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Returning 35 results for 'before been devising creatures repairing'.
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Monsters
Tasha’s Cauldron of Everything
hit points, this trait doesn’t function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.
Standing Leap. The servant
feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
door, dispel magic, fly, invisibilityThough deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit
lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.
Deathlocks
The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
Magic Items
Infernal Machine Rebuild
Infernal Machine of Lum the Mad!)
Destroying the Machine. The Infernal Machine of Lum the Mad is self-repairing of anything short of catastrophic damage, and how it was disabled in Lum’s time
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
Magic Items
Tasha’s Cauldron of Everything
from for 100 years.
Failing Matrix. Whenever the Crook of Rao’s Absolute Banishment property is used, or when its last charge is expended, roll on the Extraplanar Reversal table. Any creatures
years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss.
Destroying or Repairing the Crook. The Crook of Rao can either be destroyed or
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
throw or take 11 (2d10) force damage. The controls and the wires are self-repairing, and cannot be severed or destroyed. However, if the ceremony is disrupted, the controls here can be set to free the
of the long-lost artifact called the Iron Flask of Tuerny the Merciless, used to trap demons, devils, and other creatures. This artifact later became the model for the lesser-but-still-legendary magic of the iron flask. According to lore, Tuerny became a nalfeshnee demon before vanishing from history.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
result is an entity that is capable of devising and enacting the most clever strategies, paranoid at all times about threats to his rule (which certainly exist in the chaos of the Abyss), and
creatures, even his cultists. Free from any prospect of being betrayed or insulted, he can finally rest in a perfectly peaceful cosmos. According to one hypothesis, if Demogorgon were ever to achieve
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to add a special trait. You can add a special trait of your own devising or pick up a special trait from one of the many creatures in the Monster Manual. For example, you can create a goblin-spider
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
space is filled with creatures strapped down to tables or chained to the floor, all attended to by lizardfolk workers. In this west wing of the lab, two owlbears are chained to the floor, connected by
area involves creating a two-headed owlbear by infusing an owlbear—a classic creation of Thessalar’s—with ettin’s blood. Creatures Four lizardfolk shamans work here as lab managers, overseeing the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
space is filled with creatures strapped down to tables or chained to the floor, all attended to by lizardfolk workers. In this north wing of the lab, two tables hold terrified-looking fish-folk of some
in the underground lake to uncover more of the gems there.) Creatures Four lizardfolk shamans work here as lab managers, overseeing two lizardfolk renders connected to a pair of locathah. If attacked
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 10) are devising a means of escape using a set of superior mason’s tools hidden there, and that these tools can also weaken the eidolon in the Temple of Moloch (see area 25 in chapter 4). They also
small tasks whenever they sleep.
Creatures Under the command of Phenex (area 14), the girallon has been ordered to obey the sculptors as they work, but to not allow them to leave the tomb. The creature
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
adventurers, the giant promises peace between the giant clan and nearby settlements.
Connected Creatures Savage and territorial by nature, white dragons seldom set out to make alliances, though some
come to understand the utility of doing so as they age. More often, white dragons encountered in the company of other creatures have been forced into an uneasy accommodation or a resentful servitude
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Deathlock Mastermind Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics and carrying out their plans. Powerful deathlocks recruit
lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
of the spectrum, even a hag without lofty status is likely to have strange, single-use items that don’t emulate common spells or even follow the normal rules of magic. For inspiration in devising the
ornate hand mirror, producing a cloud of glass shards that damages creatures like cloud of daggers (a 2nd-level spell). She might instead uncork a bottle of wasps that surround her and stitch up her
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
two-headed creatures, and as a guard for the treasure vault (area 38). As the characters approach the entrance to this area, read: A deep voice cries out through the open doorway ahead, quickly
or take 11 (2d10) force damage. The wires are self-repairing, and cannot be severed or destroyed. Alcoves Various alcoves and side passages around this area hold a foul-smelling clutter of chickens
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a crew compartment within, from which up to two Medium creatures can control it—and potentially execute a spree
. Dangerous Attunement. Two creatures can be attuned to the servant at a time. If a third creature tries to attune to it, nothing happens. The servant’s controls are accessed by a hatch in its upper back
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
kill or capture creatures 20 Observation room, allowing guards or spectators to observe creatures moving through the dungeon Dungeon: Lair d20 Purpose 1 Armory stocked with weapons and armor 2
Workshop for the construction of weapons, armor, tools, and other goods Dungeon: Maze d20 Purpose 1 Conjuring room, used to summon creatures that guard the maze 2–5 Guardroom for sentinels that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
repairing the frost giants’ lodges and freeing several greatships (giant-sized longships) entombed in the ice. These humans respect the might of the frost giants and, being evil themselves, serve the giants
. Tables, benches, and other room fixtures are typically twice as high, long, and wide as their human-sized equivalents and roughly eight times the weight. Small and Medium creatures can scuttle under
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
for the owls. Various cabinets hold prepared owl food, supplies, and implements for both the care and dissection of these creatures. Any character who feeds the owls or succeeds on a DC 14 Wisdom
permanently inoperable if Barbatos is slain. Anyone attempting to disrupt the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. The wires are self-repairing, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Elemental Evil cults, and Iuz and his followers. You can replace one or more of these conflicts with ones of your devising or with ones from the “Flavors of Fantasy” section earlier in this chapter. If you
use these conflicts, look for opportunities in your adventures to introduce creatures in service to the three villainous groups. Give goals to these villains that bring their operatives into conflict
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Giant can interpret the command runes. Command Runes There are eighteen command runes. Alarm. A noise akin to a howling wind alerts all non-deafened creatures in the castle.
All-Clear. A noise akin
round, and heavily obscured areas become lightly obscured for 1 minute, then become clear.
Veil. Foggy cloudstuff materializes around the castle. After one minute, all creatures and objects in
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
with any creatures still inside it. The journal can be safely opened by the brain in a jar, or with a successful DC 18 Dexterity check using thieves’ tools. Its pages detail how Kwalish continued his
exploration of the mountains, building an ambulatory craft capable of crawling up and down mountainous slopes to travel farther into the Barrier Peaks, and other tasks of your devising. Completing any such
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
opposing elements, with the purpose of creating creatures called weirds. Izzet laboratories function in a constant state of high energy that propels researchers from one experiment to the next. Some
unrestrained enthusiasm for their endeavors. They epitomize the recklessness of Izzet mages, and some participate as subjects in hazardous experiments—even ones of their own devising. More often
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control. Extraplanar Reversal d100 Effect 1–25 A
gate. This process takes eighteen years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss. Destroying or Repairing the Crook. The Crook of Rao
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Giant can interpret the command runes. Command Runes There are eighteen command runes. Alarm. A noise akin to a howling wind alerts all non-deafened creatures in the castle.
All-Clear. A noise akin
obscured areas become lightly obscured for 1 minute, then become clear.
Veil. Foggy cloudstuff materializes around the castle. After one minute, all creatures and objects in outdoor areas within 100 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
longer poses a danger to anyone.) Innermost Door. This thick stone door is flanked by bas-relief carvings of dwarves, their faces and beards chipped away. A dwarf can open the door, but no other creatures
today) shortly before the kingdom’s destruction 2,500 years ago. The Melairkyn dwarves found it in damaged condition and planned to return it to the elves as a gift after repairing it. Dwarven
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
which. Repairing the Music Box The key feature of Shemshime’s Bedtime Rhyme is its music box, which broke centuries ago. Rather than playing the tune all the way through, it skips near the end and
weighing at least 1,000 pounds.
Incorporeal Movement. Shemshime can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
devising tactics and carrying out plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
them. If asked about what she’s been doing lately, she explains that she has been dividing her time between fixing up the balcony level and working in the bindery repairing books. She is able to
(2d8) psychic damage on a failed save. 6 Choose three creatures in the Firefly Cellar. Each one must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and makes a melee weapon attack against one creature of your choice as a reaction.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
fight. Creatures. The Grand Master is a bone devil with these changes: Shards of a vorpal sword once broken against the devil replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom
are taken to the cells in area M6, where you can create escape scenarios for them of your own devising. Death of the Grand Master. If the Grand Master is slain, the bone devil is revealed to be an
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
creatures of interest. 4: Island Path A wide dirt path slopes up the craggy island, connecting the shore to the south to a towering stone structure at the isle’s northern tip. Standing in the middle
. At these words, two serpentine creatures of living flame slither to join her side.
Brimskarda’s most trusted companion, her sister Zohelm, guards the path to the Star Forge. Zohelm is a fire giant
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sapphire triggers a glyph of warding (explosive runes) spell placed on the throne. The effect deals 36 (8d8) cold damage to all creatures in the spell’s area. 2. Workshop and Meeting Room Sansuri uses this
wooden racks along the walls are dozens of spears and javelins, each one exquisitely crafted and well balanced, as well as tools for repairing armor and weaponry. Two full suits of cloud giant-sized plate
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
its name implies: a metal snake with a poisonous bite. Gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud the mind. Clockwork Iron Cobra
Medium Construct
thunder damage. 6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t
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
automatically opens the door inward into area 1. It also activates the creatures in area 2. 2. Incomplete Circuits As the door opens toward you, a buzzing sound rises from beyond a dusty corridor ahead. At the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
deals 28 (8d6) fire damage to each creature in the warehouse, or half damage to creatures that succeed on a DC 15 Dexterity saving throw. Every creature that starts its turn in the burning warehouse
fire from spreading to it. Then they spend the next several days repairing the crane, clearing rubble, and installing rickety ladders to replace the stairs, while Dory devotes himself to plotting revenge






