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Returning 35 results for 'burned bark diffusing construct relies'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
the corpse flower or one of its zombie;zombies must make a DC 14 Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is poisoned until the start
necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
kobold minion (or some other poor fool) to ensure her own survival. Vellynne’s most potent spells are useless against the dragon construct, so she relies on her wand of magic missiles, using its
the dragon to provide a distraction, allowing the character to move to a safer location or use a class feature that relies on an ally being near the dragon (such as Sneak Attack). What Can Vellynne Do
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
kobold minion (or some other poor fool) to ensure her own survival. Vellynne’s most potent spells are useless against the dragon construct, so she relies on her wand of magic missiles, using its
the dragon to provide a distraction, allowing the character to move to a safer location or use a class feature that relies on an ally being near the dragon (such as Sneak Attack). What Can Vellynne Do
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
kobold minion (or some other poor fool) to ensure her own survival. Vellynne’s most potent spells are useless against the dragon construct, so she relies on her wand of magic missiles, using its
the dragon to provide a distraction, allowing the character to move to a safer location or use a class feature that relies on an ally being near the dragon (such as Sneak Attack). What Can Vellynne Do
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Giant Centipede skitter from behind the bark and roots to fight the characters. R7: Gruesome Camp To the northeast of this redwood is a burned-out campfire, around which are three humanoid corpses
Redwood Grove Locations The following locations are keyed to Map: Redwood Grove. R1: Looming Redwood A redwood looms above, its lowest branches impossibly high up and its bark weeping darkened sap
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Giant Centipede skitter from behind the bark and roots to fight the characters. R7: Gruesome Camp To the northeast of this redwood is a burned-out campfire, around which are three humanoid corpses
Redwood Grove Locations The following locations are keyed to Map: Redwood Grove. R1: Looming Redwood A redwood looms above, its lowest branches impossibly high up and its bark weeping darkened sap
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
, while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Giant Centipede skitter from behind the bark and roots to fight the characters. R7: Gruesome Camp To the northeast of this redwood is a burned-out campfire, around which are three humanoid corpses
Redwood Grove Locations The following locations are keyed to Map: Redwood Grove. R1: Looming Redwood A redwood looms above, its lowest branches impossibly high up and its bark weeping darkened sap
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
lay up to six eggs per year, and an egg matures for two to three months before it hatches.
Kobolds don’t engage in funeral ceremonies; a dead kobold’s body is burned or disposed of in
, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold’s first meal is usually its own shell). A hungry tribe leaves nothing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
man, but a mockery of one. This thing is not a creature of flesh and bone, but a construct made of dyed leather stitched and tightly wrapped over an articulated frame. You hear the soft tumbling and
clicking of gears. Pidlwick II can’t speak and doesn’t have an expressive face, so he relies mostly on hand gestures and simple diagrams to communicate. He understands Common but can’t read or write. If
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
man, but a mockery of one. This thing is not a creature of flesh and bone, but a construct made of dyed leather stitched and tightly wrapped over an articulated frame. You hear the soft tumbling and
clicking of gears. Pidlwick II can’t speak and doesn’t have an expressive face, so he relies mostly on hand gestures and simple diagrams to communicate. He understands Common but can’t read or write. If
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
man, but a mockery of one. This thing is not a creature of flesh and bone, but a construct made of dyed leather stitched and tightly wrapped over an articulated frame. You hear the soft tumbling and
clicking of gears. Pidlwick II can’t speak and doesn’t have an expressive face, so he relies mostly on hand gestures and simple diagrams to communicate. He understands Common but can’t read or write. If
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
before. Warrens of Rot. The endless miles of sodden tunnels and caves beneath Gorewood are called the Warrens of Rot. Each passage was once a tentacular root that at some point caught fire, burned
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
before. Warrens of Rot. The endless miles of sodden tunnels and caves beneath Gorewood are called the Warrens of Rot. Each passage was once a tentacular root that at some point caught fire, burned
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
before. Warrens of Rot. The endless miles of sodden tunnels and caves beneath Gorewood are called the Warrens of Rot. Each passage was once a tentacular root that at some point caught fire, burned
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Corpse Flower A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful undead. Unless it is uprooted and burned while it is still a seedling, the corpse flower
or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit, animating the statue and turning it into a useful guardian. Stone cursed possess a malevolent drive to slay
response to a verbal question posed to the skull by the character. Once this check is made, whether it succeeds or fails, the skull can’t be used in this manner again. Stone Cursed
Medium Construct
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Corpse Flower A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful undead. Unless it is uprooted and burned while it is still a seedling, the corpse flower
or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Corpse Flower A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse
DC 14 Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is poisoned until the start of its next turn. On a successful save, the creature is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit, animating the statue and turning it into a useful guardian. Lingering Spirits. The stone cursed possess a
. Once this check is made, whether it succeeds or fails, the skull can’t be used in this manner again.
Stone Cursed
Medium construct, lawful evil
Armor Class 17 (natural armor)
Hit Points 19
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit, animating the statue and turning it into a useful guardian. Stone cursed possess a malevolent drive to slay
response to a verbal question posed to the skull by the character. Once this check is made, whether it succeeds or fails, the skull can’t be used in this manner again. Stone Cursed
Medium Construct
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit, animating the statue and turning it into a useful guardian. Lingering Spirits. The stone cursed possess a
. Once this check is made, whether it succeeds or fails, the skull can’t be used in this manner again.
Stone Cursed
Medium construct, lawful evil
Armor Class 17 (natural armor)
Hit Points 19
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Corpse Flower A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful undead. Unless it is uprooted and burned while it is still a seedling, the corpse flower
or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit, animating the statue and turning it into a useful guardian. Stone cursed possess a malevolent drive to slay
response to a verbal question posed to the skull by the character. Once this check is made, whether it succeeds or fails, the skull can’t be used in this manner again. Stone Cursed
Medium Construct
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Corpse Flower A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse
DC 14 Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is poisoned until the start of its next turn. On a successful save, the creature is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit, animating the statue and turning it into a useful guardian. Lingering Spirits. The stone cursed possess a
. Once this check is made, whether it succeeds or fails, the skull can’t be used in this manner again.
Stone Cursed
Medium construct, lawful evil
Armor Class 17 (natural armor)
Hit Points 19
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Corpse Flower A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse
DC 14 Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is poisoned until the start of its next turn. On a successful save, the creature is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
or the duergar. These boats are equivalent to keelboats (see the Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). Makeshift Raft Characters can also construct
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
or the duergar. These boats are equivalent to keelboats (see the Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). Makeshift Raft Characters can also construct
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
or the duergar. These boats are equivalent to keelboats (see the Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). Makeshift Raft Characters can also construct
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
body is burned or disposed of in some other convenient way (or, in a cannibalistic tribe, eaten). Kobolds believe that if they die in service to their tribe, Kurtulmak immediately sends each of them
carnivores, kobolds are actually omnivores, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold’s first meal is usually its own shell). A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
body is burned or disposed of in some other convenient way (or, in a cannibalistic tribe, eaten). Kobolds believe that if they die in service to their tribe, Kurtulmak immediately sends each of them
carnivores, kobolds are actually omnivores, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold’s first meal is usually its own shell). A






