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Returning 35 results for 'mechanisms snatches with only are from for level'.
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mechanisms satchel with only are from for level
mechanics snatches with only are from for level
Compendium
- Sources->Dungeons & Dragons->One Grung Above
b’Leep 5th-level Grung Rogue Outlander Scout One of four nearly identical green grung, b’Leep was raised from an egg alongside his siblings. The grung were trained from hatchlings to be the ultimate
band of hunters. Quiet and methodical, b’Leep experiences a greater than average level of anxiety... EVERYWHERE. Constantly on the lookout for the tricks and traps of others, b’Leep has an almost
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
until it clicks to a stop. Turning the wheel causes mechanisms under the floor to clank and whir, locking the lids of all the covered pits on this level and deactivating all the teleport traps on this
level. Resetting the wheel to its original position reactivates these traps. The living unseen servant doesn’t announce its presence to anyone. If the characters turn the wheel but fail to destroy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
double door to the south. The construct is missing its head, and there are gaps in its outer shell through which the construct’s inner supports and mechanisms can be glimpsed.
Emberosa. This female
(level 13). When complete, the construct will be the spitting image of Halaster Blackcloak himself — 100 feet tall and made of iron. When the time comes to conquer Waterdeep, the Mad Mage plans to use
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dimly lit. Ceilings. Tunnel ceilings are 10 feet high and flat. Room ceilings are 15 feet high and vaulted in most areas except for the larger spaces on the forge level, which are 30 feet high. Elevators
elevator links areas X6, X13, and X22, and the other links areas X12, X15, and X30. An elevator can be disabled in any location where its wheel mechanisms are exposed (as shown on map 3.1).
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
+ your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2
.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reaction
Deflect Attack. The defender imposes
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, the Engine Car labors through an endless chain of short, forceful breaths timed with each rhythmic churn of its mechanisms. Its undercarriage chatters as dozens of mechanical arms lay railway tracks
treasure from thieves. Thanks to its Spell Storing trait, the guardian can cast sleep (4th-level version) once. A monodrone shovels treasure
into the locomotive’s engine Furnace Any object not
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
snatches of conversations. The faerzress in this place echoes the sounds produced in Gracklstugh above, creating a storm of noise. A character can use an action to focus on specific sounds but must make
a DC 12 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A character who fails the saving throw by 5 or more gains one level of madness
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Soul Cage 6th-level necromancy Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies Range: 60 feet Components: V, S, M (a tiny silver cage worth 100 gp
) Duration: 8 hours This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
level. Characters who have a passive Wisdom (Perception) score of 14 or higher notice gaps in the ceiling, suggesting the presence of two hanging blocks of stone. Characters who search for traps and
succeed on a DC 14 Wisdom (Perception) check also notice these blocks, which constitute the temple’s outer defenses. Each block is a 40-foot-tall, 40-foot-wide, 20-foot-thick slab held up by mechanisms
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
War, these artificers led efforts to aid those who were injured in the war’s horrific battles. Tool Proficiency 3rd-level Battle Smith feature You gain proficiency with smith’s tools. If you already
have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Battle Smith Spells 3rd-level Battle Smith feature You always have certain spells prepared after you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and after the Last War, these artificers led efforts to aid those who were injured in the war’s horrific battles. Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency
with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Battle Smith Spells Starting at 3rd level, you always have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is running out.” Mine Carts The axles, wheels, and brake handles of the mine carts are rusted in place. A prestidigitation cantrip or similar magic can free the mechanisms and render a mine cart
and leave there are safe for 24 hours. After that, all unattended objects in the carts disappear — taken by Halaster to area 5 on level 23. Characters can find the missing items waiting for them
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
18th-level spellcaster, by defeating the enhanced sphinx in combat, or through mechanisms found in Kwalish’s lab in Daoine Gloine (see area O7). Dock. Created by Kwalish, this structure is built so
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shield. Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the shield. Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without
the 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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ceilings. The upper level of Ironslag has 30-foot-high ceilings, and the lower level has 50-foot-high ceilings.
Doors. Unless otherwise noted, Ironslag’s doors are 20 feet tall and made of riveted
some other means.
Gantries. The upper level of Ironslag features iron walkways that are bolted to the walls and stabilized with taut chains bolted to the ceiling. Iron cranes, pulleys, and swingarms
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
seal off the castle. The gatehouse (area C6) holds the mechanisms that raise and lower the portcullises as well as open and close both sets of doors. Knock spells and similar magic can bypass these
the castle without drawing suspicion. C4. Guard Towers The lower level of each tower contains three cultists at rest. The furnishings on this level include six wooden cots with furs and matching
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
1st level or higher. The mechanisms in turn can be repaired with a successful DC 16 Intelligence (Arcana) check; if the character has proficiency with tinker’s tools, this check is made with advantage
disrepair. A character who inspects the lift and succeeds on a DC 10 Intelligence (Investigation) check uncovers the lift’s broken mechanisms as well as its former power source: a dull and cracked shard
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stroking its surface. The obelisk flashes once, the glow of faerzress around the cavern flaring in response. The derro squeals with glee as she snatches an object up from the ground, then writes
further understands that feeding magical energy into the obelisk might activate its latent magic. Spending a spell slot of any level while touching the obelisk activates it and teleports everyone on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the tomb stands an opaque crystal sarcophagus that is constantly changing color. Minotaur murals adorn the walls on the lower level of the tomb.
The walls of the tomb are lined with secret doors that
there are no mechanisms within it to pick or disarm. The sarcophagus is impervious to damage and spells. The crystal sarcophagus changes color every 6 seconds, shifting through the following repeating
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
etched with images of dragons; made of tin, this decoration is useless in combat. W5: Barracks Soft lantern light dimly outlines six two-level sets of bunk beds filling this modest barracks. A
cell when the outpost was taken. He tells the characters anything they want to know about the fortress—such as how the gate mechanisms work—but only after he’s separated from Elgo (see below). South Cell
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
away with the gem in his clutches, but is ambushed by a gargoyle. The gargoyle snatches the gem, flies away, and gives it to a female drow. The drow gazes into the black gemstone and sees a hideous
repopulate its layers with her own demonic offspring. The character experiencing the vision must succeed on a DC 16 Wisdom saving throw or gain one level of madness (see “Madness” in chapter 2). Other
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
; flesh these areas out as you see fit. Corpse Receiving and Shipping For Characters of 3rd–4th Level Martin Mottet The Dusters examine and sort freshly received bodies in the bowels of the Mortuary
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Library This musty room is situated at the bottom of the main tower, and it has no door on level 1. It contains the following features: A suit of dented plate armor stands in the center of the room
level.) Treasure. The Dragonchess set is made of hand-carved ivory and is worth 500 gp. K5. Garbage-Filled Room This room is on level 1 of the outermost tower but isn’t accessible from that floor. It
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
to sit level on the sloping track, but they look odd on level ground. A heavy draw rope and harness are hooked to the back of each cart so that a trained dinosaur could pull the heavy load up the
living in the mine believe (correctly) that this upper level is haunted by dwarven spirits. The kobolds avoid the upper level of the mine except when they must exit or enter. They use the wooden bridge
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conservatory Schedule table). Chandeliers. Simple rope-and-pulley mechanisms allow the chandeliers to be raised or lowered from the mezzanine (area C6). Paintings. The painting above the mantelpiece
mainly for food deliveries and is barred shut from the inside at night. C3: Servants’ Quarters This room contains three two-level bunk beds, one of which is currently in use. A washbasin stands in a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for 10 minutes, after which it automatically refills with frigid water. Vault. The three concentric, gilded rings at the bottom of the pool are the locking mechanisms for a hidden safe. Each ring is
and her simulacrum know the correct combination of letters (although “OAK” is a direct reference to the magic painting in area P10). The safe has no mechanisms that a thief can exploit using thieves
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
defensive post. Holger, a thug, commands the gatehouse. Three more bandits have bunks here. The chain mechanisms are easy to operate. A character has to use three actions to bar or unbar the gate, or to
raise or lower the portcullis. The bandits posted in this area operate the mechanisms to let people into or out of the castle. The stairs in this room descend to area K2. The doors lead out onto the wall
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is 25 feet above ground level, with a crumbled 10-foot-high balcony (35 feet above ground level) and a 20-foot-deep pit (5 feet above ground level). Throughout Nangalore are inscriptions written in
.
Stone steps ascend along the curved wall to the level of a second floor, but that floor is almost entirely collapsed. Someone’s been up there, however, because a message of some sort is scrawled
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mortared stone. The staircase descends 50 feet from the house’s attic to area D22 in the dungeon level. D22: Dungeon Level Access The wooden spiral staircase from the attic (area D21) ends here. A narrow
ceiling are 8 feet long. Embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising or lowering the portcullis in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and be pulled out. P14. Spiral Staircases Areas P14a through P14d are on the palace’s lower level, while areas P14e through P14h are on the upper level. All eight rooms have similar decor: The walls
part of the Court of Storms (area P13) and leads to one of the turrets of the central tower (area P48g on the upper level). P14b. The spiral staircase ascends 30 feet to area P14f. To the northwest
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
30 feet to a second floor that is even with the keep’s battlements. This upper room is filled with levers and pulleys that control the drawbridge and portcullis mechanisms. A creature can use an
dark haze; anyone who touches the altar takes 17 (5d6) necrotic damage and must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. Shadows fill the corners of the room; a light
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creates feedback in the gate system, making it harder to find intruders in the dungeon, and the Doomvault’s alert level decreases by 1. White Gates. The corridor leading west has a white gate that
. The efreeti fights for its Thayan friends. If freed of the charmed condition, it snatches up a falchion intended for the golem and attacks the Thayans. If the efreeti is alive when the other foes in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
doors spaced fifteen feet apart along the north and south walls. Many of the doors are secured from this side with hasp-and-pin mechanisms.
The four westernmost cells (furnished on the map) serve as
flickering, ruddy light is visible far below.
The first time the characters arrive here, the hovering disk is present. Any other time, it has a fifty percent chance to be at this level. The disk is






