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Returning 35 results for 'connecting response gnomes to her refined'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is Large or smaller, it is knocked prone.Intercept Attack. In response to another creature within 5 feet of it being hit by an
attacker.The thick plates of stone riveted onto a stone defender give it substantial protection. Its chief role is as a bodyguard.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has
monsters
Hatred. The mitflit has Advantage on attack rolls against dwarves and gnomes.
Keen Smell. The mitflit has Advantage on Wisdom (Perception) checks that rely on smell.
Self-Loathing. The
can see hits them with an attack. Response: The mitflit makes a Dagger or Dart attack against the creature.Mitflits, also known as mites, are self-loathing and pitiful cowards with oversized heads
monsters
Hatred. The mitflit has Advantage on attack rolls against dwarves and gnomes.
Keen Smell. The mitflit has Advantage on Wisdom (Perception) checks that rely on smell.
Self-Loathing. The
the spellcasting ability (spell save DC 12):
At Will: Prestidigitation
1/Day: Bane Vengeful. Trigger: A creature the mitflit can see hits them with an attack. Response: The mitflit makes a
Kobold
Legacy
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Species
Volo's Guide to Monsters
all life except for kobolds. He especially hates Garl Glittergold, gnomes, and fey creatures that enjoy playing pranks. He taught the first kobolds how to mine, tunnel, hide, and ambush. He is
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
visitors to reach connecting tunnels high above the floor.
Light. The caverns of Inner Blingdenstone are brightly lit with a mix of bioluminescent fungi, caged giant fire beetles, and magic. The
light from these chambers spills into short connecting tunnels lacking their own illumination, creating areas of dim light. Longer tunnels have their own light, usually magically produced.
Connecting
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
visitors to reach connecting tunnels high above the floor.
Light. The caverns of Inner Blingdenstone are brightly lit with a mix of bioluminescent fungi, caged giant fire beetles, and magic. The
light from these chambers spills into short connecting tunnels lacking their own illumination, creating areas of dim light. Longer tunnels have their own light, usually magically produced.
Connecting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
can hold up to 10 passengers plus 2 tons of cargo. The submarine has the following general features: Interior spaces are unlit. (The drow and the gnomes rely on darkvision to see.) All furnishings and
features are bolted down. Chambers are 8 feet high, with 6-foot-high passages and doorways connecting them. Air magically circulates through a complex ventilation system and small metal grills set
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
can hold up to 10 passengers plus 2 tons of cargo. The submarine has the following general features: Interior spaces are unlit. (The drow and the gnomes rely on darkvision to see.) All furnishings and
features are bolted down. Chambers are 8 feet high, with 6-foot-high passages and doorways connecting them. Air magically circulates through a complex ventilation system and small metal grills set
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
malevolent entity didn’t have to wait long, as the drow sent teams of scavengers to loot the treasures the deep gnomes left behind, bringing their own elemental creatures with them.
Map 6.4: Rockblight
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but as a bodyguard for gnomes and other clockworks. Stone Defender
Medium construct, unaligned
Armor Class 16 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
19(+4)
DEX
, and if the target is Large or smaller, it is knocked prone.
Reactions
Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
malevolent entity didn’t have to wait long, as the drow sent teams of scavengers to loot the treasures the deep gnomes left behind, bringing their own elemental creatures with them.
Map 6.4: Rockblight
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the stones costs 1 gp for every five words in the message and takes one minute for every ten miles between the station and the destination. The gnomes at the receiving station will transcribe the
to any Sivis station—and even allow a response, if the recipient is present and waiting at the target station. If available, this service generally costs 200 gp.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but as a bodyguard for gnomes and other clockworks. Stone Defender
Medium construct, unaligned
Armor Class 16 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
19(+4)
DEX
, and if the target is Large or smaller, it is knocked prone.
Reactions
Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the stones costs 1 gp for every five words in the message and takes one minute for every ten miles between the station and the destination. The gnomes at the receiving station will transcribe the
to any Sivis station—and even allow a response, if the recipient is present and waiting at the target station. If available, this service generally costs 200 gp.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, connecting the town’s various districts to one another. Consoles in the power station (area L6) and the security center (area L12) enable these bridges to be raised or lowered, much like a modern-day
structures (about 12 feet high) with stone doors that are 5 feet high and 3 feet wide. Building interiors tend to be unlit (which is of little concern to deep gnomes, who have darkvision), and they contain
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, connecting the town’s various districts to one another. Consoles in the power station (area L6) and the security center (area L12) enable these bridges to be raised or lowered, much like a modern-day
structures (about 12 feet high) with stone doors that are 5 feet high and 3 feet wide. Building interiors tend to be unlit (which is of little concern to deep gnomes, who have darkvision), and they contain
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
with the characters’ books. A successful DC 10 Wisdom (Insight) check confirms that the acolyte’s mistake was an honest one. In response to any discussion of the mark that has appeared on the
given earlier in the adventure. The legend lore spell returns only the following response: “The shackle that is the key, the prison built by a prisoner.” That cryptic clue refers to the manner in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
with the characters’ books. A successful DC 10 Wisdom (Insight) check confirms that the acolyte’s mistake was an honest one. In response to any discussion of the mark that has appeared on the
given earlier in the adventure. The legend lore spell returns only the following response: “The shackle that is the key, the prison built by a prisoner.” That cryptic clue refers to the manner in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-shaped clockwork machines. They puff steam threateningly but make no advances.
Moments later, seven grayish-purple, bald gnomes, each astride a giant lizard, appear behind the machines. “Peace!” one
nothing more than to add this “sky-stone” to their collection. The gnomes are brief and direct in their negotiations. In return for the star, kagu-svirfneblin agree to give the characters the contents of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-shaped clockwork machines. They puff steam threateningly but make no advances.
Moments later, seven grayish-purple, bald gnomes, each astride a giant lizard, appear behind the machines. “Peace!” one
nothing more than to add this “sky-stone” to their collection. The gnomes are brief and direct in their negotiations. In return for the star, kagu-svirfneblin agree to give the characters the contents of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the raw ore and the refined metal for around a decade. Due to the rough terrain and the harshness of the climate, the village never grew large. It intermittently hosted a succession of traveling
village’s location, with directions from the closest mountain town, called Maerin. Truth Behind the Tale In response to the swell of terror from the chaos and aftermath of the accident, a nest of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the raw ore and the refined metal for around a decade. Due to the rough terrain and the harshness of the climate, the village never grew large. It intermittently hosted a succession of traveling
village’s location, with directions from the closest mountain town, called Maerin. Truth Behind the Tale In response to the swell of terror from the chaos and aftermath of the accident, a nest of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Clockworks Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Clockworks Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
takes damage in the Waterdeep simulation. A psipod shuts down if it is disabled or destroyed. To disable a psipod, a creature must disconnect three of the eight copper wires connecting it to the metal
constantly being refined for greater authenticity. Within “Alterdeep,” the ulitharid takes on various personas and quietly observes how creatures that are projected into the setting by the psipods interact
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
takes damage in the Waterdeep simulation. A psipod shuts down if it is disabled or destroyed. To disable a psipod, a creature must disconnect three of the eight copper wires connecting it to the metal
constantly being refined for greater authenticity. Within “Alterdeep,” the ulitharid takes on various personas and quietly observes how creatures that are projected into the setting by the psipods interact
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
leading up from the jetty. Three gnomes wearing heavy armor peek out from one of the building’s tall, narrow windows. They wave as you approach.
Three members of the Griswill Garrison (lawful neutral
, gnome guards) stand watch in this outpost at all hours. Unless treated poorly, the cheery gnomes are friendly toward the characters, asking what brings them to the tower. It’s the gnomes’ job to greet
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
leading up from the jetty. Three gnomes wearing heavy armor peek out from one of the building’s tall, narrow windows. They wave as you approach.
Three members of the Griswill Garrison (lawful neutral
, gnome guards) stand watch in this outpost at all hours. Unless treated poorly, the cheery gnomes are friendly toward the characters, asking what brings them to the tower. It’s the gnomes’ job to greet
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
. The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll.
Metal rusts in response to your touch—including metal armor you
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ Response” for guidance on the party’s initial encounter with the survivors. 3. Kitchen A large cauldron filled with smoldering charcoal burns in the center of the room. Assorted cookware and seasonings
Quarters This room contains small statues and figurines. There are statues of dogs and horses, monks and pilgrims, footmen and knights on horseback, and several garden gnomes. All the statues are between
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ Response” for guidance on the party’s initial encounter with the survivors. 3. Kitchen A large cauldron filled with smoldering charcoal burns in the center of the room. Assorted cookware and seasonings
Quarters This room contains small statues and figurines. There are statues of dogs and horses, monks and pilgrims, footmen and knights on horseback, and several garden gnomes. All the statues are between
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the northeast flank of the Nether Mountains, near the western edge of Anauroch. Little is known about this forest except that rock gnomes dwell in the eastern portion. They emerge occasionally to
would-be invaders. If Adbar’s defenses should ever prove inadequate, the dwarves have created a secret evacuation tunnel that stretches for hundreds of miles, connecting to passages that lie under
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the northeast flank of the Nether Mountains, near the western edge of Anauroch. Little is known about this forest except that rock gnomes dwell in the eastern portion. They emerge occasionally to
would-be invaders. If Adbar’s defenses should ever prove inadequate, the dwarves have created a secret evacuation tunnel that stretches for hundreds of miles, connecting to passages that lie under
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
four sets of black robes and four gold devil masks, as worn by the cultists encountered elsewhere in the dungeon. V32. Connecting Tunnel The dim light from two of the cultists’ green-glass lanterns
combat whenever possible. He sheds crocodile tears for Elturel, claiming that he was visiting a parish a few miles outside the city when it disappeared, and expressing horror in response to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
four sets of black robes and four gold devil masks, as worn by the cultists encountered elsewhere in the dungeon. V32. Connecting Tunnel The dim light from two of the cultists’ green-glass lanterns
combat whenever possible. He sheds crocodile tears for Elturel, claiming that he was visiting a parish a few miles outside the city when it disappeared, and expressing horror in response to the