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Returning 35 results for 'construct receives guard to have relatively'.
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Magic Items
Dungeon Master’s Guide
guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
Monsters
Mythic Odysseys of Theros
remarkable magical wool. This makes the beasts valuable to heroes and scoundrels alike, who would use their wool for either protection or profit. Divine servants guard the few herds of Nyx-fleece rams
magic garment. A wearer who is attuned to the garment, as to a magic item, receives the favor of the gods in the form of a magical benefit. Use the Powers of the Fleece table to determine the property of
Magic Items
Icewind Dale: Rime of the Frostmaiden
its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A humanoid that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training
Monsters
Bigby Presents: Glory of the Giants
adamantine skeleton, creating a grisly colossal construct. Inside the flesh colossus’s chest is a stone sphere infused with spirits from each elemental plane acting as its core.
To this day, some of
these ancient flesh colossi guard abandoned ruins, sites sacred to giants, and lost treasures—and possibly the procedure to create new examples of their kind.Lightning, Poison, Psychic
Protector Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.
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
monsters
provoking Opportunity Attack;Opportunity Attacks.When a gibtas feeds regularly but never receives sufficient food to procreate, it grows into a mighty gibtanius. The creature becomes a surly
gibtas as a pet or guard soon learn to keep it away from any important possessions they don’t want spattered with acid.
In the wild, gibtases are scavengers, avoiding larger predators while feeding
monsters
: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Quill", "rollDamageType":"Piercing"} Piercing damage. If the target is a creature that isn’t an Undead or Construct, it is
creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Spellcasting. Urevian casts one of the
Animate Objects
Legacy
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Spells
Basic Rules (2014)
the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a
12
+5 to hit, 2d6 + 1 damage
Large
50
10
14
10
+6 to hit, 2d10 + 2 damage
Huge
80
10
18
6
+8 to hit, 2d12 + 4 damage
An animated object is a construct with AC, hit points
races
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
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, Humanoid
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Lords and Their Thralls While the demons fight for domination among their own kind in the Abyss, the Material Plane is the most fertile ground for demons to acquire followers. Even a relatively weak
a cult’s adoration, a demon receives allies in its struggle against its rivals. To show their reverence, cultists might offer sacrifices of treasure and magic items that the demon can use. Taking
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Lords and Their Thralls While the demons fight for domination among their own kind in the Abyss, the Material Plane is the most fertile ground for demons to acquire followers. Even a relatively weak
a cult’s adoration, a demon receives allies in its struggle against its rivals. To show their reverence, cultists might offer sacrifices of treasure and magic items that the demon can use. Taking
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
. Mounts that don’t tire (such as a flying construct) aren’t subject to this limitation. As adventurers travel through the air, check for random encounters as you normally would. Ignore any result that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
. Mounts that don’t tire (such as a flying construct) aren’t subject to this limitation. As adventurers travel through the air, check for random encounters as you normally would. Ignore any result that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with them. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who are assigned by the council to sail or row the boat. The guards do not disembark when the
characters reach their destination, instead staying with the boat to keep it under their control and guard the party’s return trip. While they are at sea, as their boat approaches the promontory, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with them. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who are assigned by the council to sail or row the boat. The guards do not disembark when the
characters reach their destination, instead staying with the boat to keep it under their control and guard the party’s return trip. While they are at sea, as their boat approaches the promontory, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
receive a writ exempting them for twelve months, but the writ must be produced every month when the Guard calls, or a new payment is required. If the Guard knocks at a door and receives no answer, a notice
shard per person above the age of ten years, and is collected door-to-door by patrols of the City Guard on the last day of each month. Individuals who so desire can pay a single dragon in tax and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
servants have dwellings in the low quarter. Here, too, are relatively cheap lodgings for visitors. Military Quarter Members of the imperial navy and the imperial guard maintain residences in the military
, most of them astral elves. The few non-elves are diplomatic envoys to the court, traders, and skilled crafters whose work is esteemed by the emperor. The imperial guard, which provides security within
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
receive a writ exempting them for twelve months, but the writ must be produced every month when the Guard calls, or a new payment is required. If the Guard knocks at a door and receives no answer, a notice
shard per person above the age of ten years, and is collected door-to-door by patrols of the City Guard on the last day of each month. Individuals who so desire can pay a single dragon in tax and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
servants have dwellings in the low quarter. Here, too, are relatively cheap lodgings for visitors. Military Quarter Members of the imperial navy and the imperial guard maintain residences in the military
, most of them astral elves. The few non-elves are diplomatic envoys to the court, traders, and skilled crafters whose work is esteemed by the emperor. The imperial guard, which provides security within
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Construct. In the center of the room is a Huge scorpion constructed from metal. (This is an incomplete scaladar that is not active.)
11b. Scaladar Guards. Two scaladar (see appendix A) guard this room and
), his body was placed here by the scaladar servants that guard area 11b. The body is in stasis but can be attacked normally. It is unconscious and has AC 12 and 99 hit points. Without its spirit, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Construct. In the center of the room is a Huge scorpion constructed from metal. (This is an incomplete scaladar that is not active.)
11b. Scaladar Guards. Two scaladar (see appendix A) guard this room and
), his body was placed here by the scaladar servants that guard area 11b. The body is in stasis but can be attacked normally. It is unconscious and has AC 12 and 99 hit points. Without its spirit, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
members of the faction, which seeks to foster harmony between nature and civilization. Members living in Waterdeep help guard the city against unnatural threats, including aberrations and undead. They
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Enemies Everywhere Elder brains seek stability and safety for their colonies, and a colony can remain in a relatively peaceful state for decades if it can evade discovery while it acquires food. Two
suitable spot, its followers construct a new lair while it transforms into an elder brain. Although a creature as arrogant and ambitious as an elder brain might resent an ulitharid’s rise, it understands
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Enemies Everywhere Elder brains seek stability and safety for their colonies, and a colony can remain in a relatively peaceful state for decades if it can evade discovery while it acquires food. Two
suitable spot, its followers construct a new lair while it transforms into an elder brain. Although a creature as arrogant and ambitious as an elder brain might resent an ulitharid’s rise, it understands
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
members of the faction, which seeks to foster harmony between nature and civilization. Members living in Waterdeep help guard the city against unnatural threats, including aberrations and undead. They
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nimblewright A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing
, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a nimblewright reduced to 0 hit points is permanently destroyed. Nimblewright
Medium construct, unaligned
Armor Class