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Returning 35 results for 'mechanical some with only artistic for for look'.
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mechanical some with only artistry for for look
mechanical some with only artists for for look
mechanics some with only artistry for for lore
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
look of their face, limbs, and plating.
Warforged Traits
Creature Type: ConstructSize: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
):
Chattergrab. Parts of this gadget look like gnashing metal teeth. This gadget hurtles toward a creature the mastermind can see within 60 feet of itself. The creature must succeed on a DC 16 Dexterity saving
appendages, or both.
Nevermind Gnomes
Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels.
Half-Elf
Legacy
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Species
Basic Rules (2014)
, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching
children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Of Two Worlds
To humans, half-elves look
Monsters
The Wild Beyond the Witchlight
, part mechanical theater, the outfit makes her look frighteningly tall; without it, she is a hunched and withered bag of bones. She shrouds her wrinkled features behind a gauzy “theater curtain
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Xardorok’s Fortress The fortress, depicted on map 3.1, has the following noteworthy features: Bare Stone. Hewn from gray stone, the fortress is bereft of ornamentation or artistic flair. Doors are
. The three levels of the fortress are connected by two mechanical elevators that are continually moving up and down their shafts, except for a 1-minute stop each time it arrives at a floor. One
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, but negotiates for passage if the characters speak to it. The gynosphinx appears to have suffered ancient injuries to its head, which have healed and been replaced by mechanical components. Both the
appear entirely ignorant, and I look forward to adding whatever small knowledge you might possess to my collection.”
Creature. Originally wounded in an encounter that nearly destroyed Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
time. And the members of the alternative expedition certainly look to sabotage or destroy the characters’ mechanical guide in order to strand them. These competitors might succeed in securing some of the
enhanced medusa for Lynx, or the brains in iron for Sir Ursas (see below for more information on both). Each expedition also has its own mechanical guide. You might use the members of the rival expedition
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
showcasing your artistic talents on stage or displaying your prowess in the Burning Ring. Join an Expedition. Scholars at Morgrave often sponsor expeditions to Xen’drik and into the ruins below Sharn
. Cyran nobles in Smoky Towers look for brave souls to venture into the Mournland to reclaim lost treasures. Cultural Exchange. Den’iyas brings a touch of Zilargo to Sharn. You might find a clawfoot raptor running down the streets in Little Plains, or a Gatekeeper druid casting bones on Cassan Bridge.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall above the arch are the following words in Draconic: “Only a dragon can unlock this gate.”
Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
artistic rendering of a dragon, such as a dragon-shaped figurine or a drawing of a dragon, also opens the gate. Characters must be 13th level or higher to pass through this gate (see “Jhesiyra
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
an artificer to customize the look of their face, limbs, and plating. Warforged Traits Creature Type: Construct
Size: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
and in its wake, artificers across Khorvaire made many magical and mechanical advances—but none quite as impressive as the elemental airship. With its intricately carved soarwood hull and distinctive
Lyrandar’s control of the skies, but for now, adventurers look to Lyrandar airships as the foremost means of transcontinental travel.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
occupied by a female genasi, her skin encrusted with patches of faceted crystals. The project she’s working on is a silver skull with jeweled teeth.
Not bothering to look at you, the genasi says, “Your
. Manipulating Time Having a mechanical guide spend 1 charge in this area taps into the ritual magic Seodra is using to craft the demilich’s skull, causing a random character to age by one year. This effect can be reversed by casting a remove curse spell using a 6th-level spell slot.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
5th Cone of Cold, Conjure Elemental Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement—as much dance as somatic
beset with such an overwhelming sense of ennui regarding my art. Nothing quite captures my attention anymore. 6 Instead of confronting my negative emotions, I channel them into explosive artistic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opens, and a blast of musty, dust-choked air spills out from the room beyond. That dusty chamber holds three creatures that look like inverted pyramids with mechanical arms and legs, and another
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
satisfying to create, with some favoring practicality and others more interested in artistic expression. In each group, there are those who prefer to practice the alchemical arts and those whose talents
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
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
and in Daoine Gloine (where Kwalish has used the magical-mechanical technology of the craft to set up his new lab). If the characters manage to secure a pair of such devices, you can let the players
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
near a ticket booth by the entrance at twilight, just as the carnival is about to open. There you meet others who look as troubled as you. Without knowing how or why, you sense that each of them has
each character has lost. Lost Things d8 Thing 1 Ability to keep secrets 2 Ability to smile 3 Artistic creativity 4 Cherished doll or stuffed animal 5 Handwriting 6 Sense of direction 7 Sense of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
eventual experimental subjects. They attempt to look like Mack Francache, Seodra the gemsmith, or anyone else they’ve seen pass through the cell area in order to escape. 10f. This cell is sealed off behind a
Impersonation trait to create copies of anyone approaching too closely. Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the cell doors (chosen at random
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
sill) when the opening disappears is pushed out of the tower a split second before the window vanishes. Tour of the Tower Topolah gives the characters a quick look at each floor of her tower, showing
mechanical gnomes wearing harnesses tend to the plants. The harnesses are attached to ropes that loop around pulleys affixed to the ceiling, enabling the gnomes to hoist themselves into the air and move
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
spirit magic. His time at Prismari was hardly wasted, however. Combining his artistic skill with his keen spiritual sense, Hofri could visualize a spirit’s mortal appearance and construct a viable
increasingly efficient mechanical helpers, with the goal of one day being able to do anything she wants without standing up.
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->The Wild Beyond the Witchlight
elaborate costume. Part dress, part mechanical theater, the outfit makes her look frighteningly tall; without it, she is a hunched and withered bag of bones. She shrouds her wrinkled features behind a gauzy
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->Mordenkainen's Tome of Foes
communication — and sometimes for no reason other than artistic considerations. A simple illusion can often express a complex idea, such as when the memory of a location is triggered by the illusory sound of a
illusions they create, even those that have a serious purpose. (An illusion that conceals the entrance to a tunnel by making it look like solid earth might not amuse other folk, but the gnomes get a good
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
study various scientific pursuits to create mechanical marvels. Nevermind Gnome Inventor Brimming with innovative ideas and reckless enthusiasm, the inventors of Mount Nevermind love any chance to
mastermind quickly assembles a clockwork gadget, producing one of the following effects (the mastermind’s choice):
Chattergrab. Parts of this gadget look like gnashing metal teeth. This gadget hurtles
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions. Tools Required You produce your artificer spell effects through your tools. You must have
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
large windows that look out over the harbor. To one side of a central pillar rests a comfortable bed, its oak headboard carved to resemble a kraken. An oak dining table surrounded by six high-backed
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->Acquisitions Incorporated
effort, both in game and around the table. What should a headquarters look like initially? Do the characters prefer to travel by land or by sea, or to operate from a fixed location? Is a ruined keep
true, the orcs won’t come back (probably). This abandoned lighthouse headquarters is strong enough to stand against any storm (probably), and many of the leaks have been fixed already. And just look at
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
provides no mechanical benefits. It shrinks away to nothing after 1 hour. Gambling Fever After the characters have had time to look around, or if they make for the cavern straight away, read: A murmur of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Look for ways to raise the stakes of a scene, so players feel that every decision matters. This could be driven by the consequences of failure: through your actions, you’re protecting your friends
spread to his clothes.
Combat can feel very mechanical. I move 10 feet. I make an attack roll. I use a reaction. One way for the DM to encourage more cinematic action is to present a list of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
larger than normal and was crafted by giants for use by their smaller allies. 19 Gnome. The item is crafted to appear ordinary, and it might look worn. It could also incorporate gears and mechanical
on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
N1), except the tunnel slopes down to area N13. N5: Eastern Boulder Cave Several boulders are scattered about this small cave, and three of them raise their heads to look at you as you enter. Crooked
impress Nakari with their artistic skills and thus win her favor. The kobolds’ names are Drix, Grox, Kex, Mox, Nix, Prax, and Zox. Roleplaying the Kobolds. The kobolds are initially Indifferent toward
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
places that they look engulfed in ice. The crystals glow sedately with a dim light.
Investigation reveals the crystals to be salt, though they have special properties (detailed in “Bluemaw Cave Features
placing treasures they find into half-filled sacks, while a winged draconian watches.
This sand pit is where the dragon spent most of its time. The markings on the walls are artistic renderings of
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
mechanical constructs, all in various stages of completion. Components and parts are scattered across the tables and the floor. Skittering around in the debris are three creatures that look like oversized
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






