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Returning 35 results for 'mechanism shoot with only above from for long'.
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Monsters
Spelljammer: Adventures in Space
sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the
Monsters
Spelljammer: Adventures in Space
. The head contains the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and
Equipment
deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their
effective range.
Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the
Monsters
Vecna: Eve of Ruin
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Spike Burst"}. Twisted, spectral spikes shoot out from the impaler’s body. Each creature within 30 feet of the impaler must make a DC 19
impaler is bound to the creature that wielded the ceremonial stake in the ritual that birthed it. As long as the original stake remains lodged in the heart of the ritual victim, the impaler can return
Equipment
deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their
effective range.
Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the
Monsters
Spelljammer: Adventures in Space
the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies
Equipment
deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their
effective range.
Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the
Equipment
deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their
effective range.
Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the
Equipment
deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their
effective range.
Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the
Monsters
Curse of Strahd
their creator's madness. Pidlwick II knew that it had no purpose as long as Pidlwick remained in Castle Ravenloft, so it pushed Pidlwick down a long flight of stairs, killing him. Everyone else
.
Pidlwick II is basically an oversized toy—a 4-foot-tall mechanism stuffed with gears, springs, and other components expertly fitted together to impart a semblance of life to it. Its skin is made of stitched
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
12. Trapped False Doors In four locations in the tomb, there are false doors which screen a spear trap. When one of these doors is opened, a spear will shoot out, and the door opener or someone
door is closed and reopened, another spear will fire. The mechanism can be jammed by a character who uses thieves’ tools and succeeds on a DC 20 Dexterity check.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, threatening them with hand crossbows from outside the gate. If necessary, they shoot prisoners with poisoned crossbow bolts to incapacitate them. (See chapter 8 of the Dungeon Master’s Guide for
information on drow poison.) The guards let any fight play out for their own amusement as long as the prisoners don’t seem likely to actually kill one another.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranged Attacks When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail
long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range. Ranged Attacks in Close Combat Aiming a ranged attack is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranged Attacks When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail
long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range. Ranged Attacks in Close Combat Aiming a ranged attack is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
may break my bones, but swords will never hurt me — as long as I stay really high and shoot down at an angle.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
organs, including a long tongue that the creature uses as a weapon. An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the center of its body
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
armor and riddled with arrows.
Lever. Bolted to the floor in the middle of the room is a 4-foot-wide, 7-foot-long iron plate with a comb-shaped hole in it. An iron lever protrudes from the hole
corpse to rot. The iron lever operates the mechanism that raises and lowers the portcullises by sliding it along the comb-shaped hole in the floor plate. Depending on how the lever is positioned, it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Undermountain. Located in the center of the taproom, the well was once the outer shell of Halaster’s mighty tower, which was demolished long ago. Its sheer walls are made of old mortared stones. Next
to this gaping orifice hangs a winch with a simple rope-and-pulley mechanism that Durnan, the proprietor, uses to lower adventurers down the shaft and (sometimes) pull them up again. Durnan controls
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of oak bound with thick bronze bands. Each is about 4 feet long, 2 feet wide, and 3 feet high. Gold. Opening the gold chest releases a swarm of poisonous snakes that slither out and attack next round
, and deal 3 (1d6) damage on a hit. The trap mechanism is under the crystal box and can’t be disabled without first removing the box. Oak. When the lid of the oak chest is opened, an animated giant skeleton (see appendix B) will be instantly teleported into the room, and it strikes with surprise.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
long as the character can reach the mechanism at the top of the pit and can see. Hidden among the flagstones on the pit’s floor is a stone button that, when pressed, unlocks the secret door to area 29d
opens into the next hall. 29c. Second Interstitial Hall This hall is choked with dust and cobwebs. It ends in a blank wall that holds a hidden secret door. The secret door is locked, and the mechanism to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can
be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. Spiked Pit. This pit trap is a simple, hidden, or locking pit trap with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, have the character make a DC 15 Wisdom (Perception) check. If the check succeeds, the character spots the trap (a hidden, spring-loaded catapult) and its triggering mechanism (a tripwire or pressure
fight off intruders, Kakarol and his inventors make ranged attacks from the rear. If things look dire, Kakarol throws himself at the characters’ mercy. Treasure Kakarol wears a torn, 6-foot-long
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
balanced floor of this room sets a mechanism into motion. Each round they remain in the place, on initiative count 0, roll a die. An odd-numbered result means that the floor of the room will jump and
Hazards” in chapter 5 of the Dungeon Master’s Guide). If either tapestry is torn down, it instantly turns into green slime and covers a 20-foot-long, 10-foot-wide area of floor when it falls. Note that
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
room’s south wall. When a creature opens this chest’s lid, poison-tipped darts shoot from a spring-loaded mechanism attached to the lid’s underside. Each creature within 10 feet of the chest that isn’t
stone shaft containing a wooden elevator box attached to a hand-operated rope-and-pulley mechanism. The shaft connects to the servants’ quarters (area D7a) and the Durst parents’ bedroom (area D12a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dispenser in area 22a. Four of the vats are empty, their contents having long since evaporated or been depleted. The southwest vat contains a beholder zombie, which rises out of the vat and attacks if
and snaps closed after the creature falls through. A successful DC 20 Strength check is necessary to pry the lid open. A character in the pit can also attempt to disable the spring mechanism from the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of fine gravel.
