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Returning 35 results for 'mechanisms stone with once after from for law'.
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mechanics stone with once after from for law
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Monsters
Van Richten’s Guide to Ravenloft
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
","rollType":"damage","rollAction":"Petrifying Hex","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the
Monsters
Van Richten’s Guide to Ravenloft
":"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
","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends
Monsters
Van Richten’s Guide to Ravenloft
"}
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
"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a
Monsters
Van Richten’s Guide to Ravenloft
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
or take 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Petrifying Hex","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained
Monsters
Van Richten’s Guide to Ravenloft
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
":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target
Dwarf
Legacy
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Species
Basic Rules (2014)
and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a
forbidden by law to use any dwarven name in its place.
Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Modrons Mechanized Caretakers of Multiversal Law Habitat: Planar (Mechanus); Treasure: None Beings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of
Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse. Modrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1-foot-thick, 5-foot-diameter stone sharpening wheel set into the floor. Pressing down on a stone pedal previously turned the wheel, but the mechanisms under the floor have seized up with age, and the wheel no longer turns.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Xardorok’s Fortress The fortress, depicted on map 3.1, has the following noteworthy features: Bare Stone. Hewn from gray stone, the fortress is bereft of ornamentation or artistic flair. Doors are
likewise made of bare stone, with iron handles and hinges. Smoky Haze. Smoke from the forge (area X24) permeates the interior of the fortress. Unless the text notes otherwise, all areas are lightly
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Fungi With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many
that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Mecha-Halaster Pillar Sconces. This hall has a 150-foot-high arched ceiling buttressed by stone pillars that have sconces protruding from them at 10-foot intervals. Continual flame spells cast on
the sconces illuminate the hall.
Giant Construct. In the middle of the room, lying on its back on the stone-tiled floor, is a 100-foot-tall figure made of molded iron, its feet pointing toward the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
General Features The following features are common throughout the catacombs and chambers. Broken Stone The old stones used to build the subterranean areas don’t fit together well, leaving space for
otherwise noted. Doors Doors throughout the area are made of heavy stone with metal hinges. The cult keeps the doors well-oiled, so they don’t make noise when opened. All doors are unlocked unless
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Derelict Shrine An incomplete statue partially hewn from marble stands in the middle of the area. The stone is carved into the rough shape of the god Torm. Someone who succeeds on a DC 15
Intelligence (Religion) check identifies the statue’s unfinished features as the iconography of the god of duty, loyalty, and law.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Temple Features Ceilings Unless otherwise noted, chamber ceilings are 20 feet high and corridor ceilings are 10 feet high. Doors Doors are made from worked stone, with 4-inch-wide holes spaced along
raised or lowered using an iron lever nearby. If the lever can’t be reached, the portcullis can be forced up or down by characters with a combined Strength of 30 or more, but doing so breaks the mechanisms
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Stone Blocks If the characters haven’t confronted the Uthgardt barbarians in area 4, they hear the barbarians’ grunts when they reach this point. The tunnel is 40 feet wide, 40 feet tall, and
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
law. If Manshoon is the villain, the stone is brought to Thrakkus, a dragonborn butcher in the Field Ward who chops up bodies for the Zhentarim.
Setting the Stage In chapter 3, Lady Gralhund’s nimblewright took the Stone of Golorr and fled with it. The nimblewright delivers the artifact to a location and leaves it there for the main villain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Stone? If she is caught, Vevette surrenders. She’s counting on the law to protect her from serious harm, and she knows she has done nothing to warrant arrest. Vevette no longer has the Stone of Golorr
, after parting with it back in the theater. She doesn’t willingly divulge who has the stone, though the characters can pry the information from her using a charm person spell or similar magic. If the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
first code of law, which Meletis has preserved and the other poleis have imitated. Even more important, she helps cities reach their highest potential, becoming centers of scholarship, industry, and
art. Ephara appears as a huge animated statue wearing a stone crown, resembling the capital of a column. When she chooses to walk about her cities at human scale, she often takes on the form of a human
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Guilds and Guild Law No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and there’s hardly a citizen of
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Watchtowers Seven stone watchtowers stand along the village perimeter. Each tower is 20 feet tall, with a roof enclosed by crenellated battlements. Inside each tower is a wooden ladder that leads
to an unlocked trapdoor in the roof. 2a. West Towers Two watchtowers flank the entrance to the village, forming a gatehouse of sorts. Each tower contains a winch, and both mechanisms must be turned to
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
(Athletics) check. Secret doors are made of stone and blend in with the surrounding stonework. Finding a secret door requires a search of the wall and a successful DC 10 Wisdom (Perception) check
.
Light. All caves are illuminated by hanging oil lanterns attached to rope-and-pulley mechanisms that make it easy for the gnomes to lower the lanterns and refill them with oil.
Waterfall. The caves of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. On Your Mark! Get Set! Go! A broad set of stairs descend to a large chamber with the following features: Pillars. Four stone pillars support a 35-foot-high, vaulted ceiling strung with cobwebs
. When one or more humanoids approach within 30 feet of the northeast pillar, a magic mouth spell activates, forming a stone mouth on the pillar.
Statues. Tunnel exits to the north and south are flanked
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos
inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. The Spawning Stone. Long ago
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Some came here determined to make their fortunes. Others come for the solitude, or to escape notice and stay out of the reach of the law of the southern cities. Today, four hundred years after the
cut from the slopes of the Spine of the World or the depths of the Lonelywood Forest. Stone from the hills and valleys surrounding Kelvin’s Cairn supplements wood as a building material in Ten-Towns
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
chanting mysteriously stops. The chanting stops as you peer into this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and a
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
65. Underground Lake A dark underground lake opens up before you, its ceiling festooned with chains and gears — some of which appear to have dwarves dangling from them. A gigantic motionless stone
after being removed from the water. The three stone cogs of areas 58 to area 60 are half-submerged in the water and rise 10 feet above its surface. Their uneven upper surfaces are difficult terrain, and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Shape of the District Clifftop sits atop Dura Quarter. While it’s an upper ward, it’s still part of Dura Quarter. The stone is drab granite and the towers are simple and functional. It’s no match
happy to catch a member of the CAG on the wrong side of the law. It’s generally assumed that Commander Halamar is working for the Boromar Clan, though he’s never committed the Dura Watch to their struggles with Daask.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
decrease by 1. This toll is magically extracted immediately, and manifests as another of the sphinx’s mechanical Ioun stone-like devices. This curse can be removed only by a remove curse spell cast by an
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->Mythic Odysseys of Theros
Karametra’s Villains Karametra’s followers can embody the best or worst of civilization. Just as society can protect the vulnerable it can also reinforce injustice and give it the power of law. Too
creatures in Theros. Karametra’s acolytes gather the bounty of the wilds for the god’s feasts in Setessa
(CHASE STONE)
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
addition to the speaking stone, this outpost specializes in translating exotic texts and providing legal services to adventurers in trouble with the law. Josilian Tarli d’Sivis is one of the best
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aureon, god of law and knowledge LN Knowledge Open tome Balinor, god of beasts and the hunt N Life, Nature Pair of antlers Boldrei, goddess of community and home LG Life Fire in a stone hearth Dol Arrah
stone in the shape of a fang The Mockery, god of violence and treachery NE War Five blood-spattered tools The Shadow, god of evil magic CE Knowledge Obsidian tower The Traveler, deity of chaos and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Courthouse: Summer After obtaining the Stone of Golorr, the characters are arrested by the City Watch soon after they emerge from the sewers. Under Arrest The arresting force consists of twelve
veterans, a Watch sergeant and eleven constables. They demand that the characters surrender their weapons and come along quietly. For guidance on how to handle character arrests, see “Breaking the Law
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Zorzula’s Rest Locations The following locations are keyed to map 5.5. Mike Schley Map 5.5: Zorzula’s Rest View Player Version Z1: Entrance The towering stone double door before you is free of
minute of effort, though a knock spell or similar magic opens it with ease. Pulling a lever in area Z2 causes the doors to swing inward, stone grinding against stone. Arrow Slits. Two goblin psi
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
: GENERAL FEATURES
A set of enormous, airtight, magically locked stone doors seal Ironslag main vault (area 28). Adventurers hoping to breach the fortress are more likely to succeed by climbing a 500
enclosed by 20-foot-high walls of mortared stone. The walls require a successful DC 15 Strength (Athletics) to climb. Double doors made of thick, ironbound oak are set into the walls. The doors are
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
. This tower has two additional features on its ground level: a stone trapdoor in the floor, beneath which is a ladder that descends to area C16, and a secret passage to the speaker’s office (area C9






