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Returning 35 results for 'constructed requiring grave to her reflect'.
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Monsters
Monster Manual
sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
Grave Strike. Melee Attack Roll: +10
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Grave Strike"}, reach 5 ft. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType
Monsters
Monster Manual
checks.Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit
", "rollAction":"Grave Strike"}, reach 5 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 7 (2d6
Monsters
Acquisitions Incorporated
Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.These intricately crafted constructs are typically made to reflect the forms of the metallic
that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.Poison, Psychic
Deathlock Wight
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Tales from the Yawning Portal
Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
At will: detect
that rely on sight.Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Grave Bolt"} to hit, range 120 ft
Monsters
Adventure Atlas: The Mortuary
Incorruptible Vessel. The exorcist can’t be possessed by Celestials, Fiends, or Undead.Multiattack. The exorcist makes two Grave Burst attacks.
Grave Burst. Melee or Ranged Spell Attack: +6
;{"diceNotation":"1d20+6", "rollType":"spell", "rollAction":"Grave Burst"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) necrotic;{"diceNotation":"3d10+3", "rollType":"damage
Monsters
Curse of Strahd
spells, requiring no material components:
3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis
False Appearance. While the figure in the portrait remains motionless, the portrait
best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature
Monsters
Planescape: Adventures in the Multiverse
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: detect magic, dispel magic, mending (as an action)
1/day each: plane shift (self
electricity from each of its ten eyes, synchronizing them to deadly effect.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy
Monsters
Planescape: Adventures in the Multiverse
assume a different form until the end of its next turn. On a successful save, a creature takes half as much damage only.
Spellcasting. The nonaton casts one of the following spells, requiring no
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
Monsters
Planescape: Adventures in the Multiverse
octon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, dispel magic, mending (as an action
themselves, spinning them in a bludgeoning whirlwind.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully
Monsters
Planescape: Adventures in the Multiverse
. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The septon casts one of the following spells, requiring no
identified by their seven flexible limbs.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands
Monsters
Planescape: Adventures in the Multiverse
, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, dispel magic, mending (as an action)
1/day each: plane shift (self
which end in powerful pincers.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the
Monsters
Icewind Dale: Rime of the Frostmaiden
, ending the effect on itself on a success.
Innate Spellcasting (Psionics). The brain casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability
whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation.
Brain Vessels
The brain floats in a jar of solution, pulsating as it
Monsters
Adventure Atlas: The Mortuary
of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: detect magic, mage hand, prestidigitation
2/day each: animate
imparts a lasting oblivion to his enemies. Caretaker, custodian, and grave keeper, the factol ushers allies and foes alike from this false existence toward the path to True Death.Necrotic, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the saving throw, ending the effect on itself on a success.
Spellcasting. Moloch casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability
and the other planes.
Most of Moloch’s cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and
Monsters
Eberron: Rising from the Last War
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
Monsters
Curse of Strahd
Short or Long Rest). Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material
the master of Ravenloft, but she has all the power she desires and doesn’t seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
.
Innate Spellcasting. Baphomet’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components.
At will: detect magic
3/day
maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides
Monsters
Eberron: Rising from the Last War
attacks). She can innately cast the following spells, requiring no material components:
At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield
3/day
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Monsters
Quests from the Infinite Staircase
it takes damage, or until a creature uses an action to shake it awake.
Spellcasting. The Gardener casts one of the following spells, requiring no material components and using Wisdom as the
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Monsters
Sleeping Dragon’s Wake
;s spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:
1/day each: create food and water, detect thoughts, fog cloud
surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
3/day each: dispel magic, dominate beast, maze, wall of
, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane
Monsters
Icewind Dale: Rime of the Frostmaiden
). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Deathlock Mastermind
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: detect magic
"} to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3;{"diceNotation":"3d6+3","rollType":"damage","rollAction":"Deathly Claw","rollDamageType":"necrotic"} necrotic damage).
Grave Bolts. Ranged Spell
monsters
one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 11):
At Will: Darkness, Detect MagicThe mischievous caligni creepers are
eyes. Some surface dwellers call the caligni “dark folk,” a term they dislike because it doesn’t reflect either their appearance or character, only their environment.
monsters
", "rollDamageType":"Piercing"} Piercing damage.
Spellcasting. The caligni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save
;dark folk,” a term they dislike because it doesn’t reflect either their appearance or character, only their environment.
monsters
next turn as it is covered in slime and maggots.
Spellcasting. The lesser crawling one casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting
since devoured by the maggoty horde. The ingested “will” of the mage effectively drives the mass to continue the mage’s foul deeds.
Ambition Beyond the Grave. A crawling one arises from
monsters
target has the Stunned condition until the start of the reaper’s next turn. Success: Half damage only.
Etherealness. The reaper casts the Etherealness spell, requiring no spell components and
holding its own empty grave and those of its former companions. The region containing the Chained Reaper’s lair is changed by its presence, creating the following effects:
Chained Vitality. A
Monsters
Mordenkainen's Fiendish Folio Volume 1
). It can innately cast the following spells, requiring no material components:At will: expeditious retreat, false life, minor illusion, prestidigitation3/day each: aid, misty step, Tasha's hideous
, set itself up as a petty lord, and rule over all those who fall into its grasp.
A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in
monsters
);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Slimy Grasp", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The lesser crawling one casts one of the following spells, requiring no
effectively drives the mass to continue the mage’s foul deeds.
Ambition Beyond the Grave. A crawling one arises from the baleful will of a dead cultist. When a powerful spellcaster, usually one pledged
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
ship was constructed using disintegration rays, the surfaces of the floors, walls, and ceilings are smooth and featureless. Climbing a vertical surfaces is difficult without climbing gear or magic
, requiring a successful DC 25 Strength (Athletics) check. Lighting. The only light is what the characters bring with them. Gravity Plane. The gravity plane for the tyrant ship runs midway through its
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
ship was constructed using disintegration rays, the surfaces of the floors, walls, and ceilings are smooth and featureless. Climbing a vertical surfaces is difficult without climbing gear or magic
, requiring a successful DC 25 Strength (Athletics) check. Lighting. The only light is what the characters bring with them. Gravity Plane. The gravity plane for the tyrant ship runs midway through its
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Challenge 3 (700 XP)
Innate Spellcasting. The wight’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. The wight’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
At will: detect magic, disguise self
sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Life Drain. Melee
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. The wight’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
At will: detect magic, disguise self
sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Life Drain. Melee
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Challenge 3 (700 XP)
Innate Spellcasting. The wight’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8