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Returning 35 results for 'mechanical shimmers with only attire from for lock'.
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Magnificent Mansion
Legacy
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Spells
Basic Rules (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can
Mordenkainen's Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can
food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Poison Needle Mechanical trap A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to
Sample Traps The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. Collapsing Roof Mechanical trap This trap uses a trip wire to collapse the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
39. Secret Door The secret door leading into this area can be detected with a successful DC 14 Wisdom (Perception) check, but is locked. Without the key (found in area 2 or area 20), the lock requires
. The third is a quartz holding locate object. Manipulating Time Having a mechanical guide spend 1 charge in this area either causes 1d4 of the largest uncut rubies to become cut and polished, doubling
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with age, and the patterns it depicts are nearly gone. Lounging on one couch is a handsome young man whose attire, while elegant, is worn and faded. The youthful man on the couch is Escher, a dashing
Strahd). Escher and the Three Brides In conversation, Escher displays wit with a hint of melancholy. Beneath his arch mood is a dread that Strahd is growing bored of him and will lock him in the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Door Located at the back of an empty tank, this locked door leads to area 9. It can be detected with a successful DC 14 Wisdom (Perception) check. Without the key carried by Andras, its lock can be
picked with a successful DC 18 Dexterity check using thieves’ tools, or it can be forced with a successful DC 18 Strength check. Manipulating Time Having a mechanical guide spend 1 or more charges in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hands formed from solid gold. A wooden flying machine has wings that flap when it becomes airborne. A miniature model of a mechanical dragon turtle has a brass plate affixed to its pedestal that reads
temple, Valetta identifies it as Nim, a nimblewright that was gifted to the temple by a Lantanese wizard. If they describe the incident involving the mechanical bird, Valetta sighs and leads them up a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
are the details of the overland journey. If you don’t want to play out that journey, the characters’ mechanical guide can use its teleportation ability to take them to the temple. If the characters
the tomb is he who plans its construction.” Characters who have a chance to look around this area can also find calligrapher’s supplies; a forgery kit; spell scrolls of arcane lock, glyph of warding, and legend lore; a wand of secrets; and a strongbox containing 30 pp.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
formal attire and periodically suggest they do so. Information relevant to the characters’ heist plan is below. More information about specific areas of the museum is included in the “Museum Locations
, arcane lock spells cause all doors leading to the room (including secret doors) to close and lock. As an action, a character can either try to unlock a door using thieves’ tools, doing so with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and fitted with a sturdy lock seals off this cabin, whose only feature is a chamber pot. The captain carries the key to the door. The lock can be picked by a character who makes a successful DC 17
iron safe with a combination lock. Jarlaxle and his lieutenants (Fel’rekt Lafeen, Krebbyg Masq’il’yr, and Soluun Xibrindas) know the combination: 1–20–59. A character can pick the lock with a successful
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lean toward the creation of mechanical devices. Every warren has members of each persuasion, and they are all bound by mutual respect for what they do despite their different perspectives. Practical
into their work. Artificers often develop a reputation for a particular style and type of work. For example, a friendly gnome artificer might create lovable mechanical pets and companions, while a grumpy
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mechanical creations to sit dormant. The hallways and rooms are dusty, showing few signs of life or movement. Except where otherwise noted, all areas of the super-secret basement have the following
end of the corridor, a room covered in dust and webs opens up. Six mechanical cubes with arms and legs scurry about, disturbing the dust for what appears to be the first time in years. Each carries
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
F1) slams shut, followed by the sound of several mechanical locks engaging. Varnyr, the senior-ranking Avowed in the place, has locked the hatch, sealing herself, the characters, Ebder, Gailby
suppress the urge to hum the melody without any outward signs of duress. Exit Hatch The hatch has been targeted by an arcane lock spell, which can be dispelled by using the key in Varnyr’s possession. The
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
-mechanical components once here have been stripped out. These were worked into Kwalish’s original experiments or otherwise repurposed. Creatures. These horrid undead are the monastery’s so-called
Control Ability Check to Deal With 1 (Alton) 3 and 9 The true, evil nature of the monks and the Grand Master; the story of how the Grand Master first came to power Dormitories; can lock and unlock
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that
drink
sanctuary
snare *
2nd Level aid
alter self
arcane lock
blur
continual flame
darkvision
enhance ability
enlarge/reduce
heat metal
invisibility
lesser restoration
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds
snare *
2nd Level aid
alter self
arcane lock
blur
continual flame
darkvision
enhance ability
enlarge/reduce
heat metal
invisibility
lesser restoration
levitate
magic mouth
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
with a successful DC 14 Wisdom (Perception) check. Without the key carried by Andras, its lock can be picked with a successful DC 18 Dexterity check using thieves’ tools, or it can be forced with a
successful DC 18 Strength check. Manipulating Time Having a mechanical guide spend 1 charge in this area causes Andras to return to his quarters (area 8) to rest. If Andras and Stolos are both at this
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you’re using a tool. For example, if you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical
Arcane lock
Blur
Continual flame
Darkvision
Enhance ability
Enlarge/reduce
Heat metal
Invisibility
Lesser restoration
Levitate
Magic mouth (ritual)
Magic weapon
Protection from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
, while picking the lock requires a successful DC 20 Dexterity check using thieves’ tools. The spell doesn’t bar members of the Gralhund family, their staff, their guards, or Lady Gralhund’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Traps The Obstacle Course is replete with mechanical and magical traps. Two recurring types are described below. Covered Pits Melairkyn dwarves built these pits, and Halaster keeps them in working
detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor to prevent the cover from opening. The cover can also be held in place using an arcane lock spell
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
on the floor. Four mechanical constructs resembling wolf-sized, dog-headed cockroaches march in a circle around the perimeter of the cylinders.
The constructs are four skitterwidgets (see the end of
door to area U3 is locked. The complex lock can be opened with a successful DC 15 Dexterity check using thieves’ tools, but any such check takes 1 minute. A character can also use an action to try to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) check to spot it. Each secret door has an arcane lock spell cast on it. Speaking the proper password within 5 feet of a secret door opens it. Opening a secret door by any means other than the
overlooking a vast, water-filled cavern. The elf is dressed in the finest attire and is dipping his bare feet in the murky water. “Care to join me?” he asks with a wry smile.
The figure dipping his feet in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Loud mechanical noises come from behind the west wall.
Unless they are drawn to area X19 by sounds of combat there, four quaggoths gnaw on bones in this room and attack intruders on sight. The
contains braziers of glowing-hot coals in the northwest corner and the southwest corner. Loud mechanical noises come from behind the double door in the middle of the east wall.
Unless they were drawn to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Barn Door Locations The following locations are keyed to the map of the Barn Door. Map 11.1: the barn door View Player Version B1. Library The tower’s front door is sealed with an arcane lock spell
called rockets, which are attached to the bottom of the tower. B3. Stonky’s Study This smaller tower is attached to the main tower’s second level. The door to this area is sealed with an arcane lock
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Confrontation Singing the final stanza draws Shemshime into the room. The book trembles, and its mechanical inner workings squeal to a halt for a moment before whirring back to life. You hear clicks, and shadows
process. Once Shemshime is trapped again, Varnyr or whoever has the key unlocks the hatch in area F1. Varnyr or Ebder immediately takes the book to lock it away in one of Candlekeep’s secure vaults
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
madness (see “Madness” in the Dungeon Master’s Guide). Iron Trunk. The iron trunk is bolted to the floor. A character using thieves’ tools can use an action to try to pick the lock, doing so with a
winch.
A floor-to-ceiling iron cage in the middle of the room contains an elevator shaft with chains running up and down away from it. The chains are in constant motion, and you hear loud mechanical
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
their cult’s attire. If a cultist is slain, their companions rush to cast themselves into the vats, where they quickly dissolve and potentially spawn oozes. The cultists praise Zargon with their last
defeated here or elsewhere on this level, the cultists chain one unlucky character to the altar and lock the remaining characters in the cages. The cultists then ring the gong. Altar. Two sets of iron
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
) crumbles and the door automatically shuts, sealing characters in the lightless chamber. Once closed, the door can be pushed open only from outside. It can’t be opened from inside, and it has no lock
beehive.
The locked cage holds what little treasure the Guardians of Gorm have accumulated. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
pit, taking 3 (1d6) bludgeoning damage from the fall and landing with the prone condition on a pile of brittle bones. B52: Abandoned Clerical Quarters This damp room’s interior shimmers faintly, as if
former splendor of Cynidicea as the room around them appears to melt away, replaced by an ornate ballroom filled with joyful citizens in fanciful attire. If the characters decline, the sovereign allows
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
east. It is a set of steel pulleys and thick iron chains connected to a hanging barricade of black stone. The wall appears to be some sort of a canal lock.
This mechanism controls the flow of lava into
shimmers, smoke, and steam rise toward the domed ceiling, escaping through vents. Staircases rise at opposite ends of the room, and a smaller passage exits to the east. An efreeti drives azers and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
a single keyhole, situated in the rearing dragon’s open mouth.
Dragon Door. The door that is carved to look like a dragon has a mechanical lock as well as an arcane lock spell cast on it. The
lock for 10 minutes, lowering the DCs by 10 during that time. The mechanical lock remains intact if the magical lock is bypassed, requiring another knock spell or the use of the key. The key, which
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
experiences a powerful episode of déjà vu.
Omens of Kruphix d6 d100 Omen of Kruphix
1 53 The natural world falls utterly silent.
2 54 An aurora shimmers on the horizon.
3 55
uncomfortably hot.
4 88 An animal moves in a mechanical manner.
5 89 Huge plumes of smoke rise from the horizon.
6 90 The earth shakes in a deliberate rhythm.
7 91
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Ghostly Haunt As you proceed down this corridor, the ghost of a human man in a shimmering crown and regal attire appears before you. The phantom raises his hand and gestures for you to stop.
“Go no
master thief stole a prime burial place near the king and queen, arranging for her locked coffin to be placed in this unmarked chamber. As an action, a character can pick the lock with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
.) Treasure. The harp is worth 2,500 gp. C5: Sarcelle’s Cell This room’s only door is padlocked from the outside. As an action, a character with thieves’ tools can use them to try to open the lock, doing so
with a successful DC 18 Dexterity (Sleight of Hand) check. The cult’s four mages (in areas C14, area C16, and area C26) each carry a key to the lock. Because the stone is unevenly set around this door, a






