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Returning 35 results for 'mechanism stopping with only are from for level'.
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Flail Snail
Legacy
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Monsters
Volo's Guide to Monsters
spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. The snail’s shell converts some of the spell’s energy
"} force damage per level of the spell on a failed save, or half as much damage on a successful one.
Flail Tentacles. The flail snail has five flail tentacles. Whenever the snail takes 10 damage or
Spells
Elemental Evil Player's Companion
, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and
stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Catapult 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried
. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Catapult 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried
. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
into place, so the floor remains steeply sloped and the passage north remains blocked. The locking mechanism is hidden by the northern (elevated) edge of the floor, and it’s in a very narrow space. The
stone around it can be chipped away over several hours of tedious labor until the edge of the slab no longer holds in place. A knock spell can also defeat the locking mechanism. Treasure. The silver
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
can be dropped with a hard yank on a lever (located on the upper level, area 2A), but since it was last tested, the mechanism has rusted to the point where the gate will drop only 3 feet, then jam in place.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
can be dropped with a hard yank on a lever (located on the upper level, area 2A), but since it was last tested, the mechanism has rusted to the point where the gate will drop only 3 feet, then jam in place.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ice Gate Level The uppermost level of the fortress contains the mechanism that operates the ice gate—enormous doors through which Xardorok’s chardalyn dragon comes and goes. These doors are carved
Shaft. The 10-foot-wide stone shaft descends 100 feet to area X6 and 200 feet to area X22. Ice Gate. The large stone wheel near the east wall is part of the mechanism that opens and closes the doors
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Running This Chapter Review the chardalyn dragon’s stat block and description in appendix C before running this chapter of the adventure. Stopping the dragon will be a daunting task for the
characters. Fortunately, they won’t have to fight it alone. From the moment it leaves the fortress, the chardalyn dragon begins to carry out Xardorok’s plan to level Ten-Towns one settlement after another. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, whose corpses become part of the island’s frozen decor. Ideally, the characters should be 7th level when they visit the island, although there’s nothing stopping them from exploring it at lower levels
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) that descends 140 feet to the first level of Undermountain, the sprawling dungeon under Waterdeep. A rope-and-pulley mechanism is used to lower adventurers into the well and hoist them out. More
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
and is devouring it slowly, one piece at a time. He can’t keep himself from stopping to eat any carved stone he sees — and there’s no end to how much he can consume. He begs to be left alone so he can
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
.
Early in Tyranny of Dragons, the characters join a caravan traveling from Baldur’s Gate to Waterdeep. By the time they reach Waterdeep, they should be 5th level. You can use the party’s arrival in
new adventure, there’s nothing stopping you from returning to Tyranny of Dragons later.
Part of Tyranny of Dragons takes place in Skyreach Castle, a flying fortress belonging to a cloud giant named
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Yawning Portal The Yawning Portal, a famous inn and tavern located near the eastern slope of Mount Waterdeep, derives its name from a 40-foot-diameter well that descends into the first level of
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->Waterdeep: Dungeon of the Mad Mage
by the foulness it beheld, Fazrian sought to cleanse the Terminus Level of corruption, but the magic suffusing Halaster’s abominations corrupted the planetar’s divine zeal. The more horrors it
Torm’s forgiveness. Regional Effects The Terminus Level has been warped by Fazrian’s presence, which creates the following magical effects that end when the planetar dies: A faint breeze bears the scent of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
must succeed on a DC 15 Dexterity saving throw to grab one of the handles or it plummets down the tube. A security mechanism might prevent creatures from falling the full distance (see below). If so
level’s map. Security Mechanism. Between each pair of floors is a metal aperture with a barrier that prevents a creature from traveling to floors it isn’t authorized to access. If a creature doesn’t
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead
, dispel magic
4th level (3 slots): fire shield, greater invisibility
5th level (2 slots): cloudkill, wall of stone
A canopic jar in the sarcophagus contains Diderius’s withered heart. Secret Door In
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
using thieves’ tools, DC 15. Creatures can use thieves’ tools in the area attacked by the blades to foil their mechanism. A successful check reduces the Whirling Blades attack bonus by 2. Crushing
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
spells: Cantrips (at will): minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): fire shield, greater invisibility
5th level (2 slots): cloudkill, wall of stone
A canopic jar in the sarcophagus contains
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gray slime found in puddles throughout this level. Advice from the Spirits Any characters inhabited by the spirits of Papazotl, Unkh, or Wongo receive advice when entering this area: Shrewd Papazotl
button orients the cog rooms (areas 58 through area 60) to match whichever configuration has its crystal lit. The entire level trembles as the giant cogs rotate. If the blue button is pushed while the cog
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. The snail’s shell converts some of the spell’s energy into a burst
of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Trail of Treasure. Left undisturbed, a flail snail moves slowly along the ground, consuming everything on the surface, including rocks, sand, and soil, stopping to relish crystal growths and other large
caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. The snail’s shell converts some of the spell’s energy into
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mechanism with a prominent winch.
At any given time, three Dragon Army soldiers (see appendix B) are in the courtyard patrolling, training, or running errands. Gate Controls. The north and south gates
each have a mechanism to open and close that gate. Unlocking a gate mechanism requires using one of the outpost’s three gate keys or succeeding on a DC 14 Dexterity check using thieves’ tools. Once
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fortress Level 1 The following locations are identified on map 6.1. Modify the read-aloud text as necessary to account for the movement of the sahuagin around the fortress. Map 6.1: Sahuagin Lair
Level 1 View Player Version 1. North Entrance and Guard Post You stand on a rock ledge about thirty feet wide. Ahead, set into the vertical rock surface, is a pair of large stone doors, each ten feet
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and
make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.
Flail Tentacles. The flail snail has five flail
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
be 5th level. You can use the party’s arrival in Waterdeep to shift attention away from the Tyranny of Dragons story by dropping reports of giant sightings near the temple-farm of Goldenfields. The
forgo most of Tyranny of Dragons in favor of this new adventure, there’s nothing stopping you from returning to Tyranny of Dragons later. Part of Tyranny of Dragons takes place in Skyreach Castle, a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
75. If all the above penalties are successfully applied, Tiamat is effectively reduced to a challenge rating 18 foe — but that’s still a deadly fight for four 15th-level characters. Without all five
less than a deity undercuts the whole adventure. Characters who tangle with Tiamat must know that they are in the fight of their lives. No individual’s survival matters against the goal of stopping the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
quarters and gave it to Leandro for safekeeping. Leandro’s Map If the characters seem interested in stopping the earthquakes and solving the mystery of Rilago’s disappearance, Leandro shows them the map
map was drawn. Leandro informs the characters that the handwriting on the map is Rilago’s. If the characters draw Leandro’s attention to the words “Heroes Rest Here” on the map’s upper level, Leandro
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
all the above penalties are successfully applied, Tiamat is effectively reduced to a challenge rating 21 foe—but that’s still a deadly fight for four 15th-level characters. Without all five reductions
deity undercuts the whole adventure. No individual’s survival matters against the goal of stopping the Dragon Queen’s return, and heroes sometimes die for the greater good. Certainly, fallen characters
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
escape, but it serves its purpose by impeding intruders. Other examples of delaying traps include collapsing walls, a portcullis that drops from the ceiling, and a locking mechanism that shuts and bars a
or Constitution — allow creatures to avoid or mitigate the trap’s effects. Level and Lethality Before creating a trap’s effects, think about its level and its lethality. Traps are divided into four
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fortress Level 3 This level is submerged in cold (but not frigid) seawater. The following locations are identified on map 6.3. Map 6.3: Sahuagin Lair Level 3 View Player Version 48. Barracks Unless
this level to devastate the party. If the wave shaper gets away, it returns to join the fight along with a guard patrol (see “Patrols in the Lair”). These forces arrive in this area 3d6 + 6 rounds
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can teleport the golem up to their level, or send one of their own into the pit. Advice from the Spirits Any characters inhabited by the spirits of Moa or Papazotl receive advice when entering this
silver locking mechanism. Opening the lock requires the silver key that the golem wears around its neck. A mage hand spell or similar magic can lift the key from around the golem’s neck without causing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than
damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity






