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Returning 35 results for 'mechanical swim with only are from for light'.
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Magic Items
Dungeon Master’s Guide
. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft
.
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs extend, allowing the apparatus to walk and swim.
Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
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
Monsters
Keys from the Golden Vault
, and the defender can’t make Electrified Bite attacks while grappling.A clockwork defender is a mechanical quadruped that vaguely resembles a hound. Its eyes glow and can project intense but
harmless beams of light. It tirelessly protects whatever its creator wants, and it can be programmed by its creator not to attack certain kinds of creatures.PoisonLight Beam. The defender emits bright light from its eyes in a 60-foot cone, or it shuts off this light.
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the
table.
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs and tail extend, allowing the apparatus to walk and swim.
Legs and tail retract, reducing the apparatus's speed to 0 and making
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the
table.
Apparatus of the Crab Levers
Lever
Up
Down
1
Legs and tail extend, allowing the apparatus to walk and swim.
Legs and tail retract, reducing the apparatus's speed to 0 and
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
see.
Clockwork horrors communicate with each other by means of clicks, whirs, and similar mechanical sounds that imitate the Thri-kreen language perfectly, leading some to speculate the first
clockwork horror was the brainchild of a thri-kreen artificer. A horror can also emit light from its crystal eye, issuing dot-and-dash messages to other creatures that can see the light. Creatures besides
Monsters
Mordenkainen Presents: Monsters of the Multiverse
only to protect woodlands and the people who tend them. A wood woad’s face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little
Monsters
Eberron: Rising from the Last War
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Incinerating Beam"}. The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a
unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mariner’s Armor Armor (Any Light, Medium, or Heavy), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Clockwork Defender A clockwork defender is a mechanical quadruped that vaguely resembles a hound. Its eyes glow and can project intense but harmless beams of light. It tirelessly protects whatever
attacks while grappling.
Bonus Actions
Light Beam. The defender emits bright light from its eyes in a 60-foot cone, or it shuts off this light.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
harbor to keep it from falling into enemy hands. A character can recover the sunken stone by using a detect magic spell to help pinpoint its location. Big Belchy A mechanical dragon turtle, dubbed Big
more to the bottom of Deepwater Harbor. If the drow are still on its back when it goes down, they swim the rest of the way to the Eyecatcher but gain two levels of exhaustion from the cold water and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
diagnostic data to decatons. Octons have eight mechanical tentacles which they use to manipulate objects and defend themselves, spinning them in a bludgeoning whirlwind. Octon Modron Large Construct
, Typically Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 187 (22d10 + 66)
Speed 30 ft., fly 30 ft. (hover), swim 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
17 (+3)
WIS
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
with mechanical frames into which it slots different lenses. This is the same magical technology that was used to create another artifact, Daoud’s Wondrous Lanthorn. The medusa is nicknamed “Daoud’s
Living Lanthorn” as a result. The enhanced medusa uses the medusa stat block with the following changes: It has truesight out to a range of 60 feet. It can cast the light cantrip at will. Its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While
Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While
Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
description. Instead, they dive into the water and watch the fight from the edge of the characters’ light. If the giant frogs look likely to win, the bullywugs join in. If the giant frogs lose, the
bullywugs swim for the underwater exit in the southeast corner of the pool (see area 6). Bones of larger animals brought here by the bullywugs and fed to the frogs also litter the ground. Most disturbing of all are three sets of iron shackles anchored to the stone, with human, elf, dwarf, and halfling bones.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
description. Instead, they dive into the water and watch the fight from the edge of the characters’ light. If the giant frogs look likely to win, the bullywugs join in. If the giant frogs lose, the
bullywugs swim for the underwater exit in the southeast corner of the pool (see area 6). Bones of larger animals brought here by the bullywugs and fed to the frogs also litter the ground. Most disturbing of all are three sets of iron shackles anchored to the stone, with human, elf, dwarf, and halfling bones.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
from vibrant blue-green to deeper blue. Once the characters descend 500 feet, only dim light illuminates their surroundings. After the characters descend 3,000 feet, they enter an area of complete
darkness. Unless characters are aided by magic, such as the cowrie shell necklaces from Atiba-Pa, they can’t swim for a full 8 hours per day. After each hour of swimming, a character must succeed on a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
area of smoky haze for 1 hour thereafter. Heat. Duergar have darkvision and don’t need light to see; even so, most rooms are heated by stone braziers filled with glowing-hot coals, and such areas 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->Dungeon Master’s Guide (2014)
contains something of value; roll treasure randomly using the tables in chapter 7) Swimming Unless aided by magic, a character can’t swim for a full 8 hours per day. After each hour of swimming, a
swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. Swimming through deep water is similar to traveling at high altitudes, because of the water’s pressure and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
evil
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., swim 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
13 (+1
to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.
Shark Telepathy. The deep diver
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
evil
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., swim 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.
Shark Telepathy. The deep diver can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
following statistics: Armor Class: 20 Hit Points: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended) Damage Immunities: poison, psychic To be used as a vehicle, the
shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
swimmers from sharks and other aquatic predators. Dolphin
Medium Beast, Unaligned
Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 0 ft., swim 60 ft.
STR
14 (+2)
DEX
guardians and friends. Dolphin Delighter
Medium Fey, Typically Chaotic Good
Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 0 ft., swim 60 ft.
STR
14 (+2)
DEX
13 (+1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
following statistics: Armor Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended)
Damage Immunities: poison, psychic To be used as a vehicle
as shown in the Apparatus of Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Obscured, and the fog can’t be blown away. The fog doesn’t dissipate until the characters defeat the horde’s warlord. Light. This adventure begins on a sunny afternoon, but a thin, magical fog covers
the sky. Although there isn’t any direct sunlight, Bright Light prevails in all areas except in the fog, which is an area of Darkness. Siege Equipment. The fortress has five siege weapons provided by
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2. What Is Dead May Never Die As the characters descend into the lower decks of this ship, read or paraphrase the following boxed text: As you proceed belowdecks, it becomes much easier to swim as
filters through the coral that encompasses this area.
Light. There is no light here; the area that is heavily obscured. Characters without some kind of magical light or darkvision are considered
Compendium
- Sources->Dungeons & Dragons->Monster Manual
)
Speed 10 ft., Swim 40 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 18 +4 +7
Con 14 +2 +5
Ability Score Mod Save
Int 13 +1 +1
Wis 19 +4 +7
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
., swim 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws Con +5
Skills Athletics +4, Perception +3
(1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
mechanical lift inside a two-story housing with sealed, sliding glassteel doors (see “Glassteel Doors” above). Once inside the elevator, a creature can command it to ascend or descend as a Magic action by
crystal sconces affixed to the walls light all locations in the complex with Bright Light. A creature can turn a sconce on or off by tapping it. Walls, Floors, and Ceilings The walls, floors, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, faced down mechanical beholders, and robbed a bank operated by devils. The team has also rubbed shoulders with some of the most notorious figures in the Forgotten Realms, including bumping into Drizzt
the curse. Dabbling in some light cloning and contracting the help of a trash witch, the team managed to restore Jim to peak productivity. Never one to waste company resources, Omin also traded Jim’s
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Lizardfolk Subchief Lizardfolk Subchief
Medium humanoid (lizardfolk), neutral
Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 30 ft.
STR
14 (+2)
DEX
save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, guiding
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Shoalar Quanderil Shoalar Quanderil
Medium humanoid (water genasi), lawful evil
Armor Class 11 (14 with mage armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
STR
12 (+1
spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:
Cantrips (at will): acid splash, chill touch, light
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
of the area is filled with rubble and becomes difficult terrain. Falling Net Mechanical trap This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding Dim Light in a 5-foot radius. Any metal in the item is silver or mithral rather than iron or steel
and mechanical components, even if these aren’t essential to its function. 17–19 Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might






