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                        Returning 19 results for 'contained walk retract'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    .
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs extend, allowing the apparatus to walk and swim.
Legs retract, reducing the apparatusâs Speed and Swim Speed to 0 and making it
                                                
                                            
                                                
                                                     side).
4
Two claws extend from the front side of the apparatus.
The claws retract.
5
Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird is contained within the tank. While wearing the
                                                
                                            
                                                
                                                     weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead
                                                
                                            
                                        
                                                    Apparatus of Kwalish
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     table.
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs and tail extend, allowing the apparatus to walk and swim.
Legs and tail retract, reducing the apparatus's speed to 0 and making
                                                
                                            
                                                
                                                     per side).
4
Two claws extend from the front sides of the apparatus.
The claws retract.
5
Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit
                                                
                                            
                                        
                                                    Apparatus of the Crab
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     table.
Apparatus of the Crab Levers
Lever
Up
Down
1
Legs and tail extend, allowing the apparatus to walk and swim.
Legs and tail retract, reducing the apparatus's speed to 0 and
                                                
                                            
                                                
                                                     per side).
4
Two claws extend from the front sides of the apparatus.
The claws retract.
5
Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Kwalish Levers table.  Apparatus of Kwalish Levers   Lever Up Down   1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatusâs Speed and Swim Speed to 0 and making it
                                                
                                            
                                                
                                                     claws extend from the front side of the apparatus. The claws retract. 5 Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. Each extended claw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     as shown in the Apparatus of Kwalish Levers table.  Apparatus of Kwalish Levers   Lever Up Down   1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the
                                                
                                            
                                                
                                                     shutters close (two per side). 4 Two claws extend from the front sides of the apparatus. The claws retract. 5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers  Lever Up Down   1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the
                                                
                                            
                                                
                                                     close (two per side). 4 Two claws extend from the front sides of the apparatus. The claws retract. 5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Kwalish Levers table.  Apparatus of Kwalish Levers   Lever Up Down   1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatusâs Speed and Swim Speed to 0 and making it
                                                
                                            
                                                
                                                     claws extend from the front side of the apparatus. The claws retract. 5 Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. Each extended claw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     to this impression. If characters attempt to go in this direction, they walk straight into the wall unless someone succeeds on a DC 15 Wisdom (Perception) check. The space beyond the arch immediately
                                                
                                            
                                                
                                                     north is 8 feet above the floor of the great hall. Accessing this secret exit causes any bars over the niches to retract into the walls and the pressure plates to reset.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                      d6 Personality Trait   1 You try to start every day with a smile. 2 Why walk when you can skip? 3 You make up songs about your friends that praise them for their bravery and intelligence. 4 You are
                                                
                                            
                                                
                                                     Courage. You seek to prove that the bravest heart can be contained within the smallest of packages. 2 Companionship. Youâre pretty sure you can be friends with anyone or anything. 3 Hopeful. You will
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphereâs point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
                                                
                                            
                                                
                                                     and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . The shaft leads up to area X6. Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the âAmber Sarcophagiâ sidebar). West Sarcophagus. The
                                                
                                            
                                                
                                                     sarcophagi are offered dark gifts by the evil vestiges contained within them (see the âAmber Sarcophagiâ sidebar). North Sarcophagus. The vestige within this sarcophagus offers the dark gift of Savnok
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     unexpectedly with a goblin posse and expose the impostor, forcing Spellix to put his fate in the charactersâ hands. If the characters surrender the gnome to the goblins, Spellix is hauled away to take the Walk
                                                
                                            
                                                
                                                     or pay someone in Ten-Towns to cast the spell (see âMagic in Ten-Townsâ). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     memory of her past. Kolyan adopted her and loved her dearly. Every night at midnight, the spirits of dead adventurers rise up out of the church graveyard, forming a silent procession as they walk the
                                                
                                            
                                                
                                                     downfall (see area E5f). Fortunes of Ravenloft If your card reading reveals that a treasure is in the undercroft, itâs contained in a moldy, old chest in the southwest corner of the room. The chest is unlocked and not trapped.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk? Everything depends on the type of headquarters. The top of a wizardâs tower might detach and
                                                
                                            
                                                
                                                     shoot skyward like a missile. Or a franchiseâs headquarters might be contained within a giant statue, which over time gains the power to move farther and faster. A castle or other stationary structure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     that were contained within; the other is not in the dogsâ reach and contains enough rations to feed four people for three days. Starting the Ascent. The wind has obliterated the tracks made by
                                                
                                            
                                                
                                                     part of the chasm. Characters can walk across this ice to avoid area F2 and go directly to area F3. A character can also try to collapse the ice sheet by dealing damage to it. The ice sheet has AC 13
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     holding an assortment of bottles, and an enormous walk-in closet containing dozens of long, elegant robes.
 Hashutu is the most self-indulgent of the mind flayer fanatics. He keeps dozens of bottles
                                                
                                            
                                                
                                                     crystal, roll 1d20 on the Crystal Images table to determine the image contained within it. The three newer crystals are results 1, 2, and 3; if a character examines the newer crystals, use only those
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     attacks any living creature it sees. Crypt 1 Herein lie the ones who walk the path of pain and torment The stone door connects not with a crypt, but with a hewn tunnel of stone (area K81). Crypt 2
                                                
                                            
                                                
                                                     contained in a secret compartment under Endorovichâs remains. Once his bones and dust are swept away, the compartment can be found and opened without an ability check. Crypt 8 Duchess Dorfniya
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     inside the adamantine forge in Ironslag (see chapter 8, âForge of the Fire Giants,â area 29), the fire primordial is trapped within that forge and likewise contained. If the primordial is released
                                                
                                            
                                                
                                                     pitched to better shed the snows that blanket the mountains in the winter. The shield dwarves and rock gnomes in Hundelstone get a chuckle out of warning visitors to stoop low as they walk about town, lest
                                                
                                            
                                        






