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Returning 35 results for 'mechanical such with only add from for lead'.
Monsters
Misplaced Monsters: Volume One
, broad-shouldered automatons usually found in scrap yards. Sparks erupt from the loose wires that protrude from their hulking frames. Their quasi-mechanical minds are shielded with lead, protecting
Monsters
Planescape: Adventures in the Multiverse
damage on a successful one.When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in
which end in powerful pincers.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the
Monsters
The Wild Beyond the Witchlight
the next as well. Nothing surprises me.”
Ideal. “Each of us gets to play the lead in our own tragedy, but if you can’t be bothered to put on a good show before you die, don’t
, 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
spells
Eberron: Forge of the Artificer
by the new one. You determine the homunculus’s appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.
Combat. The homunculus is an ally to you and your
can't use this trait if it has the Incapacitated condition.
Magic Bond. Add the spell's level to any ability check or saving throw the homunculus makes.
Actions
Force Strike. Melee or
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
your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Manipulating Time Having a mechanical guide spend 1 charge in this area causes several workers to emerge from inside the tomb, hauling a large black rock to add to the pile atop the hill.
been reshaped to stone by dark magic. (These are the remains of worshipers from area 14.) Entrance Portals The three openings across the north side of the hill lead to areas 1 to 3. With a successful DC
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
surrounded by a series of mechanical devices that function as Ioun stones, which add to its vast knowledge. The enhanced sphinx is a gynosphinx, with these changes: Its Intelligence score is 24 (+7). It
, 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Lead by Example When you roleplay and narrate with enthusiasm, you add energy to the game and draw your players into the world. Encourage the players to describe their characters’ actions, then incorporate their narration into your accounts of the characters’ successes and failures.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
1. Entry Chamber Stairs from the surface lead down to this damp vaulted chamber. The floor is strewn with bones and rubble. The ceiling is supported by arches meeting at the twenty-foot-high domed
peak, and is obscured by thick webs. Corridors lead off to the east, south, and west, with the west ending at a heavy oak door with bronze fittings.
Arrow Slit Any character who succeeds on a DC 16
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
silver wires that lead from these controls into area 6 and are attached to the imprisoned balor. Anyone attempting to disrupt the controls or the wires must succeed on a DC 13 Constitution saving
balor. Manipulating Time Having a mechanical guide spend 1 charge in this area drains more energy from the balor, causing him to fall unconscious in area 6. Who’s Who
The wizard Tuerny was the creator
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to detail the region however you please. Eberron. San Citlán might appear between the Blade Desert and Endworld Mountains in eastern Khorvaire, a location that might lead you to add more elves and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Returning War Band You can add a complication in the form of a hobgoblin war band returning home, just as the characters are preparing to leave. This war band consists of three hobgoblins led by
Grol’s avenger. Targor has long aspired to lead the Cragmaw tribe, so he might do the adventurers the favor of not killing them, provided one or more characters succeed on a DC 15 Charisma (Persuasion
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. Built for Success. You can add a d4 to one attack roll
: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
after the missing components only to add them to her collection of stolen rarities, and that she has no intention of putting them into the service of good. As he talks with the characters, Sir Ursas
temple. Ursas is aware that Lynx has knowledge of other missing components that might relate to the Tomb of Horrors. Mechanical Guide Sir Ursas offers the characters the services of a magical construct
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Draw Players’ Attention Good narration invites the players to examine details of the environment that lead to encounters or important information. Anything you describe with extra, subtle details
your players, keep the following in mind: Distinguish Options. When presenting options to players, add details to distinguish the options. Should the characters take the left path or the right path
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to a height of over 100 feet. Doors of sculpted ice fitted with iron hinges lead to various outbuildings and main keep on the far side of the courtyard from the gate towers.
Add the following if one
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to a height of over 100 feet. Doors of sculpted ice fitted with iron hinges lead to various outbuildings and main keep on the far side of the courtyard from the gate towers. Add the following if one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Healing. You can also add party members, as described in the sections that follow. DM-Controlled Adventurer You can make an adventurer character of your own (sometimes called a “DM PC”—a “Dungeon Master
. Be sure to keep the players’ characters in the spotlight, and don’t take away the players’ agency by having your character make decisions for the group. NPC Party Members You can add nonplayer
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
their hulking frames. Their quasi-mechanical minds are shielded with lead, protecting them from psychic damage. A scrapper feeds on scrap metal and uses its electrified wires to grapple and reel in foes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
more powerful as well. There are three ways you can approach this issue: Mechanical Improvement. Use the guidelines in chapter 9 of the Dungeon Master’s Guide to add class levels or Hit Dice to the
of obstacles in the way of an adventuring party. Mechanical and magical traps, wards against divination, and protective magic items are just a few of the security measures available to a resourceful
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the suits of armor have been scratched out.
Both staircases on the south wall climb to area K25. The massive stairs lead down to area K8. Anyone who crosses in front of the alcoves along the south
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->Ghosts of Saltmarsh
waves, each increasing in difficulty. If the characters aren’t sufficiently challenged by a particular wave, add more monsters to that part of the fight in the form of late reinforcements to help make
fortress. The drowned blades and ascetics enter through any previously open door, or if none are open, they attack the doors that lead into areas 4 and area 21. The drowned assassin arrives from area 14 and climbs onto area 17, trying to enter the fortress through the door in that area.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the area, stairs rise to an open level above. If the kenku aren’t hidden, add: Four short, avian creatures with long beaks and black feathers look over in surprise from where they stand in the middle
the yellow signs in the sewers.” (This remark refers to tunnels in the sewers that are marked with Xanathar’s symbol where they lead to the Xanathar Guild hideout.) In a scratchy voice: “No time to loot the place. Just get him to the boss.”
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
required to use an arcane focus when casting a spell. But if you’re a wandslinger, you’re more comfortable with a focus in your hand. Casting a spell without a focus takes effort. There’s no mechanical
nothing about the science of magic?
Identifying your character as a wandslinger doesn’t change your class features. Chapter 3 offers a wider selection of arcane focus items that can add color to your character.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q13. Chapel of Morning Cracked wooden pillars support a wooden, U-shaped balcony that overhangs this stone-walled chapel. Narrow archways lead to spiral staircases that curl up to the balcony, and a
enter and fill the room. If the beacon has not been lit (see areas Q16 and Q53), add: Through the fog, you see three armored figures kneeling before the altar. The figures are three revenants clad in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
opportunities that could lead a group of adventurers into the Mournland. Mournland Adventure Hooks d6 Adventure Hook 1 A Gatekeeper druid wants a rock sample from the Glass Plateau. 2 A magewright from
into the Mournland and retrieve his most prized possession (a letter from a lover, a mechanical caterpillar, or anything else you devise) from his mansion. 5 A young Cyran paladin is morose because she
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
terrible fate. Alignment. Neutral evil. Personality Trait. “I have foreseen not only this moment but the next as well. Nothing surprises me.” Ideal. “Each of us gets to play the lead in our own
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->Acquisitions Incorporated
of teamsters or a disgruntled repair shop employee. Such efforts could lead to additional roleplaying scenarios, to which you can add ability checks and combat encounters as desired.
Of course
, seeking out merchants and mercenaries who’ve done business with Dran Enterprises, and the like. Two example encounters are provided to help the characters find the tavern. You can add similar encounters to
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->Basic Rules (2014)
around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
2. The players describe what they want
the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.
When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
instead be found in the foothills, in the possession of outlaws seeking the monastery who use the vampire as their guide. If he joins the expedition from the start, the vampire might lead the characters
and kindly monodrone modron, Gearbox has been sent as an agent of Mechanus to investigate Kwalish’s works and experiments. Its mechanical body has been programmed with several unique utility powers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, you can add some action for those who remain behind by having a small number of the demons summoned by the ritual attracted to the site of the ritual rather than the location of the dark heart
might lead some characters back to Araj to aid the drow apprentice.
Araumycos At the center of the network of caves and passages inhabited by Araumycos, the cavern where Juiblex and Zuggtmoy battled in
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
. Eventually, the characters find themselves on the southeastern side of the map, near some stone steps that lead into a cavern with an underground stream flowing in it. The two bandits who originally helped
start of the combat. Describe any other important details within the scene.
Roll Initiative. The players each roll a d20 and add their Initiative modifier. The character with the highest result
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
leather armor branded with the insignia of Dran Enterprises.
Creatures. These two hobgoblins — Grunka and Fraht — lead the Dran Enterprises advance crew. They arrived clandestinely just after the
characters entered the dungeon, and aren’t expecting any resistance given the low-key nature of their cleaning assignment. Grunka wears an acid spray gun, an invention of Dran Enterprises R&D. Add the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
only the most powerful flinds and pack lords bother to name the groups they lead. The War Band Composition table determines how many gnolls and hyenas the band contains. The War Band Leadership table
, halve them. Roll once on the Special Creatures table to see which special creature is part of the war band and in what numbers. The Shared Physical Trait and Notable Behavior or Tactics tables add some