The statue is a petrified and long-dead dwarf. On the frame holding it together, a small, neat inscription reads: Petrified Ironstar (?) dwarf,
found 1459 DR in Red Larch West
curiosity.” The cultists then attack, fighting to the death. Three hang back and shoot at spellcasters, concentrating fire on one foe at a time. The other three advance to tie up the rest of the party in melee.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and hunting tactics. A roper can hold still for long hours, shutting its single eye to look like nothing more than a mundane formation of rock. Creatures that come too close are surprised when that eye
snaps open and sticky tendrils shoot out to seize them. The roper then makes horrible guttural sounds as it reels in its struggling victims, drawing them close for the fatal bite of its stony teeth
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the next archery contest at the Spring Nexus. She challenged Nikaia to an impossible feat of archery: to shoot an arrow into one of the twin trunks of Kruphix’s great tree at the edge of the world
worthy mortals, blessing them with the long lives of mighty trees. The grown seedlings of Nikaia and Nylea’s other favored continue to share their wisdom and protect Setessa to this day.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
end of a 25-foot-long section of crawlway (marked “Tunnel A” on map 5.3) that rotates. If the check succeeds by 5 or more, the character can deduce that the seam represents a point where two sections
of tunnel can detach from one another. When 50 pounds or more of weight is applied to the floor at the midpoint of tunnel A, a mechanism causes the tunnel to quickly rotate 90 degrees clockwise and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
event. All are dressed in elaborate finery, and most are long-time donors to the museum. When a character interacts with an attendee, roll on the Gala Attendees table to determine whom they meet. The
occult theory is missing. Gemstone Wing Security Measures. A character who spends at least 1 minute studying the pedestal during the gala realizes it has an elaborate defense mechanism (see area V13).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rectangular opening, 12 inches long by 6 inches wide, that forms the mouth of a stone chute leading up.
Every few hours, a brick of rotting meat slides down the chute from a hidden chamber above. The
the upper room, which contains only hundreds of bricks of pink, rotting meat and a magical mechanism that pushes them down the chute at random intervals. It’s impossible to discern what sort of creature
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
mechanism here is a priceless Telescopic Transporter (described later in this chapter). The astronomers who work at the observatory are extremely proud of their telescope and regale any visitor with the long
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
after the wave shaper makes its escape. Treasure. There are thirty-six coffers in this room. A long search of all the coffers turns up a total of 390 ep, three dozen leather harnesses with simple copper
urging the combatants as they fight. From the north they hear an occasional scream from the locathah undergoing torture and the raucous noise of the torturers enjoying their pastime. This long room has
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
can add your Intelligence modifier, instead of your Strength or Dexterity modifier, to the attack and damage rolls. You can change the armor’s model whenever you finish a Short or Long Rest if you have
increase your size, your size doesn’t change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
continue her duties for as long as she was contracted. Lonely Family. The Dolindars were all lonely, and there weren’t many of them. They didn’t like Evernight but couldn’t leave it for some reason
mechanism below the phrase “NO WORLD TO RETURN.” This mechanism is a lock. As an action, a character with thieves’ tools can use them to try to pick the lock, doing so with a successful DC 16






