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Returning 35 results for 'mechanisms stitches with only amused from for long'.
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mechanisms stitched with only amulet from for long
mechanisms stitched with only abused from for long
mechanisms stretches with only abused from for long
mechanisms stitched with only amused from for long
mechanisms stitches with only abused from for long
Monsters
Van Richten’s Guide to Ravenloft
with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction
"}
Body
1
Unspeakable Horror (Aberrant Armor);Aberrant Armor. The horror’s body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton.
2
Monsters
Van Richten’s Guide to Ravenloft
that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the
crystal, rusted mechanisms, sculpted stone, or an exoskeleton.
2
Unspeakable Horror (Loathsome Limbs);Loathsome Limbs. The horror’s body boasts spider like legs, many-jointed appendages
Monsters
Van Richten’s Guide to Ravenloft
group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType
":"Body Composition"}
Body
1
Unspeakable Horror (Aberrant Armor);Aberrant Armor. The horror’s body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an
Monsters
Van Richten’s Guide to Ravenloft
can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Mist Horror"} rounds outside the Mists, they lose cohesion and collapse back into
body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton.
2
Unspeakable Horror (Loathsome Limbs);Loathsome Limbs. The horror’s body boasts
Monsters
Van Richten’s Guide to Ravenloft
wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType":"roll
Composition"}
Body
1
Unspeakable Horror (Aberrant Armor);Aberrant Armor. The horror’s body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton
Species
Mythic Odysseys of Theros
the leonin who call that land home.
Leonin and the Gods
d6
Attitude
1
I’m amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions, and I
adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
4
I’m certain every bad thing that happens can ultimately be blamed on the
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Drawbridge The drawbridge is lowered when the party first arrives. It is 20 feet long, 10 feet wide, and made of sturdy oak planks. Iron chains bolted to the drawbridge connect to winch mechanisms
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
obscured by this smoky haze. Exposure to it is unhealthy; characters who take a long rest in a hazy location regain one fewer Hit Die than normal. A strong wind that lasts 1 minute or longer clears an
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->Rise of Tiamat
leader of the cult is a Calishite named Severin Silrajin, who believes that real draconic knowledge and power belongs to living dragons, not undead ones. Severin’s ambition amused Tiamat, so she
) discovered that secret, he bent all the cult’s resources to finding the long-lost dragon masks in their secret hiding places. When he recovered the red mask, Severin became the first of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
legend, which provides clues on how to enter the Tomb of the Nine Gods. Long ago, the god Ubtao hardened his heart and vowed to weep for the people of Omu no longer. The rains stopped, the jungle
tricks on. The eblis sent a marsh frog to reason with Ubtao, but the frog was angry and decided to wrestle the god instead. This amused Ubtao, so he gave the frog tentacles to make it stronger. When
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
leader of the cult is a Calishite named Severin Silrajin, who believes that real draconic knowledge and power belongs to living dragons, not undead ones. Severin’s ambition amused Tiamat, so she
) discovered that secret, he bent all the cult’s resources to finding the long-lost dragon masks in their secret hiding places. When he recovered the red mask, Severin became the first of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
leader of the cult is a Calishite named Severin Silrajin, who believes that real draconic knowledge and power belongs to living dragons, not undead ones. Severin’s ambition amused Tiamat, so she
) discovered that secret, he bent all the cult’s resources to finding the long-lost dragon masks in their secret hiding places. When he recovered the red mask, Severin became the first of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger. Intelligent and Wise. Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are
Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
feet high (11 feet above the dais and ledges). The chains dangling from the ceiling are 8 feet long; the cultists would shackle prisoners to the chains, dangle them above the altar, cut them open with
knives, and allow the altar to be bathed in blood. Half 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
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
home. Leonin and the Gods d6 Attitude
1 I’m amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions, and I feel smugly superior in my detachment.
2
play a long game but ultimately doomed to lose their games.
