Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'construct replace guarding to have reflection'.
Other Suggestions:
construct replaced guardians to have reflecting
construct replaced guardians to have reflective
construct replaces guardians to have reflecting
construct replaces guardians to have reflective
construct replaced guardian to have reflections
Equipment
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
Magic Items
Dragonlance: Shadow of the Dragon Queen
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
Monsters
The Wild Beyond the Witchlight
quarterstaff.Multiattack. Kelek makes three attacks using Sorcerer’s Bolt, Staff of Striking, or a combination of them. He can replace one of the attacks with a use of Spellcasting.
Sorcerer
Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more of his allies
Monsters
Bigby Presents: Glory of the Giants
replace one of the attacks with a Mind Bolt attack, if available.
Slam. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit
ceremorphs serve mind flayer colonies, protecting the elder brain;elder brains that rule the communities and guarding their treasures. They retain no memory of their previous existence as ettins.Psychic
Monsters
Curse of Strahd
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
races
unique construct created by magic, mysterious science, or both.
Arisen are never born in their current form. They are not undead, nor have they been raised from death by divine magic. Rather, each
specification or plan. Others start out innocuously through experimentation to replace living limbs or organs, with repeated experiments inexorably pushing a creature to lose all connection to
monsters
. While in sunlight, he has Disadvantage on attack rolls and ability checks.Multiattack. The abbot makes two Sanguine Blade attacks. He can replace one attack with a use of Blood Call.
Sanguine Blade
. Constitution Saving Throw: DC 15, one creature other than a Construct or Undead within 30 feet. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Blood Call", "rollDamageType
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Living Iron Statue This squat, solid-looking statue, currently guarding the evil cult’s treasure in Isle of the Abbey, is made from pure iron. Its hands are shaped into deadly weapons. Living Iron
Statue
Medium construct, unaligned
Armor Class 16 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 20 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Living Iron Statue This squat, solid-looking statue, currently guarding the evil cult’s treasure in Isle of the Abbey, is made from pure iron. Its hands are shaped into deadly weapons. Living Iron
Statue
Medium construct, unaligned
Armor Class 16 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 20 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Sunfly Celestial 1 Swarm of sunflies Celestial 1 Vargouille reflection Fiend 2 Dabus Celestial 2 Lantern archon Celestial 2 Musteval guardinal Celestial 3 Bariaur wanderer Celestial 3 Bleak Cabal void
Githzerai futurist Aberration 10 Darkweaver Aberration 10 Maelephant Fiend 10 Nonaton modron Construct 11 Farastu demodand Fiend 11 Octon modron Construct 11 Young time dragon Dragon 12 Cuprilach
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Sunfly Celestial 1 Swarm of sunflies Celestial 1 Vargouille reflection Fiend 2 Dabus Celestial 2 Lantern archon Celestial 2 Musteval guardinal Celestial 3 Bariaur wanderer Celestial 3 Bleak Cabal void
Githzerai futurist Aberration 10 Darkweaver Aberration 10 Maelephant Fiend 10 Nonaton modron Construct 11 Farastu demodand Fiend 11 Octon modron Construct 11 Young time dragon Dragon 12 Cuprilach
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or circumstances afflicted its ancestor.
2 Created by a god and tasked with guarding a treasure or secret.
3 A cultist who made a fiendish bargain and enjoyed rewards that have since
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or circumstances afflicted its ancestor.
2 Created by a god and tasked with guarding a treasure or secret.
3 A cultist who made a fiendish bargain and enjoyed rewards that have since
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Spectator A spectator is a spherical monster that can be tasked with guarding a treasure for a period not exceeding 101 years. If the treasure is stolen or destroyed before the spectator’s period of
spectator creates enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell misses it, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rating of 16 (15,000 XP) and is a purple worm, with these changes: The worm is a construct. It has immunity to poison and psychic damage, as well as bludgeoning, piercing, and slashing damage from
10 hit points at the start of each of its turns if it has at least 1 hit point. Replace its Multiattack and Bite action options with the options described below. Multiattack. The worm makes two attacks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rating of 16 (15,000 XP) and is a purple worm, with these changes: The worm is a construct. It has immunity to poison and psychic damage, as well as bludgeoning, piercing, and slashing damage from
10 hit points at the start of each of its turns if it has at least 1 hit point. Replace its Multiattack and Bite action options with the options described below. Multiattack. The worm makes two attacks
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Spectator A spectator is a spherical monster that can be tasked with guarding a treasure for a period not exceeding 101 years. If the treasure is stolen or destroyed before the spectator’s period of
spectator creates enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell misses it, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
changes to that stat block: Damage Immunity. Replace the living spell’s damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that
Magical Strike deals with one type of damage dealt by the chosen spell. Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
changes to that stat block: Damage Immunity. Replace the living spell’s damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that
Magical Strike deals with one type of damage dealt by the chosen spell. Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blade Scout Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades’ legions. Blade Scout Medium Construct (Warforged), Typically Lawful Evil
the incapacitated condition.
Actions
Multiattack. The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.
Armblade. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, scouting, and guarding the lair. Greater Minions A beholder’s greater minions are formidable opponents. In the lair, they might be stationed where they can catch intruders in an ambush, or they could be a
war chiefs 57–59 6d6 quaggoths 60–65 10d10 + 50 troglodytes 66–00 Roll twice, ignoring results above 65 * For death tyrant lairs, use this table, but replace approximately half of its humanoid minions
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, scouting, and guarding the lair. Greater Minions A beholder’s greater minions are formidable opponents. In the lair, they might be stationed where they can catch intruders in an ambush, or they could be a
war chiefs 57–59 6d6 quaggoths 60–65 10d10 + 50 troglodytes 66–00 Roll twice, ignoring results above 65 * For death tyrant lairs, use this table, but replace approximately half of its humanoid minions
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blade Scout Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades’ legions. Blade Scout Medium Construct (Warforged), Typically Lawful Evil
the incapacitated condition.
Actions
Multiattack. The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.
Armblade. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
relics it is charged with guarding. Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion — that of an individual who, in life, served with unwavering faithfulness. Upon death, a
god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves. Animated Statues. An
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
relics it is charged with guarding. Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion — that of an individual who, in life, served with unwavering faithfulness. Upon death, a
god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves. Animated Statues. An
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcaster’s choice—typically a treasure or location. The spectator is a reliable guardian and allows only its
the end of its next turn. Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage. Reactions
Spell Reflection. Trigger: The spectator succeeds on a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcaster’s choice—typically a treasure or location. The spectator is a reliable guardian and allows only its
the end of its next turn. Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage. Reactions
Spell Reflection. Trigger: The spectator succeeds on a
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
. It zaps enemies it can’t reach with an energy beam fired from an extended eye. Scrapper Large Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft.
STR
. The scrapper makes two Spike Punch attacks. It can replace one of those with a Wires attack.
Spike Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage