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Returning 35 results for 'construct wall remake'.
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Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
it is physically attached to, provided that creature isn’t a Construct or an Undead. The parasite regains hit points equal to the damage taken.A puppeteer parasite looks like a rubbery amoeba
the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite uses its hooks to attach to a wall or ceiling until suitable prey
Monsters
Quests from the Infinite Staircase
":"damage", "rollAction":"Fortified Pickaxe", "rollDamageType":"force"} force damage. If the target is a Construct or an object, the attack is automatically a critical hit.
Communal Spellcasting (2/Day
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the
Monsters
Tomb of Annihilation
spikes are made of ice), or wall of ice (2 charges).
Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4
must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with
Magic Items
Tomb of Annihilation
freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges).
You can expend the necessary
creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the
Monsters
Fizban's Treasury of Dragons
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high.
Starlight’s Gleam. The dragon chooses a point it
Monsters
Fizban's Treasury of Dragons
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
dragon issues that isn’t directly harmful to the creature.
Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet
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
Each: Enthrall, Fireball, Locate Creature (unlimited range when targeting creatures who returned to life a soul he trapped through a contract), Private Sanctum, Silence, Wall of ForceUrevian is a
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
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
appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Unrealities The unrealities connected to Vecna’s Grasp are manifestations of Vecna’s plans to remake the multiverse. These potent demiplanes exist outside time and space. Each unreality is dangerous
no longer reflects images of the unreality, and after 50 feet, the tunnel terminates at a featureless, obsidian wall. After all three unrealities are dismantled, the crystals in area E1 shatter, clearing the way to the Cave of Shattered Reflection, which is described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Unrealities The unrealities connected to Vecna’s Grasp are manifestations of Vecna’s plans to remake the multiverse. These potent demiplanes exist outside time and space. Each unreality is dangerous
no longer reflects images of the unreality, and after 50 feet, the tunnel terminates at a featureless, obsidian wall. After all three unrealities are dismantled, the crystals in area E1 shatter, clearing the way to the Cave of Shattered Reflection, which is described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
middle of the cave, under the fog. The minotaurs destroyed the construct and carried off its body for use in fashioning weapons, leaving its head behind. 1b. Foggy Alcove The fog obscures the skeleton
of a duergar lying on the floor near the back wall of this alcove. The duergar was impaled through the back with a broken-off stalactite by one of his kin and the body hidden here. The stalactite is still lodged in the duergar’s skeleton, which has been picked clean by vermin.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
middle of the cave, under the fog. The minotaurs destroyed the construct and carried off its body for use in fashioning weapons, leaving its head behind. 1b. Foggy Alcove The fog obscures the skeleton
of a duergar lying on the floor near the back wall of this alcove. The duergar was impaled through the back with a broken-off stalactite by one of his kin and the body hidden here. The stalactite is still lodged in the duergar’s skeleton, which has been picked clean by vermin.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Roundabout A bore worm — a metal construct similar in size and shape to a purple worm — hollowed out this donut-shaped chamber as part of excavating the passage that leads down to level 13
saving throw. On a successful save, the creature avoids being crushed between the worm and the tunnel wall. On a failed save, the creature takes 22 (4d10) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Roundabout A bore worm — a metal construct similar in size and shape to a purple worm — hollowed out this donut-shaped chamber as part of excavating the passage that leads down to level 13
saving throw. On a successful save, the creature avoids being crushed between the worm and the tunnel wall. On a failed save, the creature takes 22 (4d10) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill
celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill
celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
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
won’t leave it under any circumstances.
Secret Door. The walls, floor, and ceiling are covered in 5-foot-square steel tiles. One tile conceals a secret door in the east wall at floor level.
11c
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
you in the middle of a large room with machinery filling the eastern half.
A duergar stands in front of a double door in the north wall, and another is in the southeast corner next to a lever that
juts out of the east wall. Braziers heaped with hot coals do little to offset the cold air that blows through the arrow slits in the south wall.
The two duergar are hostile toward non-duergar. On
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
won’t leave it under any circumstances.
Secret Door. The walls, floor, and ceiling are covered in 5-foot-square steel tiles. One tile conceals a secret door in the east wall at floor level.
11c
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
you in the middle of a large room with machinery filling the eastern half.
A duergar stands in front of a double door in the north wall, and another is in the southeast corner next to a lever that
juts out of the east wall. Braziers heaped with hot coals do little to offset the cold air that blows through the arrow slits in the south wall.
The two duergar are hostile toward non-duergar. On
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Mad Golem’s Lair Characters who approach this cavern from any direction hear stone smashing against stone. The cavern has a peaked roof 50 feet high and the following features: Construct. A
hulking, mobile mass of jumbled stone stands atop a natural rise in the center of the cavern. It is using its fists to smash something.
Forge. Carved into one wall is a stone forge that hasn’t been lit in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Mad Golem’s Lair Characters who approach this cavern from any direction hear stone smashing against stone. The cavern has a peaked roof 50 feet high and the following features: Construct. A
hulking, mobile mass of jumbled stone stands atop a natural rise in the center of the cavern. It is using its fists to smash something.
Forge. Carved into one wall is a stone forge that hasn’t been lit in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
will of its own. It looks like a floating, black planar rift in the shape of a sword. Like a demon, it craves destruction. Living Blade of Disaster
Small construct, chaotic evil
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
will of its own. It looks like a floating, black planar rift in the shape of a sword. Like a demon, it craves destruction. Living Blade of Disaster
Small construct, chaotic evil
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Small or Medium humanoid sits atop a wooden donkey, it moves and attacks as directed by its rider. Each donkey has the statistics of a mule, with these changes: The wooden donkey is a construct with
, paralyzed, petrified, or poisoned. 8b. Arch Gate to Level 9 A stone arch embedded in the south wall is engraved with images of beholders, flumphs, and stirges. The arch is one of Halaster’s gates
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Small or Medium humanoid sits atop a wooden donkey, it moves and attacks as directed by its rider. Each donkey has the statistics of a mule, with these changes: The wooden donkey is a construct with
, paralyzed, petrified, or poisoned. 8b. Arch Gate to Level 9 A stone arch embedded in the south wall is engraved with images of beholders, flumphs, and stirges. The arch is one of Halaster’s gates
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
running perpendicular to this one. Where the two halls meet, words have been scrawled on the ceiling in dried blood.
A secret door in the west wall slides open to reveal a dark tunnel leading to areas 26
hall, a thick purple drape hangs wall to wall. At the upper end, the hallway terminates.
The hall slopes down toward area 62C. Area 62D lies to the west, behind a secret door that spans the entire
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
corner. This Construct doesn’t have a control amulet and can’t be controlled like other shield guardians; it attacks any creature that enters the room without displaying a key card. It has the Confusion
. A lever on the south wall controls the portcullis north of area 13.
17: Trash Disposal The eastern door to this chamber is blue.
Wide chutes along the edges of this room’s floor connect to the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
corner. This Construct doesn’t have a control amulet and can’t be controlled like other shield guardians; it attacks any creature that enters the room without displaying a key card. It has the Confusion
. A lever on the south wall controls the portcullis north of area 13.
17: Trash Disposal The eastern door to this chamber is blue.
Wide chutes along the edges of this room’s floor connect to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
running perpendicular to this one. Where the two halls meet, words have been scrawled on the ceiling in dried blood.
A secret door in the west wall slides open to reveal a dark tunnel leading to areas 26
hall, a thick purple drape hangs wall to wall. At the upper end, the hallway terminates.
The hall slopes down toward area 62C. Area 62D lies to the west, behind a secret door that spans the entire
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters can see into the room. Trophies. Embedded in the plaster-covered walls are dozens of wands, staffs, rods, and orbs.
Mirror. Affixed to the east wall is a 5-foot-tall oval mirror with a stone
frame, the top of which is carved in the likeness of a yawning homunculus (see “Magic Mirror” below).
Furniture. A desk and a chair formed out of lacquer-covered books stand near the north wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters can see into the room. Trophies. Embedded in the plaster-covered walls are dozens of wands, staffs, rods, and orbs.
Mirror. Affixed to the east wall is a 5-foot-tall oval mirror with a stone
frame, the top of which is carved in the likeness of a yawning homunculus (see “Magic Mirror” below).
Furniture. A desk and a chair formed out of lacquer-covered books stand near the north wall
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, another tarp covers a larger cylindrical object. Dusty webs cover everything. A metal door stands closed in the center of the adjacent wall.
Creatures. The “spherical objects” covered with tarps are
pieces of wire, which it attempts to place into gaps between other wires set into the crumbling walls. Another metal door stands along the wall across from the end of the corridor.
Creatures. Four
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
condition.
Fortified Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. If the target is a Construct or an object, the attack is automatically a critical hit
other pechs are within 30 feet of it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throw or have the prone condition.
Fortified Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. If the target is a Construct or an object, the attack is
DC 12). If at least three other pechs are within 30 feet of it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech