t restrained.Istarian drones are ancient Constructs made of marble and gleaming metal
scuttling insectile legs and barbed, scythe-shaped arms for carrying and placing building materials. The drones create a viscous gel that hardens into crystalline mortar, which they can repurpose to restrain attackers.Lightning, Poison
Monsters
Candlekeep Mysteries
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
.
The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The
Equipment
communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Disrupt. Constructs of
turns, ending the effect on itself on a success.
Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Warforged Components The warforged are living constructs. House Cannith has designed a number of magic items that can interface directly with the body of a warforged. Once attached, a component
cannot be removed unless the warforged allows it. The armblade is an example of an item created by House Cannith. Docents are mysterious wondrous items discovered in Xen’drik. These are just a few of the components that can be encountered in the world.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
allows him to command the scaladar. He has put the constructs to work building a device he calls the Simulacrux. This device will, in theory, create a simulacrum of any scaladar that passes through
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Ore-Filled Cart This 20-foot-high cavern has tracks running through it. A mine cart laden with iron ore has chocks holding it in place. If these wooden blocks are removed, the cart rolls down the tracks toward area 1, building up speed as it goes (see “Mine Tracks and Carts”).
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s mark by rolling on the Marks of the Donjon table. A Mark of the Donjon lasts until removed by a Remove Curse spell or similar magic. Marks of the Donjon d6 Curse 1 The character can’t
threshold, the character has disadvantage on saving throws for 1 minute. 4 The character is plagued by nightmares of metal constructs. 5 The character is disoriented by wide-open spaces and has no sense of direction outdoors. 6 While in sunlight, the character has disadvantage on attack rolls.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
bird brings to meet me in Waterdeep as soon as possible.”
The bird waits patiently while the leather parcel is removed from its harness. The parcel contains a carefully folded spell scroll of teleport
and the sigil sequence of a permanent teleport circle in Waterdeep. The circle can be in a temple, a government building, or any other site of your choice. If the party includes more than six
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
bird brings to meet me in Waterdeep as soon as possible.”
The bird waits patiently while the leather parcel is removed from its harness. The parcel contains a carefully folded spell scroll of teleport
and the sigil sequence of a permanent teleportation circle in Waterdeep. The circle can be in a temple, a government building, or any other site of your choice. If the party includes more than six
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Istarian Drone Istarian drones are ancient Constructs made of marble and gleaming metal inlaid with crystals that flash with sparks of electricity. Created to build the fantastic structures that once
marked the glory of Istar, these drones resemble short, stout mantises. They have four scuttling insectile legs and barbed, scythe-shaped arms for carrying and placing building materials. The drones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L3. Hall of Knowledge This grand wooden building is constructed around ancient stone walls of a structure forgotten by time. Its red-lacquered double door, which is locked, bears a carving of a lotus
, “Please, let me die.”
The 145-year-old shield dwarf held captive in the southwest corner of the building is named Kharbek. They use the scout stat block with these changes: Kharbek speaks Common
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures of unknown realms far removed from mortal concerns. As heroes confront this evil, they must face the selfish, cold tendencies of their own kind as well. A campaign featuring troubled heroes who
an abandoned building or tower. If you run horror adventures week after week, try using a villain who turns out to be ordinary, perhaps even silly. Comic relief is a great variation on almost any D&D campaign, though players usually provide it themselves.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These scaladar obey the commands of illithids and attack any creatures that aren’t mind flayers or their thralls. Trobriand’s rings no longer have any effect on these constructs. 16b. South Guard
these mind flayers are attacked, one maintains contact with the crystal pedestal while the other defends it. The diamond no longer floats if removed from its place above the pedestal. A creature
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
wooden building in the middle of camp. Here the warlord meets with advisors and makes plans for future conquest. Most of the time, a command center also holds elite bugbear bodyguards that protect
the building. Goblinoid Quarters Each type of goblinoid has its own accommodations within the war camp. Bugbear Dens. After the hobgoblins stake out their territory, bugbear gangs dig their dens
Compendium
- Sources->Dungeons & Dragons->Monster Manual
affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.
Mark Behm
Gray Ooze
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
are loose and can be picked up and manipulated. If any of the people, and some of the animals, are removed from a display and placed on the floor of this vault, the item grows to full-size dimensions
immediately, and spirits of the ancestors animate the creature and it attacks. These beings are constructs, but otherwise function according to the statistics for a certain kind of creature, as noted
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Captain Dapplewing’s Manor, the building is closed and locked from 10:00 p.m. until 6:00 a.m. Because it holds many valuable antiques and volumes of sensitive research, security measures are in place in
top and bottom of the steps leading inside the building in area C1. These circles are permanent, customized teleportation circles. Anyone can move onto a circle and mentally focus on the floor to which
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
its roof. At the pointed front of the building, steps ascend to a stone door caked in slime.
The shrine to the trickster god Nangnang (represented by a grung) contains one of nine puzzle cubes needed
of this dusty room, a stone cube rests on a pedestal carved and painted to resemble a squat, humanoid frog.
Nangnang’s puzzle cube can be safely removed from its pedestal.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
be found in area 15a.) The frescoes depict Melair’s early exploits as a prospector: building a bridge over a river, meeting his first elf, prospecting for ore and gems in caves and foothills, hiding
. A detect magic spell reveals an aura of transmutation magic around the statue of the dwarf infant. Treasure. If the infant statue is removed from the cradle, it transforms into a crystal crown (250
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
19. Obo’laka’s Shrine A pair of needlelike columns mark the entrance to a walled ruin. In the courtyard beyond, banyan roots envelop a squat building. The stone doors that seal the entrance are
cube must repeat the saving throw at the end of each of its turns until the puzzle cube is removed from the shrine. When the torches in this room are inserted into the empty brackets in area 19B
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M10. Treasury This solitary building is set atop a small floating islet within an area of open space punched down through the main body of the monastery’s island. It is held aloft on its own
that wires lead from the journal into another pile of junk, behind which stands the canister of the final brain in a jar. If the journal is removed from this area, has its wires cut, or is opened
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
be empty rooms. The rest are described below. 20a. Kitchen Odor. The smell of meat stew wafts from this building.
Servants and Guards. Inside, a manacled bugbear and three goblins shackled together
Quarters Two male drow guards named Krivven and Yazdriirn stand outside the door. They deny entry to all but T’rissa and immediately attack intruders. The building holds the following features: Stuffed
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
deliver unrefined ore to the foundry.
Map 5.2 includes an inset map that shows the foundry’s interior, which is one large, open space. The building has no ceiling, allowing heat and smoke to escape
tinker’s tools. L8: Motherlode Tavern Hanging above the entrance of this grimy stone building is a painted wooden sign that depicts gemstones pouring from a flagon. A minor magical effect causes the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare
the creature’s original body can restore it to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.
Sample Diseases The diseases
removed until the disease is cured. Any event that causes the infected creature great stress — including entering combat, taking damage, experiencing fear, or having a nightmare — forces the creature
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
much greater depth. Cleansing Chambers Freshly captured victims are processed in the cleansing chambers. Their gear is removed and either destroyed or kept if it is of interest, their hair is shaved
staffed by heavily armed thralls, constructs, and other watchers. The inhabitants of these rooms attack strangers on sight and sound an alarm. Any entrance to a lair is always hidden by a secret door, an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
restore it to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next
serve whoever wears the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the wreckage. It’s impossible to discern the aim of these lighter bipeds from these tracks alone. Skilled Extractor. The Docent was removed with surgical precision, likely by someone who knew exactly
founder as a gesture of respect; they are grateful to the village’s original builders for creating this space they can use to mourn. Mill. The millstones have been removed from this mill, leaving an
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
because they are constructs, they do so when Quill is around. In the evenings when Quill visits the village, Ulrich always insists that Quill perform for an enraptured audience that never seems to get
village’s everyday events. W6. Manor The manor on the northern edge of Wisteria Vale stands out as the biggest and most ornate building in the village, two stories tall and made of white stone that gleams when the light catches it.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
building has sleeping quarters for rent on the upper floor, usually sufficient to accommodate the slow stream of travelers making their way through Saltmarsh on the way to somewhere else. Those who seek an
noble family, this building was purchased by the crown and serves as the dwarven mining company’s headquarters in Saltmarsh. Manistrad Copperlocks stays here when she must do business in town
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
god Moa (represented by a jaculi) contains one of nine puzzle cubes needed to enter the Tomb of the Nine Gods. 6A. Shrine Entrance Palm trees grow in front of this squat building, and worn steps ascend
web-filled room. Clutched in the statue’s jaws is a stone cube.
The statue is 8 feet tall and harmless. Puzzle Cube. The cube is Moa’s puzzle cube. It can be removed from the statue’s jaws and the shrine safely.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Elixir of Health. A drink loses its magic if it is removed from the Red Belvedere. Oganath also offers a variety of mundane cocktails, which cost 3 talons each. N2: Enchanting Arcana A sleek rakshasa in
, which the rakshasa is loath to disclose: Curse. As long as you wear this item, you are cursed. The item can’t be removed until you are targeted by a Remove Curse spell or similar magic. While cursed
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the main doors hang open. No sign of any other creatures in or around the building can be seen.
Characters can easily force their way into the chapel through any of its broken stained-glass windows
if either of those creatures survived. Gideon doesn’t accompany the characters, wanting to guard the chapel against demon attacks. G5. Gideon’s Quarters This small building was Gideon Lightward’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wall opposite the entrance. M2. Patio A semicircular patio paved with gray flagstones is nestled against the building, lit by the swirling indigo miasma that surrounds the mansion. M3. Library Tall
Medium swarm of Tiny constructs
Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., fly 30 ft. (hover)
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT






