Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'mechanism some with only arrive from for long'.
Other Suggestions:
mechanism some with only alive from for long
mechanism some with only arrived from for long
mechanism some with only arrives from for long
mechanism some with only adrie from for long
mechanus some with only active from for long
Dimension Door
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe
by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't
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
Mordenkainen's Fiendish Folio Volume 1
native to the Elemental Plane of Earth, where they are considered annoying pests. They arrive in the Material Plane by accident, usually by following an earth elemental or other creature that has been
, digesting the dust but leaving the message lodged in its digestive tract. Trained over long years and with plentiful treats to learn the direction to different underground strongholds and outposts, the khargra carries its burden to its destination, then coughs up the message on command.
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
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain
;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the start of the grue’s next turn.Fanged and lipless, the ever-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish
skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
Vampire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target
;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of the vampire and obeying its spoken commands
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and
":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
not intrinsically interesting. In the tabaxi’s eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over.
Instead
Monsters
Waterdeep: Dungeon of the Mad Mage
amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises
;rats, provided that the sun isn't up. While outdoors, Zorak can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive
Magic Items
Tasha’s Cauldron of Everything
.
Properties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action
that material. Once you use this action, you can't do so again until you finish a short or long rest.
You can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an
Monsters
Waterdeep: Dungeon of the Mad Mage
points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in
centipede;giant centipedes. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Keresta and obeying her spoken
Backgrounds
Tomb of Annihilation
desensitized to violence.
5
I would risk life and limb to discover a new culture or unravel the secrets of a dead one.
6
When I arrive at a new settlement for the first time, I must learn all its
.
2
Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.
3
Years ago, tragedy struck the members of an isolated society I befriended, and
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
on me.
8
I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
d6
Ideal
1
Tradition. The ancient
Monsters
Curse of Strahd
reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a
’t up. While outdoors, Strahd can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Imprisoned Ultroloth When the characters arrive here, they spot an ultroloth imprisoned in the iron cage suspended over the chasm. The iron crane has a magically powered winch mechanism that
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Arriving in Grakenok Determine the order in which the characters and their rivals arrive at Grakenok. The characters, Sytri, and Tol would reach the town at the same time, but each arrives 1 round
later for each time they were delayed during the “Perils at Sea” section. This order influences events in the following sections. If the characters took a long rest or made a lengthy detour after Sytri
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->Curse of Strahd
30. Stairs Down It’s obvious to any character standing at the top of this 20-foot-long staircase that the ghostly chants originate from somewhere below. Characters who descend the stairs and follow the hall beyond arrive in area 35.
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->Storm Lord’s Wrath
Aftermath After defeating the forces of Talos on land, the party can find a spell scroll of mass cure wounds on Nixoxious. They don’t have long to recover, however, because the water creatures summoned by the ritual are about to arrive.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to
the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
trunks, and moss hangs from their limbs like long, green beards. The air feels crisp and fresh.
After some brief wandering, you stumble on a trail dotted with colorful candies. The candy trail leads
deeper into the forest.
After following the trail for an hour, the characters arrive at Uncle Nibblecheek’s candy cottage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to
the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller
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->Baldur's Gate: Descent into Avernus
arrive at one of these locations, read the following boxed text to the players: Colossal spiked chains extend across the hellscape, their links partially buried under the ash and large chunks of masonry
. Each broken chain is roughly a mile long.
Long ago, these giant chains tethered an abducted city to Avernus. That city somehow tore free, leaving behind its broken bonds and scattered chunks of
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->Curse of Strahd
locked. Two town guards (LG male and female humans) stand just inside each gate. Instead of spears, they carry pikes (reach 10 ft., 1d10 + 1 piercing damage on a hit). These weapons are long enough
to stab creatures through the bars of the gate. The guards greet all visitors with suspicion, particularly those who arrive at night. If the characters arrive at night, one or more of them must succeed
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pranks, a stiff drink, and a friendly scuffle. If characters ask for Leosin Erlanthar when they arrive in Elturel, none of the locals know him. If they ask for Ontharr Frume, anyone can direct them to
the “headquarters” of Frume’s faction, the Order of the Gauntlet, at a tavern called A Pair of Black Antlers. If the characters arrive within a tenday of Erlanthar’s departure from Greenest, then the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
drink, and a friendly scuffle. If characters ask for Leosin Erlanthar when they arrive in Elturel, none of the locals know him. If they ask for Ontharr Frume, anyone can direct them to the “headquarters
” of Frume’s faction, the Order of the Gauntlet, at a tavern called A Pair of Black Antlers. If the characters arrive within a tenday of Erlanthar’s departure from Greenest, then the monk is still






