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Returning 20 results for 'contiguous walk retract'.
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contiguous wall restrict
contiguous wall retract
Magic Items
Dungeon Master’s Guide
.
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs extend, allowing the apparatus to walk and swim.
Legs retract, reducing the apparatus’s 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
Apparatus of Kwalish
Legacy
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Magic Items
Dungeon Master’s 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
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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
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
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->Dungeon Master’s 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 apparatus’s 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->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 apparatus’s 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->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->Dungeon Master’s 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->Dungeon Master’s 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 apparatus’s 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->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 apparatus’s 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 Master’s 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->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->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->Player's Handbook (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
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 wizard’s tower might detach and
statue’s head, the statue can be directed to walk across the land. The statue ignores difficult terrain, usually by simply crashing through it. However, the navigator has a limited sight line while
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 wizard’s tower might detach and
statue’s head, the statue can be directed to walk across the land. The statue ignores difficult terrain, usually by simply crashing through it. However, the navigator has a limited sight line while