Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'mechanical strange with only armor from for like'.
Magic Items
Dungeon Master’s Guide
decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
Spells
Player’s Handbook
You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Equipment
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Spells
Player’s Handbook
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a
weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Classes
Player’s Handbook
Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork
March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.
Magic Items
Dungeon Master’s Guide
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Medium armor
91–00
Horn of Valhalla (Iron);Iron
5
Proficiency with all Martial weapons
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm
Classes
Player’s Handbook
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a
Classes
Player’s Handbook
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
, including performing music, working magic, and making jests.
A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer
Classes
Eberron: Forge of the Artificer
An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer’s magic, unleash potent attacks, and generate a formidable defense.
Monsters
Lorwyn: First Light
":"Befuddling Ray"} from the next saving throw it makes before the end of the noggle's next turn.Some noggles have a powerful connection to the strange magic that suffuses the realm of Lorwyn-Shadowmoor
are bipedal, donkey-like Fey that delight in thievery and mischief. They enjoy stealing from other creatures not out of necessity, but out of principle. This principle can be summarized by a common
Monsters
Lorwyn: First Light
5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Sabotaging Swipe", "rollDamageType":"Slashing"} Slashing damage. If the target is wearing armor, it is subjected to
the following effect. Dexterity Saving Throw: DC 12. Failure: The armor takes a -1 penalty to the AC it offers. The target can take an action to remove the penalty from its armor.Noggles don’t
Species
Lorwyn: First Light
cold logic and rejected reactionary responses. As a result, the magical flames that engulfed their bodies took on a frigid air, and they became rimekin.
Like flamekin, rimekin possess innate magic
rimekin touch. Any armor worn or weapons wielded by rimekin become coated in layers of spiky yet harmless hoarfrost.
Rimekin Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Forgotten Realms: Adventures in Faerûn
ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
knowledge of an even older version of himself. One of Manshoon’s enemies, Halaster Blackcloak, removed Manshoon’s left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
Barkskin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Monsters
Keys from the Golden Vault
. It looks like a mechanical, grapefruit-sized orb suspended under softly humming propeller blades. Embedded in the orb are keenly perceptive crystal eyes that enable the observer to see in multiple
mechanical shriek until the start of its next turn or until it drops to 0 hit points. This shriek can be heard within a range of 300 feet.A clockwork observer serves as an aerial spy for its creator
Equipment
This ammunition works like an Armor-Piercing Melee weapon, but you fire the ammunition as a projectile from a Ranged weapon.
Equipment
This ammunition works like an Armor-Piercing Melee weapon, but you fire the ammunition as a projectile from a Ranged weapon.
Equipment
This ammunition works like an Armor-Piercing Melee weapon, but you fire the ammunition as a projectile from a Ranged weapon.
Equipment
This ammunition works like an Armor-Piercing Melee weapon, but you fire the ammunition as a projectile from a Ranged weapon.
Animated Armor
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.Poison, Psychic
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's
Magic Items
Lost Laboratory of Kwalish
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells
resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until
Monsters
Mordenkainen's Fiendish Folio Volume 1
+ 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.Heralded by the ominous, deep rumbling of their strange song, great packs of dire
predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark
Monsters
Keys from the Golden Vault
"} bludgeoning damage.This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.Fire, Poison, Psychic
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's
Monsters
The Book of Many Things
inside.Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.
Monsters
The Book of Many Things
the creature inside.Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.Poison, Psychic
Magic Items
Lost Laboratory of Kwalish
Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a
magic that generates a conduit something like an astral silver cord. While so connected, a willing ally can give up hit points as a reaction to fuel the armor’s abilities.
Monsters
The Book of Many Things
mechanical animal or plant.
This Construct doesn’t have a control amulet and can’t be controlled like other shield guardian;shield guardians.Poison
creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside.Detention drones vary in size, strength, and shape, though most are shaped like some kind of
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind
among the fae, magically negotiating themselves advantages in battle.
Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages
Monsters
The Book of Many Things
already has one active, the first orb disappears, freeing the creature inside.Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.Force, Necrotic, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Aberrant Mind
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
now its psionic power is yours. When you use it, your flesh shines with a strange mucus.
5
As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature
energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange
Monsters
Mordenkainen Presents: Monsters of the Multiverse
these sorrowsworn spot other creatures, they feel keenly the need for interaction and launch their harpoon-like arms to drag their victims closer.
Sorrowsworn
The Shadowfell’s pervasive
melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who
Monsters
Mordenkainen Presents: Monsters of the Multiverse
consider beneath their dignity.
Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a
feel like a Beast or a Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don’t
Armorer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a
formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
Monsters
Waterdeep: Dungeon of the Mad Mage
spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
and mage armor spells on itself before combat.
He doesn't need material components to cast any of his prepared spells.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to






