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Returning 35 results for 'mechanical standing with only are from for lands'.
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Monsters
The Wild Beyond the Witchlight
.
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType
. Every harengon follows their own path through life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom
Monsters
The Wild Beyond the Witchlight
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType
life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn’t
loud noise at the start and end of its turn.
Gold Grung. The creature is charmed by the grung and can speak Grung.
Green Grung. The poisoned creature can’t move except to climb or make standing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn’t
charmed by the grung and can speak Grung.
Green Grung. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions
Monsters
Mordenkainen Presents: Monsters of the Multiverse
itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn’t
creature is charmed by the grung and can speak Grung.
Green Grung. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any
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
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
some areas are off limits even to them.
The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines
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->Princes of the Apocalypse
, alternating its pitch with the force and direction of the wind.
A creature standing atop Howling Plateau can see the whole canyon, but not the surrounding lands.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
B6 1 half-ogre that became poisoned after drinking six casks of cheap wine B7 3 duergar and 1 gazer (see appendix B) standing guard while Thorvin Twinbeard (see appendix B) works on a mechanical
beholder (see “Mechanical Beholder” below) B8 Korgstrod Uxgulm, the duergar leader (40 hit points), seated in a stone chair and attended by 3 kobolds (see “Stone of Deception” below) B10 7 troglodytes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
distant lands and other worlds. Those who stayed behind used the circle to maintain communication with explorers, helping them pilot their flying ships home. Standing stones form a great circle
Backgrounds
Baldur’s Gate: Descent into Avernus
faiths, are relegated to the Outer City’s Twin Songs neighborhood — but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this
hazardous and you remain in good standing with your temple.
BALDUR’S GATE FEATURE: RELIGIOUS COMMUNITY
You’re tightly connected with the religious community of Baldur’s Gate
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
magical gate to Castle Naerytar sits between a pair of moss-covered standing stones visible from all the front rooms of the lodge. Three other portals near the lodge stand between similar stones, and
Modar’s chambers in Skyreach Castle (see chapter 8). The grooves are Draconic letters that spell out words in Loross, the language of Netheril. They mention the “snowy lands,” an “unquiet swamp of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War No nation won the Last War, but Cyre unquestionably lost it. Other nations are recovering from the conflict, but Cyre is gone. The lands not destroyed in the Mourning were
lost decades earlier to Darguun and Valenar. Cyrans who survived the war must now carve out a new destiny in the lands of their enemies or in foreign nations beyond what was once the Kingdom of Galifar
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
gnome recluses busy themselves here: Joybell (female) uses a poker to stoke the fire of a hot iron stove standing against the east wall. Dimble (male) uses a complicated press-like contraption to squeeze
oil out of a big red mushroom and filter the liquid into four oil flasks. Panana (female) stands atop a low table and uses a mechanical rolling pin contraption to kneed green bread dough. The severed
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
magical gate to Castle Naerytar sits between a pair of moss-covered standing stones visible from all the front rooms of the lodge. Three other portals near the lodge stand between similar stones, and the
Modar’s chambers in Skyreach Castle (see chapter 8). The grooves are Draconic letters that spell out words in Loross, the language of Netheril. They mention the “snowy lands,” an “unquiet swamp of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Martira Bay The foggy port of Martira Bay is no stranger to mystery. A center of trade, the city receives regular visits from eerie vessels from mysterious lands. The oddities these ships bring make
Martirans indifferent to miraculous sights. This unflappability helps residents avoid standing out or drawing the attention of the Kargat, Darkon’s secret police, who conduct their domain-spanning
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, each one containing a standing suit of armor covered with dark stains. Each suit of armor clutches a mace, the “business end” of which is shaped like a dragon’s head. Words engraved on the arches above
wall activates the suits of armor. Both suits of armor are mechanical traps, each one activated by a pressure plate hidden in the floor in front of its alcove. A character who searches for traps in one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of weight to either side of the door also causes it to swing open. Any creature that accidentally opens the door by standing on it can avoid a fall by making a successful DC 15 Dexterity saving throw
. A creature that falls through the open door drops 10 feet and lands on the claw-shaped rock formation in area 14, taking 3 (1d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the doorway to area M10, is a hidden pit. The lid of the pit is easily mistaken for a dusty flagstone and opens when a weight of 50 pounds or more is placed on it. Any creature standing on the lid when
it opens must succeed on a DC 12 Dexterity saving throw or fall into the pit, which is 20 feet deep but filled to a depth of 10 feet with grave dirt. After falling 10 feet, a creature lands prone in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and
invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
telling them what the future holds. Here are a few examples: An object worn or carried by an enemy has the symbol of a previously unknown organization engraved or written on it. A soothsayer standing
monarch, but various factions oppose the union. Trouble is brewing. Bugbear scouts are making incursions into civilized lands and spying on settlements, as a prelude to a hobgoblin warlord’s invasion. A
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and
invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the cleanest and coldest I have ever bathed in, flows south into the valley out of the lands of the Endless Blizzard, feeding the rich soil tucked between the northern and southern arms of the Ice
Spires. The river splits as it runs through the hilly lands, eventually draining into a series of lakes along the southern edge of the vale. Two small woods also grow in the vale, one along its northern
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->Baldur's Gate: Descent into Avernus
ridiculous things to gain entrance. After a few minutes, when the characters get fed up with the nonsense, the redcaps tell them to quit standing around like idiots and come inside. Seeing the Kenku When
the characters enter, they see the following scene within the fortress: The area enclosed by the rampart is littered with trash and mechanical parts, some put together in a way that resembles a vehicle
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
kind, connected by silver wires to other tables holding stoic-looking lizardfolk. More silver wires connect the tables to a complex control panel standing between them.
The experiment underway in
Any search of the room finds two vials of thessaltoxin poison (see appendix C), whose polymorph capabilities are being used to facilitate the experiments here. Manipulating Time Having a mechanical
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Hill Giant Giant of Crags and Valleys Habitat: Hill; Treasure: Armaments Johan Grenier Hill giants live among rugged bluffs and highlands. Standing three times the size of most humans, these giants
hill giants from their homes into other people’s lands. Some displaced hill giants might steal what they need or seek revenge for their losses by causing ruin among smaller beings. Others might take up
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
silver wires to a third creature that appears to be a two-headed owlbear. More silver wire connects their restraints to a complex control panel standing between them.
The experiment underway in this
labeled “Distilled Ettin Blood” (worth 25 gp to an alchemist), all used to facilitate the experiments here. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the owlbears
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->Monster Manual (2014)
Bulette A bulette is a massive predator that terrorizes any lands it inhabits. Also called a “land shark,” it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they
. Wandering Monster. A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Final Conflict Depending on the characters’ alliances, they might guard the platform or try to free Afsoun. Whether the characters are standing guard, attempting to free Afsoun, or scheming otherwise
also follow the characters’ commands. A character’s mount acts on its rider’s turn. If a character lands and dismounts on the Pedestal of Judgment, their mount takes to the sky during the next round






