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Returning 35 results for 'construct reside ground to her retreated'.
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Spells
Player’s Handbook
no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.
Magic Items
Dungeon Master’s Guide
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Glacial Upheaval"}. The scion digs its hands into the ground at a point it can see within 30 feet of itself and launches a magically conjured mass of
much damage and is pushed to the nearest unoccupied space outside the cylinder with no additional effects.
At the start of the scion’s next turn, a mass of ice plummets to the ground on a point
Monsters
Bigby Presents: Glory of the Giants
cradle defies all their expectations. Like a living volcano, the cradle hurls balls of magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it.
If the
first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See
Monsters
Bigby Presents: Glory of the Giants
magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it.
If the cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion
Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the
Monsters
Bigby Presents: Glory of the Giants
are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds
wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 23 Constitution saving throw or lose concentration.
Monsters
Bigby Presents: Glory of the Giants
claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On
a shock wave through the ground in a 60-footradius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 24 Constitution saving throw or lose concentration.
Monsters
Strixhaven: A Curriculum of Chaos
).
Sanguine Sense. While Y’demi isn’t blinded, she can see any creature that isn’t an Undead or a Construct within 60 feet of itself, even through total cover, heavily obscured areas
blood mages almost impossible to ambush.NecroticSanguine Tentacles (1/Day). The blood in the copper basin disappears as tentacles of congealed blood fill a 10-foot cube centered at a point on the ground
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
Curse of Strahd
, 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
with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut
Monsters
Bigby Presents: Glory of the Giants
rushes at any foe that dares to challenge it. Emulating sagas of Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any
. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold
Monsters
Bigby Presents: Glory of the Giants
empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See
. The cradle causes the ground in a 20-foot square within 90 feet of itself to sprout crystal spikes until the start of its next turn. The area becomes difficult terrain for the duration. A creature
Monsters
Bigby Presents: Glory of the Giants
often slumbers high in the sky or deep in the ocean, where the tumult caused by the scion’s restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it
first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of
Monsters
Bigby Presents: Glory of the Giants
caused by the scion’s restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion’s slumber
claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On
Monsters
Mordenkainen Presents: Monsters of the Multiverse
much damage on a successful one.No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward
roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a d6 at
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece
races
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some
races
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
your 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
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.
On some worlds, such as Eberron, orcs were among the first defenders of the natural
, 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
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
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->Tomb of Annihilation
Aldani Basin The Soshenstar and Tath rivers flow out of this marshy upland basin, which is a popular feeding ground for dinosaurs and swarms of biting insects. Tall plateaus and walls of dense
of their homeland. No reliable witnesses have reported an encounter with aldani in decades, so most Chultans believe the aldani perished. In fact, the lobsterfolk retreated to the secluded lakes of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Aldani Basin The Soshenstar and Tath rivers flow out of this marshy upland basin, which is a popular feeding ground for dinosaurs and swarms of biting insects. Tall plateaus and walls of dense
of their homeland. No reliable witnesses have reported an encounter with aldani in decades, so most Chultans believe the aldani perished. In fact, the lobsterfolk retreated to the secluded lakes of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Watchtower Locations The following locations are keyed to map 3.7. T1. Ground Floor The door at ground level is a stone slab secured from within by an iron crossbar that lifts away easily but
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Watchtower Locations The following locations are keyed to map 3.7. T1. Ground Floor The door at ground level is a stone slab secured from within by an iron crossbar that lifts away easily but
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the last adult and child. Many of the residents of Altand were on the ground when the attack came. Of the elves in the upper level of the village, many died of the dragon’s poisonous breath while
of villagers, the characters can learn the following: The dragon swooped down and attacked on the ground first. Nearly half of the village’s victims died during that first assault. Humans in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the last adult and child. Many of the residents of Altand were on the ground when the attack came. Of the elves in the upper level of the village, many died of the dragon’s poisonous breath while
of villagers, the characters can learn the following: The dragon swooped down and attacked on the ground first. Nearly half of the village’s victims died during that first assault. Humans in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
normally reside on the ground floors of the guard towers (area C4). Two cult fanatics (a human named Huarwar Mulphoon and a tiefling named Fel Suparra), who normally guard the gatehouse (area C6).
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
normally reside on the ground floors of the guard towers (area C4). Two cult fanatics (a human named Huarwar Mulphoon and a tiefling named Fel Suparra), who normally guard the gatehouse (area C6).
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
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
Bronze Scout A bronze scout seldom emerges from below ground; thanks to its telescoping eyestalks, it can observe enemies at close range while most of its segmented, wormlike body remains buried. If
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large rock
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
Bronze Scout A bronze scout seldom emerges from below ground; thanks to its telescoping eyestalks, it can observe enemies at close range while most of its segmented, wormlike body remains buried. If
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large rock
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig