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Returning 35 results for 'mechanical spent with only after for for lock'.
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Monsters
Guildmasters’ Guide to Ravnica
, detect evil and good, ensnaring strike, sanctuary, shield of faith
2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth
3rd level (3 slots): bestow curse
below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Isperia regains spent legendary actions at the start of her turn.
Claw Attack
Monsters
Tomb of Annihilation
sickness, shield
2nd level (at will): arcane lock, knock
3rd level (at will): animate dead, counterspell
4th level (3 slots): blight, ice storm, phantasmal killer
5th level (3 slots): cloudkill
legendary action option can be used at a time and only at the end of another creature’s turn. Acererak regains spent legendary actions at the start of his turn.
At-Will Spell. Acererak casts one
Monsters
Waterdeep: Dungeon of the Mad Mage
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
).Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
middle of the trench — an old magic device once used to lift caravans up into the main cavern of the outpost and back down into the trench. It now lies broken, its magic spent. The duergar and drow
collaborated to replace the crystal lift with a system of four mechanical lifts, two on each side of the shattered platform. These lifts use magic to power their winches and lighten the loads on the
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
Monsters
Fizban's Treasury of Dragons
turn. The dragon regains spent legendary actions at the start of its turn.
Tail. The dragon makes one Tail attack.
Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.Ancient legends
lock of a loved one’s hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.
Creating a Moonstone Dragon
Monsters
Fizban's Treasury of Dragons
another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Tail. The dragon makes one Tail attack.
Cast a Spell (Costs 2 Actions). The dragon uses
sung from the heart, a lock of a loved one’s hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold
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->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
Harbor. He has spent the past several months scouring wrecks at the bottom of the harbor for treasure and stashing precious baubles in a hidden underwater cave. Recently, he noticed a strange craft
promised reward: an old chest with a rusted lock that can be busted or pried open with a successful DC 13 Strength (Athletics) check. It contains 300 sp plus a golden amulet shaped like an octopus
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
if the ettin were to uncover this secret, he would rip the boggle in half as a furious means of getting the proper number of stewards once more. Manipulating Time Having a mechanical guide spend 1
that their true nature as steward to both heads is accidentally revealed, incurring the ettin’s wrath. If 1 more charge is subsequently spent, things instead rewind and the ettin forgets all. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sections have small iron hinges built into them so that they can be opened, as well as iron latches to lock them in place when they’re closed. The window looks out onto the parapet (area K46). The figure on
by her mother, she was never allowed to leave home as a child. She finally slipped away and made her way to the castle, drawn by its majesty. Gertruda is innocent, and years spent as a shut-in have
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Graymatter Guardian Alfven Ato The graymatter engine serves as Landro’s brain, though it can’t control the colossus’s mechanical systems The graymatter engine has—or, more aptly, is—a mind of its
process, the most recent secret the party learned is spent, as described in “The Power of Secrets” section in the book’s introduction. Instead of the usual benefit of spending the secret, the characters
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
finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Spellcasting
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
rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Spellcasting Ability
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
list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your
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->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->Icewind Dale: Rime of the Frostmaiden
imperfections in his disguise. When he was offered a bone to gnaw on, his mechanical goblin mouth malfunctioned and wouldn’t stop grinding its teeth. Thus, Spellix Romwod came to be known as Yarb-Gnock
adopted the name given to him by the goblins and spent the next several months engineering ways to improve their standard of living. Long after the other members of the caravan had been eaten, Yarb-Gnock
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
smudge; and the passage to area 26, starting about 20 feet south of the secret door in area 3. Manipulating Time Having a mechanical guide spend 1 or more charges in this area creates a 10 percent
. Additionally, if 2 or more charges are spent, enough of the lime flakes off the skeleton in the pool that it can be identified without an ability check.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
his lost expedition are more difficult to come by. But for each day spent talking to knowledgeable travelers, a character can attempt a DC 12 Charisma (Persuasion) check. If the check succeeds, roll
, most folk know of Kwalish’s most famous realized design, the apparatus that bears his name. But sages and arcanists know of other designs he drafted, including one for a mechanical container that could
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
justice.
3 Dangerous goods mean hazard pay. You stole four kegs of smokepowder from Felogyr’s Fireworks and sold them to a gang of revolutionaries. Your pay is already spent, but the fireworks have
, but all you had to do was reach out to make it yours.
3 Distraction. While all eyes were on you, your friends were making off with the goods.
4 Lockpicker. Every lock is just a puzzle to be
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Dangerous goods mean hazard pay. You stole four kegs of smokepowder from Felogyr’s Fireworks and sold them to a gang of revolutionaries. Your pay is already spent, but the fireworks have yet to begin. 4
Distraction. While all eyes were on you, your friends were making off with the goods. 4 Lockpicker. Every lock is just a puzzle to be mastered. 5 Lookout. Watching out for trouble is the best way to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gleaming gemstone. An arcane lock spell has been cast on the door. Rizzeryl the drow mage and his wererat gang can pass through the door, while other creatures must force it open with magic or a
, plus arcane lock and sending), a 12-inch-long stone key, a 12-inch-long driftwood wand with the symbol of Xanathar (a circle with ten equidistant spokes radiating outward from its circumference
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->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->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->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->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->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->Strixhaven: A Curriculum of Chaos
it’s a magnificent jeweled crown or an old shovel. As a student, he constantly spent time in detention for hoarding the best finds from Lorehold dig sites in his room; he lost count of how many times
increasingly efficient mechanical helpers, with the goal of one day being able to do anything she wants without standing up.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters fought Cyanwrath during the raid but spent time in the cultists’ camp, read this. “You look familiar … I’ve seen you around the camp. If you came looking for trouble, I am the trouble
details. Characters can open it with the key from area 11, or the lock can be picked with thieves’ tools and a successful DC 10 Dexterity check. Unless the Dexterity roll is 15 or higher, however, it sets
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fought Cyanwrath during the raid but spent time in the cultists’ camp, read this. “You look familiar . . . I’ve seen you around the camp. If you came looking for trouble, I am the trouble you seek.” Then
can open it with the key from area 11, or the lock can be picked with thieves’ tools and a successful DC 10 Dexterity check. Unless the Dexterity roll is 15 or higher, however, it sets off the trap






