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Returning 25 results for 'mechanical some with only are fluids for live'.
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mechanical some with only are fluid for live
mechanics some with only are fluids for life
Species
Eberron: Forge of the Artificer
Warforged are mechanical beings built as weapons to fight in the Last War. An unexpected breakthrough produced sentient beings made from wood and metal that nevertheless can feel pain and emotion
.
Warforged comprise a blend of organic and inorganic materials. Rootlike cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored
Monsters
Spelljammer: Adventures in Space
captain might allow the crew of a plundered ship to live, while another might leave only flotsam and jetsam in the pirates’ wake.
The captain is often accompanied by an undying companion, such
parchment. A vampirate has fangs like a vampire’s but doesn’t use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Warforged Ignacio Bazan-Lazcano Warforged are mechanical beings built as weapons to fight in the Last War. An unexpected breakthrough produced sentient beings made from wood and metal that
nevertheless can feel pain and emotion. Warforged comprise a blend of organic and inorganic materials. Rootlike cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
live for centuries, typically up to 500 years.
Autognome History
d6
Story
1
Your creator gave you autonomy and urged you to follow your dreams.
2
Your creator died, leaving you
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its
live for centuries, typically up to 500 years. Autognome History d6 Story 1 Your creator gave you autonomy and urged you to follow your dreams. 2 Your creator died, leaving you to fend for yourself
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Discoveries table to determine what a character discovers, or as inspiration for unusual discoveries of your own. Manipulating Time Having a mechanical guide spend 1 or more charges in this area has a 20
no sign of either item’s missing mate unless you want to have it found elsewhere in the adventure.
26–35 A live parrot in a wicker cage (captured by Barbatos and stashed here pending use in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
their full sentences. Because of this, residents tend to live by their own creeds, carving out some semblance of order from a settlement in eternal flux. Either way, locals humor their leader—be they a
. Robson Michel Three modrons prepare to enter the Cube, a mechanical outpost corrupted by the disorder of Xaos Gate The gate to Limbo shifts with the town, changing shape and location at indeterminate
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
each of barn owls, horned owls, screech owls, and snowy owls. Against one wall, a huge cage holds a giant owl. In addition, several terrariums hold live mice, lizards, and small snakes used as food
first provides advantage on this check. Manipulating Time Having a mechanical guide spend 1 charge in this area causes all the cage doors to rust with age and weaken, allowing the owls to break free
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they
appendages. In the final moments, the victim’s head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up its own life fluids. Sunlight or the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
fascinated — some say obsessed — with building mechanical wonders. Though they employed magic from time to time, the whole island smelled like sawdust, grease, and freshly scraped metal, as shop after shop
themselves, or mechanical arms that copy what a scribe is writing onto a second sheet of parchment. During my past visits there, I’d seen all of those and more with my own eyes. Were these gewgaws and trifles
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
in the citadel. Enclosed by high walls, the facility is built around a gigantic orrery of Xaryxispace. This magical and mechanical contraption features levitating models of the system’s planets and
merchants and crafters live and work in the trade quarter. Much of the citadel’s commerce takes place here, making it the liveliest area of the city. Well-appointed lodgings are also available for visitors with coin to spare.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the lid causes panels in the front and sides to open, releasing a swarm of mechanical spiders that attacks anyone other than Jarlaxle. This swarm has the statistics of a swarm of insects (spiders), with
bulkheads. The window panes are made of glassteel, a resilient metal magically rendered transparent. Curious merfolk who live in Deepwater Harbor investigate the submarine from time to time, and might be seen
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
implies that most franchise staff are itinerant or live elsewhere in whatever settlement is the boat’s primary port of call. I don’t have rivals. I have partners who simply don’t know it yet.
— Omin
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->Spelljammer Academy
helms—ornate, high-backed chairs mounted onto mechanical gimbals that encircle a thirty-foot-high orrery depicting Realmspace. Those who train here are overseen by Saerthe Abizjn, a training officer
: “What life event in your past drove you to live in this moment, right now?” “Tell me where you wish to be one year hence. What shall the cosmos make of you?” “Something inside your mind holds you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
abound for those ready to seize them. Residents live unhampered by bureaucracy or judgment, free to pursue their deepest passions or indulge their guiltiest pleasures. Hive Ward Encounters d8 Encounter
halls reek of embalming fluids, their sterile tang sparing nostrils from viler odors trapped within the musty tombs. Grim Workforce. The Dusters who run the Mortuary are the visage of death—slack jawed
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Meenlock Meenlocks are deformed fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They primarily live in forests, although they adapt well to urban and
wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live.
Existential Fear
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
temple. One can follow this path to a series of saferooms secured by mechanical devices. Some saferooms hold treasures of the faith, while others are rented to wealthy individuals who wish to keep their
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
temple. One can follow this path to a series of safe rooms secured by mechanical devices. Some safe rooms hold treasures of the faith, while others are rented to wealthy individuals who wish to keep their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some candy on hand or some sweet rolls, and all will be calm where you live. Kythorn 14: Guildhall Day This day is a time of trade fairs. Most shops are closed, and street sales are suspended for all but
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->Waterdeep: Dragon Heist
fact that the Gralhunds forged pacts with devils in years past, giving rise to a strain of tieflings. All such members of the house were sent to live on a Gralhund estate in Yartar, a city far to the
artifact. She gave a necklace of fireballs to her mechanical servant and sent it out to help retrieve the stone. It was careless and caught the Zhents in the fireball by mistake.” G16. Master Bedroom The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
succeeds by 5 or more, the mechanism can be permanently disabled if desired. Creature. The pit contains two goblin skeletons, one goblin that has been dead for about a day, and one live giant rat. The
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
that skitters away on tiny hairs if placed on the floor 6 Live concussion grenade that explodes on delivery S6: Security Checkpoint Three intimidating robots sort smooth, featureless devices the
that pervades these rooms and area S15. S16a: Living Quarters. Four vegepygmy scavengers live in each of these repurposed passenger quarters, for a total of twenty-eight vegepygmies. If combat breaks
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
— teaching many of them to read in the process — and then selling the notes directly. Today, Needle prints his broadsheets by the cartload, aided by mechanical scribes purchased from the Hall of Wonders and
shambling mounds that live in the tanks, churning them as part of the purification process. Mortlock Vanthampur (for more information on Mortlock Vanthampur, see chapter 1 of Baldur’s Gate: Descent
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inside. To the south, a closed door is padlocked.
See area C11 for more information about the padlocked door. A water elemental and two water weirds live in the 25-foot-deep fountain. These creatures
characters a gold-colored flywheel from the disassembled clock. The marid is chatty and can share the following pieces of information: Clock Assembly. Shanzezim decided to reassemble a mechanical clock
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
— teaching many of them to read in the process — and then selling the notes directly. Today, Needle prints his broadsheets by the cartload, aided by mechanical scribes purchased from the Hall of Wonders and
facility running and control the crew’s several guardian beasts, including a number of sweet-smelling shambling mounds that live in the tanks, churning them as part of the purification process






