Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'mechanical some with only are fleeing for lands'.
Other Suggestions:
mechanics some with only are freeing for land
mechanical some with only are feeling for lands
mechanical some with only are flowing for lands
mechanics some with only are feeling for land
mechanics some with only are flaming for land
Equipment
This small mechanical device is a specialty of gnomish crafters. As a Utilize action, you can throw the Noisemaker into a space within 60 feet. When it lands, it makes a loud noise of some kind
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
surviving populace fleeing into the wilds. A young prince, Will Kenrith, does his best to reunite the shattered realm, but a return to its former glory seems far off.
Even in the shattered remnants of
: the wildest parts of Eldraine. To that end, they patrol the forests along the Boundary Lands, turning back loggers and hunters—by force if necessary.
Though they’ve renounced their
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
Humans Transformed
The
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Using the Citadel Fleeing disaster, a family discovers the base of a Concord Jewel—a gateway to the Radiant Citadel The Radiant Citadel links to a multitude of worlds. While the fifteen lands
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Using the Citadel Fleeing disaster, a family discovers the base of a Concord Jewel—a gateway to the Radiant Citadel The Radiant Citadel links to a multitude of worlds. While the fifteen lands
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Unnatural Invasion A massive magical-mechanical golem, an unknown planar vessel, or some other rare threat has appeared in civilized lands. Though local settlements are safe for the moment, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
halls and slew all they could catch. Fleeing his enemies, Durgeddin led the destitute remnants of his clan in search of a new home. After years of wandering, the dwarves discovered a great cavern system
haunt such places. Today legends of Durgeddin’s Vengeance (or the Smith’s War) and the extraordinary blades the dwarves forged in anger still surface from time to time in the lands near the Stone Tooth.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hungry. Once the prison of the lich Azalin Rex, Darkon stretched between two oceans, its lands filled with gothic cities and the monuments of forgotten wizard-tyrants. Largely ignoring his role as
the Mists surrounding the domain roil with hidden activity and creep inward. These Mists, now known throughout the domain as the Shroud, erode Darkon’s borders. Those fleeing the Shroud report
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Q’barran Characters Q’barra tempts explorers from the west with the prospects of wealth and new lands to conquer—mostly humans but including members of all races found in Khorvaire. Settlers
didn’t commit? Are you fleeing from a broken heart? Q’barra has also drawn Cyran refugees and newly freed warforged, both seeking a home in the wild east. Lizardfolk. The lizardfolk’s primitive culture
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the lands and rulers of the Sword Coast and the North, while the Emerald Enclave suspects that anything Thay promotes is likely against the natural order. Even the Zhentarim fear the union of two such
cult, even as the situation in Faerûn grows more dire. Abductions and raids undertaken by the Cult of the Dragon increase daily, and refugees are fleeing from burned-out regions under cult attack to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the lands and rulers of the Sword Coast and the North, while the Emerald Enclave suspects that anything Thay promotes is likely against the natural order. Even the Zhentarim fear the union of two such
cult, even as the situation in Faerûn grows more dire. Abductions and raids undertaken by the Cult of the Dragon increase daily, and refugees are fleeing from burned-out regions under cult attack to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the lands and rulers of the Sword Coast and the North, while the Emerald Enclave suspects that anything Thay promotes is likely against the natural order. Even the Zhentarim fear the union of two such
cult, even as the situation in Faerûn grows more dire. Abductions and raids undertaken by the Cult of the Dragon increase daily, and refugees are fleeing from burned-out regions under cult attack to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Wilderness Encounters Reaching the foothills of the Barrier Peaks takes the characters through a broad range of wild lands — including woods infused with the power of the Feywild. Wilderness
statistics from Mordenkainen’s Tome of Foes) or a gibbering mouther with a mechanical skull housing its central brain. 8–10 The characters come across a group of roving outlaws (five to ten thugs led by a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Despot Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities. Duergar Despot
Medium humanoid (dwarf), lawful evil
Armor
lands prone and then takes 10 (3d6) bludgeoning damage.
Stomping Foot. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) to a prone target
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to stay and protect her while any surviving ogres chase after the fleeing characters. Guh’s Wagon-Throne Any character who studies Guh’s “throne” can, with a successful DC 10 Intelligence check
crossbeams. She falls 30 feet to the floor of area 12, taking 10 (3d6) bludgeoning damage. She also lands prone and can’t get up without assistance. Any creature unfortunate enough to be underneath Guh when
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
invasion of nightmarish creatures called Phyrexians devastated the courts, with much of the surviving populace fleeing into the wilds. A young prince, Will Kenrith, does his best to reunite the
part of their world untouched by war: the wildest parts of Eldraine. To that end, they patrol the forests along the Boundary Lands, turning back loggers and hunters—by force if necessary.
Though
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
monsters with hairy, spiderlike bodies and eel-like heads. Mirt yelps in shock, tumbles from his bed, and lands heavily on the floor, dragging his bedcovers with him.
Dealing with the Hatchlings Eight
, Mister Blip appears at the door: It’s difficult to tell, but the autognome looks worried. His bronze mustache hangs lower than usual, and his mechanical eyes have sunken in their sockets.
“With
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the 15-foot-by-10-foot space where the platform lands, each of those creatures must succeed on a DC 10 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone and restrained
a life-size mechanical unicorn ridden by a mechanical drow ranger waving two scimitars (when a lever under the float is pulled, the unicorn farts a 15-foot cone of confetti, which it can do twice
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
up into two writhing masses that shamble toward you.
The vines become two Shambling Mounds that fight intruders. The creatures pursue fleeing prey but collapse into inanimate vegetation after 1 hour
is an oval plate of dark glass. A blocky creature clutches a small ceramic card in one of its mechanical hands as it waits nervously by the console.
The creature next to the console, a Modron
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
following effects in and around the gate-town: Mechanical Metronome. The gate ticks as it turns in time with the gears of Mechanus. Repetitive sounds—a bird tweeting, a worker hammering a nail, or a guard
stories involving the gate-town. Automata Adventures d4 Adventure Hook 1 Fleeing interplanar bounty hunters, a three-horned tiefling named Romerillo (chaotic good, tiefling spy) seeks refuge on
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Dragon If the characters choose to surrender to or parley with the dragon, it lands on the ship’s foredeck. While Brynshal’duun is Hostile and determined to scuttle the airship, the dragon can be
incident if its attitude is shifted to Friendly. Fleeing from the Dragon If the characters decide to flee rather than fight, Brynshal’duun gives chase. Use the rules for running chases in chapter 3 of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature that fails the check falls off the bridge and lands prone on the frozen river below, taking 7 (2d6) bludgeoning damage from the fall. U6. Old Camp This cave contains an abandoned campsite
before the skeleton attacks. This creature killed the fishers from Easthaven, and Maud is the only one who can control it. The skeleton tries to kill anyone else who enters this cave and pursues fleeing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
as their own. In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact
anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the invaders, while on the other, fleeing townsfolk clog the thoroughfare leading out of town. Screams of panic suddenly echo through the crowd. Looking up, you see a huge green dragon swoop out of the
fleeing Leilon. High above, the green dragon perches atop the House of Thalivar. The crowd here is panicking and people are being trampled underfoot. Peering through the press of bodies, you see the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tower might teleport from place to place. Or doors within a tavern could be revealed as a magical portal connected to various locations in far-flung lands. The DM has final approval over the method
headquarters features a magical-mechanical locomotive that lays down its own track. Mechanical arms at the front of the locomotive set down crossbars and rails in front of the headquarters at
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
unparalleled wonders such as a steam-operated mechanical orchestra, a steam “dragon” powering a heavy engine for moving immense weights, and elaborate orreries and nautical tools. Small cards posted
beneath each display indicate the purpose of these curious tools and credit the inventors and lands of origin, where known. Persistent rumors hold that a hidden treasure vault, guarded by clockwork
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The cart continues down the track unhindered.
3–5. The cart derails into area 11. Each creature in the cart is thrown out, lands prone, and must succeed on a DC 12 Dexterity saving throw or take 5
edge and falls. On a successful save, the creature lands prone on the cart track. On a failed save, the creature goes over the edge with the cart and takes damage from the fall, as normal.
11. Urds
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
number of the glass statues have been imbued with mechanical-magical power — armatures of the inventor’s own design that animate into ooze-folk. Once the characters enter the ooze to explore the streets
set, and is framed by a complex mechanical filigree. This device is a two-way monitor that can be activated by a successful DC 16 Intelligence (Arcana) check. Doing so shows a silent view through the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
unparalleled wonders such as a steam-operated mechanical orchestra, a steam “dragon” powering a heavy engine for moving immense weights, and elaborate orreries and nautical tools. Small cards posted
beneath each display indicate the purpose of these curious tools and credit the inventors and lands of origin, where known. Persistent rumors hold that a hidden treasure vault, guarded by clockwork
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
is a festival of both Waukeen and Lathander, and is used for planning business, making treaties and agreements, and receiving envoys from unknown lands and traditional foes. Much wine is drunk over
inventions of the Gondar are revealed on this day and paraded through the city. These devices range from something as humble as new cabinet hinges to massive mechanical constructs that walk or roll about
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the square of children and elderly. If the characters do nothing, the town guards help get people to safety while the giants storm the tents and grab armfuls of food before fleeing north along the
leads to a hidden exit in the hillside. Suggested Encounter As fire giants scour the Evermoors for fragments of the Vonindod, trolls native to the area are fleeing to avoid becoming enslaved by the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the characters don’t know they’re coming. If the bandits fight in this area and two are defeated, the last bandit might reveal the secret door by fleeing in that direction. Treasure. The waterproof
the crevasse takes 7 (2d6) bludgeoning damage, has the prone condition, and lands in a jumble of rubble that counts as difficult terrain. Dead Goblins. Underneath the southern bridge are corpses of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(1d6) bludgeoning damage and lands with the prone condition. W10: Dark Pool A still pool fills much of this cavern. The water is dark, revealing little of what might lie within. The shore of the pool
mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information on this location. Fallen Lands Countless ruins dot this rugged, barren land, where ancient cities once stood and great battles once raged. Strange witchlights float around the ruins at night
observe the party but pose no threat, fleeing if they are attacked or if they detect one or more party members within 60 feet of either one. Any creature that wounds or kills an elk on Flint Rock must
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






