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Returning 35 results for 'construct reflections guard to her revived'.
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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.
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
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->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->Mythic Odysseys of Theros
prides guard their lands implacably, and without a good reason to be there—or a leonin guide to vouch for one’s presence—outsiders are often chased away. Tethmos Tethmos serves as the default capital for
reflects the sunlight so brightly that it’s difficult to look at. Those who approach the lake and gaze into its waters usually see their own reflections, but on rare occasions, they see visions of places
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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 spellcaster can
amulet.
Construct Nature. A shield guardian doesn’t require air, food, drink, or sleep.
Shield Guardian
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 142
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here are 20 feet high with 10-foot-high corridors connecting them. 16a. North Guard Post Scaladar. Two modified scaladar guard the hall. They are described in more detail below.
Furnishings. Water
, bestowing on each construct an Intelligence of 11 and the ability to understand (but not speak) Dwarvish and Undercommon. Each duergar brain is contained in a glass sphere embedded in the construct’s head
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
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. Flesh Colossus Gargantuan Construct
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
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
Monstrosity 4 Gaj Aberration 4 Neh-thalggu Aberration 4 Neogi void hunter Aberration 4 Plasmoid boss Ooze 5 Astral elf honor guard Humanoid 5 Astral elf star priest Humanoid 5 Feyr Aberration 5 Mercane
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else. Some fiendish
flesh golems have wings. However, the magic used to create these golems allows them to fly and hover even without wings. Fiendish Flesh Golem
Large construct, unaligned
Armor Class 12 (natural
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. Hellfire Engine
Huge construct, lawful evil
Armor Class 18 (natural
as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
discovery has eluded them so far. Hellfire Engine
Huge Construct, Typically Lawful Evil
Armor Class 18 (natural armor)
Hit Points 216 (16d12 + 112)
Speed 40 ft.
STR
20 (+5)
DEX
a successful one.
If the chosen option kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Although he has sworn fealty to Auril, he isn’t of much use to her and doesn’t have any responsibilities other than to guard the fortress as best he can. If he’s knocked unconscious, revived, and
language, and the Dwarvish word carved above the doors translates to “Grimskalle.” G2. Guard Room This long, rectangular room is strewn with pieces of rotting wood and rusted metal—the remnants of giant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 particular chamber or corridor. If you issue no commands, the
damage 18 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a manor or convincing pixies to construct them a silken bower. The most elaborate faerie dragon lairs are modeled off those of larger dragons, featuring multiple chambers and cunning traps. Faerie
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are locked and magically trapped, and that Zox is protected by a tall, golem-like construct (Rex the shield guardian). Yargoth wants Zox’s scaladar control ring for her efforts; if the characters
stand guard near a pair of flame cannons aimed at a natural stone bridge.
Lit Enclosure. Seven-foot-high stone walls form an enclosure that abuts the west wall. Inside are trapped four rust monsters
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bits of metal, is a half-finished exoskeletal construct like the ones you encountered in the room you came from.
This room contains two duergar mechanics (one male, one female), both of whom turn
wall. Braziers heaped with hot coals do little to offset the cold air blowing into the room through arrow slits in the south wall.
The duergar guard grows to Large size before entering combat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 particular chamber or corridor. If you issue no commands, the
damage 18 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
the City of Doors, animated coffins serve similar—albeit less industrial—roles. Natural ambushers and tireless sentries, animated coffins guard ancient necropolises, family crypts, and the lairs of
(detailed earlier in this supplement) Animated Coffin Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
12
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pursuing the remaining two elemental prophets into their places of power. The most powerful and dedicated followers of each of the four cults guard these sanctums, which are infused with elemental energy
and warped into strange reflections of the Elemental Planes. At the heart of each elemental node, the characters find a great portal that serves as a conduit from its associated elemental plane. Here
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
creature in the region gains the benefits of the blink spell for 1 minute, shimmering with overlapping shattered reflections. 19–24 Creatures in the region don’t cast reflections. Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all to see. One consequence of his injury is that Tanimar has been relegated to guard duty. He fights alongside his younger brother, Xaphtal Freth. The other two drow are named Hexab Do’ett and Moltar
areas 11 and 18. Guards. Four male drow are on guard here.
Iron Spider. A giant iron spider stands motionless in the middle of the cave.
The drow (named Freb, Rylzzt, Urlimar, and Vanalfein) all
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(Insight) check confirms that they are not themselves, as they display slightly warped personalities. The four attack when they or the gibbering mouthers are discovered (use their guard or commoner
two failed death saving throws. Chance makes a death saving throw at the end of each round. If the chuuls are defeated and Chance is saved and revived, the spy can share that they were ambushed by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Finding the Nimblewright If the characters can’t pick up the trail after the nimblewright escapes with the Stone of Golorr, they might turn to the City Watch, the City Guard, or a friendly faction
City Watch (veterans) arrive as the fight ends. Drawn by the commotion, the Watch couldn’t care less about the nimblewright and believes any plausible story the characters tell them. (As a construct
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to obliterate what it touches). For example, to guard against magical spying, a beholder might use either ray to eliminate all common vermin (bats, rats, spiders, and so on) from its lair
beholder could also use its telekinetic ray to forcibly transport a creature immune to charm effects (such as a construct or some kinds of undead). Sleep Ray When it parlays with other creatures, a beholder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Guardian”). A rune on the back of the amulet matches a similar rune on the construct. 16b. Lake of the Aboleth Monsters. Illuun the aboleth and two chuuls lurk in the water, which is dark, slimy, and
presence, and every surface of the cave is covered in slime. A kuo-toa whip and two kuo-toa stand guard atop a pebbled beach strewn with dead crabs, rotting fish, and treasure. These kuo-toa have been
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
vegetation forms the city’s outer wall, with the treetops magically woven together to create a barrier against intruders. Expertly trained archers stand guard on platforms nestled among the upper
Setessa never construct a building that isn’t absolutely necessary, and their homes and buildings are seamlessly integrated into the environment, with magic coaxing vegetation to weave together into
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
height, and crystalline windows punctuate its summit. At the tower’s base stands a single stone door. Four hulking draconians guard the door, while armored dragonnels and their riders circle above.
An
2 rounds. Tower Guards. Four sivak draconians (see appendix B) guard the tower’s entrance. They halt anyone who tries to enter, whether wearing Dragon Army armor or not, and demand they state the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
guard in area X6 watches the icy ledge through the arrow slit, which grants him three-quarters cover against attacks made from outside the fortress. If he sees the characters approaching on the ledge
.
Arrow Slit. A duergar guard in area X3 watches this room through the arrow slit, which grants her three-quarters cover. If she sees or hears intruders inside the fortress, she shouts, “To arms!” in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
holding flutes of sparkling wine. One is playing the harpsichord. C2. Garden Mudroom This room has the following features: A guard dressed in House Cassalanter livery sits idly on a crate, watching
the door without a key or anyone not of Cassalanter blood who opens Victoro’s desk. The Cassalanter children know about this construct and warn friendly characters about it. Desk. Victoro’s desk is