First, I’m going to assume you’re asking about immunity for players and not monsters; the answer will be asymmetrical (necrotic immunity is more useful for players than radiant immunity in most campaigns; the reverse is likely true for monsters). My database has most of the published monsters in it. As far as their actions go (not reactions, traits, etc), here are the frequencies: 12: radiant; 13: thunder; 16: force; 45: cold; 48: lightning; 73: acid; 86: psychic; 96: necrotic; 96: fire. Magical staves and wands are some of the most useful items for spellcasters in Dungeons & Dragons. These are magical items that allow you to cast spells that use up the charges within the item, rather than from the spellcasters own supply of magic.
(Redirected from Animated object (Dungeons & Dragons))
Within the world of the Dungeons & Dragonsfantasyrole-playing game, construct is a type of creature, or 'creature type'. Constructs are either animated objects, or any artificially constructed creature.
Most construct are mindless automatons, obeying their creator's commands absolutely, which makes them unbribable and absolutely trustworthy, although some of them are very literal-minded about the execution of their duties, obeying orders to the letter without any concern for their intent. There are exceptions to this rule, however. Certain constructs, such as Inevitables, are every bit as intelligent as mortal creatures.
As they lack a metabolism, constructs have a wide array of immunities to frailties and effects that would affect creatures of flesh and blood, such as poison, fatigue, exhaustion, disease or various special attacks and magical effects related to draining a creature's life energy (ability drain, level drain, death effects, etc.). As most constructs lack functional internal organs (their animating force does not require any) they are immune to critical hits and forms of damage targeting a creature's weak spots (such as a rogue's sneak attack).
Constructs are almost always created by an intelligent creator, typically a wizard, sorcerer or cleric, though some are created by other character classes or spellcasting monsters. Creating a specific kind of construct begins with the creation of body, made by either the creator himself or a hired craftsman. Construct bodies can be made from wildly different materials, from clay to copper and bone to cadavers. The next part of the process is a ritual requiring the casting of specific spells to bind a spirit of some kind (typically an elemental drawn from the Inner Planes) into the body and imbuing it motion and special abilities.
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The creation methods for certain constructs are unknown, or might require much more stringent requirements. Warforged, for example, can only be created with the help of specific artifacts, the creation forges.
Animated objects[edit]
Animated objects come in all shapes, sizes, and colors. They owe their existence to spells such as animate objects and similar supernatural abilities.[1]
Inevitable[edit]
Originating from the neutral plane of Mechanus, an inevitable's sole purpose is to enforce the laws of the universe.[2]
Shield Guardian[edit]
A massive conglomeration of stone, wood, and metal, shield guardians are the size of an ogre and resemble stick figures with stony appendages. They act as bodyguards to spellcasters, protecting their masters with spells and stamina.[3]
Automaton[edit]
Automatons are built for labor or war. Superficially similar to a golem, they are built with clockwork parts and animated by means of powerful shadow magic.[4]
Bogun[edit]
Boguns are small nature servants created by druids. Like a homunculus, it is a direct extension of its creator. It resembles a vaguely humanoid mound of compost.[5]
Bronze Serpent[edit]
The golem-like bronze serpents were first seen in tropical lands, serving as guardians to temples of the gods they resemble. They appear as 20-foot-long (6.1 m) serpents made of articulated bronze rings and with impressive fangs armed with electricity instead of venom.[6]
Cadaver collector[edit]
The Cadaver collector appeared in Monster Manual III. They resemble giants made from stone, with jagged metal armor binding them at such points as the head, the hands, the feet, the knees and the arms. Sharp red spikes protrude from this armor.
Cadaver collectors dwell in battlegrounds, and typically emerge from dormancy after a great fight has taken place. They are known as cadaver collectors for a grisly purpose; they pick up the corpses of the recently defeated, and impale them on the spikes on their armor. In other words, they collect cadavers. Older Cadaver collectors become completely covered in corpses, blood, bone, torn clothing and such, and really are a most grotesque sight.
Clockwork Horror[edit]Dread Guard[edit]Golems[edit]
Golems are perhaps the most archetypal type of construct, having been a part of the Dungeons & Dragons game from its very earliest incarnation.
Loosely based on both the famous Jewish legend and Frankenstein's monster, golems in D&D are typically man-sized or larger, roughly humanoid and built from one particular kind of material for which they are named, e.g. flesh golem, iron golem, wood golem, etc. They are normally very strong and impervious to most magic. Typically, each kind of golem has special vulnerability to one or more specific spells or kinds of spell, usually reflecting their abilities and the properties of the material they're built from. Many also have the ability to benefit from spells of a certain kind, absorbing particular kinds of energy and using it to heal themselves.
Aside from their brawn, golems often possess special attacks or abilities. These include, for example, the iron golem's ability to spray clouds of poison gas and the stone golem's ability to supernaturally slow its opponents down.
Helmed horror[edit]
The helmed horror is an ancient construct that resembles an animated suit of plate mail. The helmed horror was introduced in the second edition of Advanced Dungeons & Dragons. The helmed horror along with the battle horror appears first for the Forgotten Realmscampaign setting in the module Halls of the High King (1990), by Ed Greenwood,[7] then in the revised Forgotten Realms Campaign Setting (1993),[8] and was later reprinted in the Monstrous Compendium Annual Volume One (1994). In edition 3.0 it appears in Monsters of Faerûn (2000).[9] and in Dragon #302 (December 2002). In edition 3.5 the helmed horror and battle horror appear in Lost Empires of Faerûn (2005).[10] In the fourth edition the helmed horror appears in the Monster Manual.[11]
Retriever[edit]What Monsters Are Immune To Most Dmg Dnd NamesZodar[edit]
The zodar is a fictional humanoid ('medium-sized construct'), which is incredibly powerful and rather enigmatic.
When a zodar chooses to fight, it will do so (usually) without any weapons, preferring to slam and grapple their opponents, rather than punch and/or kick them.
Zodars have many unique powers as well. Three times a day, for a few seconds at a time, a Zodar can increase its strength. Zodars are also immune to many effects such as poison, stunning, and disease. They also can only be damaged by bludgeoning weapons. A zodar's ultimate ability is that once per year it can cast a wish spell to alter reality as it sees fit.
Approximately five feet tall, zodars appear as ornate black suits of armor with a life of their own; these 'suits' are not actually made of metal, but rather a ceramic material. They are capable of speech which all sentient beings are able to understand, though despite this unique linguistic proficiency, they hardly ever speak more than one sentence every 50 years or so. When it does speak, what is says is usually very important.
Zodars are usually of the chaotic neutral alignment.[12]
References[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Construct_(Dungeons_%26_Dragons)&oldid=919220032#Animated_objects'
Suddenly the tree spun around with an angry expression on its mono-eye and began to buzz furiously. It began to tip over upon the lumberjack as the grass around him came to life and held him down.
A strange type of ambulatory grass, fumblegrass is normally very small but if allowed to live long enough will transform into massive bamboo-like 'trees' that are actually simply oversized grass blades. In their youth they are mindless swarming pests that resemble common grass which walks about on thin roots and on close inspection has a single black eyespot somewhere on their leaf-like body. The edges of their leaf blade are surprisingly sharp and carry a muscle inhibiting poison. They are mindless, but work in unison with each other to trip targets in dangerous situations so that they can feed on the body after the danger ends in the creatures demise.
https://fkwhclz.weebly.com/blog/safari-cleaner-mac. Their larger kin have a knot on their body which hides their more developed bloodshot eye and a upsidedown V shaped mouth. They usually keep these closed and hidden away as they are normally slumbering. They are fierce when awoken and their screams sound like angry bees. They are intelligent, but largely care nothing for outside of their forest homes.
Fumblegrass patches are no bigger than regular grass, while fumblegrass shamblers are up to 5 ft at the base and 15 ft tall. They understand but do not speak Sylvan. Free hard drive cleaner.
Combat[edit]
Fumblegrass patches are opportunistic ambushers, usually hanging around their older kin or other creatures and assisting in them defeating targets so they can feed on the corpse-enriched soil. They are little more than a living terrain hazard and usually elect not to move, instead acting as a living trap.
Fumblegrass shamblers are more aggressive. Most are in a half-slumbering stupor, but when damage or otherwise alerted they become aggressive and territorial of non-fumblegrass life. They will slam and spin and drive away targets up until the point they think they are out of their territory. The cries of either kind of fumblegrass tends to attract the attention of others nearby, resulting in mass brawls.
Beanpole: The fumblegrass shambler is unusually tall yet thin. It only takes up a square the size of a Medium creature though in all other respects it remains a Large creature.
Body Slam (Ex): The fumblegrass shambler tips over and literally falls on creatures. As a full attack action it may make a single slam attack against all creatures in a 15 ft line, and creatures must make a Fortitude save DC 17 or fall prone. The shambler is left prone. While prone the shambler takes up the space of a 15 ft line. The save DC is Strength based.
Body Spin (Ex): While a fumblegrass shambler is prone it may spin its body like a breakdancer. Treat this as Whirlwind Attack with a 15 ft reach from its center (or 5 ft away from the ends of its prone body). It can also move up to half its movement speed while prone, hitting any creatures in the path.
What Monsters Are Immune To Most Dmg Dnd Pokemon
Entangle (Ex): Fumblegrass patches wrap and trip up any creature which is in its space. Creatures which pass through or end their turns in fumblegrass must make a Reflex save DC 13 or become entangled and immobile in the fumblegrass's spot. A successful save renders them entangled but not immobile. A creature can attempt another saving throw as a standard action to escape. It often surprises creatures expecting regular grass, only to turn out as fumblegrass. Against a flatfooted opponent they do not add their Dexterity to their Reflex save. The save DC is Constitution based.
Hardness: Fumblegrass shamblers may appear to be long tall grass but they are tough as any wood while remaining flexible and strong. Their hardness is bypassed by fire and slashing damage, it takes full damage before hardness from acid and sonic, quarter damage from electricity, and half damage from all other sources.
Hide in Nature (Ex): Both fumblegrass shamblers and fumblegrass patches can appear as normal flora within places of nature. They have Hide in Plain Sight for their natural environments, and a +10 bonus on Disguise checks to appear as non-animate plants when they are standing still.
Kip Up (Ex): The fumblegrass shambler may stand up from prone as a free action without provoking attacks of opportunity.
Partial Immunity to Weapon Damage: Fumblegrass patches are small and flexible, immune to most weapon damage due to their size. However they still take half damage from slashing attacks.
Poison (Ex): Injury, Fortitude DC 13, target is unable to take a move action for 1 round. Unlike most poison it does not have a primary and secondary, but persists until they make a successful save. The save DC is Constitution-based.
Tackle Charge (Ex): A fumblegrass shambler may make a bull rush attempt as a full attack action and deal their Slam damage on a successful check. They can continue to bull rush and damage multiple targets in a line up until twice their movement. If they hit a wall while bull rushing the victim or victims as well as the shambler themselves must make a DC 17 Fortitude save or become staggered for 1 round, save negates. The saving throw is Strength based.
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