4 I’m certain every bad thing that happens can ultimately be blamed on the gods, but I roll my eyes at each new twist of fate and try to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long
. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they’re amused. They can act with apparent randomness, sometimes just to confuse and befuddle
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and you expend a spell slot of 1st level or higher. The defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you
, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if
, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Furniture is typically twice as high, long, and wide as its human-sized equivalent and roughly eight times the weight. Small and Medium creatures can scuttle under and clamber over giant-sized furniture
, treating the spaces they occupy as difficult terrain.
Portcullises. None of the portcullises in Ironslag have mechanical winches or other lifting mechanisms. They must be lifted manually. Any creature
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
roofs, or domes that open with the aid of great mechanisms to allow an unobstructed view of the night sky, since the movements of Eberron’s moons are thought to correspond to the shifting
acquiring knowledge and opposing the Lords of Dust can make the dragons suitable as allies, their devotion to their long-term interests can blind them to the short-term impact of their actions. Chamber
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: “I am easily amused.” Any conflicting character trait is suppressed in the meantime. 4 The creature gains a die, a d4, which it can add to one ability check it makes before the next dawn. 5–7 The seed
Guide for more information) and instantly becomes aware of its benefits: Charm of the Monarch. You can sprout a pair of beautiful butterfly wings. As long as you have the wings, you gain a flying
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
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
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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Mist horrors can’t persist for long outside the Mists: after 1d4 rounds outside the Mists, they lose cohesion and collapse back into harmless vapor. Body Composition d4 Body
1 Aberrant
Armor. The horror’s body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton.
2 Loathsome Limbs. The horror’s body boasts spiderlike legs, many
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
“ssussun,” a drow word meaning “light.” When the characters first gaze upon the ledge, read the following boxed text to the players. An elf with long red hair and a backpack sits on a ledge
of monsters, but the Zhents have installed trip wires and pressure plates at irregular intervals. These are triggering mechanisms for collapsing roofs, poison darts, and rolling spheres (see “Sample
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
into place or retract it. This once-grand hall is dimly lit by chandeliers that are missing most of their candles. Three long tables in the center of the hall are littered with dirty dishes, which a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guest room for a trice. But pine not! I expect he’ll rejoin us before long.”
Oren senses trouble between Lord and Lady Adulare, but he won’t pry into their affairs, and he gently discourages other
Frost (5,000 gp). P7: Banquet Hall Two long, mahogany tables are piled high with sugared plums, decadent gingerbreads, and glazed meats. Two sprites flutter near them, encouraging guests to sample the
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->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
Gremorly. Ritual Rod. Set into a metal tripod in the center of the room is a 3-foot-long metal rod decorated with runes and glowing with necromantic magic. The entire assembly weighs 8 pounds. This is one of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of uniforms here. A8: Cirque Maladomini Cirque Maladomini performs here for the enjoyment of all. Hour-long performances occur here once every four hours. Each show presents a mix of tiefling
doodads. A potion of animal friendship can be found here as well. A13: Employee Lounge Employee-Only Area This room is sixty feet long by fifty feet wide. A long table surrounded by ten chairs takes up
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
mechanisms connected to the Spirit Sump’s circular control stations. As an action, a character at a control station can make a DC 14 Intelligence (Investigation) check to repair that station’s pump, doing
on a DC 13 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
room opens up directly underneath the Barn Door tower. Four ten-foot-long metal cylinders protrude from the twenty-foot-high ceiling, glowing with intense heat and shedding bright embers that rain down
feet tall and thirty feet long. The creature’s head has two long feelers and multifaceted eyes, and its carapace gleams with a silvery sheen. Its tapered body swishes from side to side as it crawls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
: When reduced to 0 hit points, he drops to 1 hit point instead (but can’t do this again until he finishes a long rest). He has darkvision out to a range of 60 feet. He speaks Common and Orc. Yorn
long ago trapped a magical experiment in this cell: a gargoyle that has been imbued with the personality of a human knight of Tyr (god of justice) named Lady Gondafrey. This gargoyle has an






