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Returning 35 results for 'mechanus secrets with only are fury for line'.
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mechanics secrets with only are fire for life
mechanus secret with only are fire for life
Monsters
Planescape: Adventures in the Multiverse
evil and goodWhen modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus. Nonatons
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
Monsters
Planescape: Adventures in the Multiverse
Strength saving throw or be pulled up to 10 feet in a straight line toward the octon. Then, the octon makes two Tentacle attacks against each creature within 10 feet of itself.
Spellcasting. The
)
1/day each: plane shift (self only), protection from evil and goodAt the head of Mechanus’s sectors are the octons, hierarch modrons that oversee daily governance. They provide data to other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
away in a straight line and be knocked prone.
Stomping Foot. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Stomping Foot"} to hit, reach 5 ft., one target. Hit
":"damage", "rollAction":"Stomping Foot", "rollDamageType":"bludgeoning"} to a prone target.
Flame Jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must
Monsters
Journeys through the Radiant Citadel
Rush","rollDamageType":"cold"} cold damage.
Raging Deluge (Costs 2 Actions). The riverine unleashes a torrent of river water in a 30-foot line that is 5 feet wide. Each creature in that area must
","rollType":"damage","rollAction":"Phantasmal Mist","rollDamageType":"psychic"} psychic damage and be frightened of the riverine until the end of the target’s next turn.
River’s Fury
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training
Monsters
Eberron: Rising from the Last War
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Incinerating Beam"}. The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a
.
A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Many-Tailed Whip","rollDamageType":"thunder"} thunder damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line
there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat
Monsters
Mythic Odysseys of Theros
"} bludgeoning damage, and the target is grappled (escape DC 26). If the target doesn’t escape by the end of its next turn, Tromokratis throws the target up to 60 feet in a straight line. The
other mighty, ichor-slick organs. The sea terror thrashes, channeling pain into fury.
Fighting Tromokratis as a mythic encounter is equivalent to taking on two CR 26 creatures in one encounter. Award a
Minotaur
Legacy
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Species
Guildmasters’ Guide to Ravnica
The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes.
They combine a burning fury in battle with keen
tail in the way.
Strength and Zeal
Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion
magic-items
hundred genies, including the physical forms of Calim and Memnon. The genies scream and strain in agonized fury, pressing their belligerent faces against the walls of their crystal line prison
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
travelers stand in queue, seeking to pass through the gate to Mechanus. Amid the line, modron overseers orchestrate the orderly, sluggish procession to the gate.
Guarding the Gate The gate to Mechanus is
Exploring Automata CoupleOfKooks “You think Automata’s straight streets and ticks and tocks are order?! Wake up! The powers of Mechanus don’t want what’s best for you. They want you predicable
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
pass to access the gate to Mechanus, along with a simple trinket: a precise copper pocket watch with a face that tracks 168 hours. The watch is worth 500 gp—double that in lawfully aligned settlements
, Aristimus thanks them for their time and directs them to the line of applicants seeking gate access. When the characters have completed their work in Automata, consult the “Advancing in Level” section of chapter 4 and let the party determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
With Friends Like These … Buppido, Prince Derendil, and Sarith might be gone well before the adventurers are ready to return to the surface, having already revealed their dark secrets and treacherous
and erratic, seeing enemies and plots everywhere, until he eventually accuses the characters of colluding with his enemies and attacks in a mad fury.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Adventure Synopsis The Forge of Fury is set in the ruined stronghold of Khundrukar. It is designed for four 3rd-level player characters. They can advance to 5th level with good play. The characters
folk. A small band of duergar (gray dwarves) currently hold Durgeddin’s hall, working to uncover the secrets of the smith’s ancient forge. A great crevasse drops to the Black Lake. The Black Lake. The
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops. Horns and Hooves Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their
without a long tail in the way. Strength and Zeal Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
it’s not rising in a straight line. Cloud cover might even make it look as though it were broken into multiple pieces. After an hour, the Spire returns to normal. 2 A kolyarut (see Morte’s Planar Parade
) arrives to interview the characters about their strange situation. It seeks information so greater powers in Mechanus can decide whether they want to blame the characters for their reality-defying
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M13. Worker Cells Six dingy cells strung with hammocks line both sides of this corridor. Loud snoring comes from one cell, and the noise of a rumbling stomach from another.
Two unarmed
food to Kizz, she gratefully accepts and tells them three secrets by way of compensation: She found a key and hid it under the seat cushion of a throne in one of the prop rooms (area M4b). Kizz doesn’t
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Balor Demon of Overwhelming Rage Habitat: Planar (Abyss); Treasure: Armaments Sidharth Chaturvedi Balors embody demons’ ruinous fury and hatred. Towering, winged terrors, these demonic warlords
seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor’s fury persists until the moment of its
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a DC 25 Charisma (Persuasion) check to try to convince Kas using either line of reasoning. If the characters fail to persuade him to relinquish the sword, Kas snarls and insults them, but he won’t
fight. If a character tells Kas that his prison is actually a shattered version of his home in Keoland, Kas howls in fury and gives over his sword immediately, asking the characters to take down Vecna
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Those who choose to follow these sinister deities embrace darkness. A barbarian may thank the Fury for the gift of rage. An assassin walks the path of the Mockery, while a warlock’s pact may be a gift
of the Shadow.
The Dark Six inspire worship in different ways among diverse cultures. Temples to the Dark Six appear in Droaam, along with wild revels driven by the Fury. The Dark Six aren’t
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Path of the Berserker For some barbarians, rage is a means to an end — that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s
of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Retaliation Starting at 14th level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Path of the Berserker For some barbarians, rage is a means to an end — that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s
of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Retaliation Starting at 14th level
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Nonaton Modron When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Features Sorcerer Level Feature 1st Wind Speaker, Tempestuous Magic 6th Heart of the Storm, Storm Guide 14th Storm’s Fury 18th Wind Soul Wind Speaker The arcane magic you command is infused with
speed of the wind. Storm’s Fury Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Talking Heads This 10-foot-high room has wooden shelves covering the walls from floor to ceiling. Hundreds of wide-mouthed jars line the shelves, each containing a severed head floating in brine
determined by drawing a card from the Secrets Deck (see appendix C). A head can also confirm that Halaster spends a lot of time on this level of Undermountain. Removing a head from a jar or removing a jar from this room ends the magic that animates the head, which immediately dies.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
and magical secrets.
Valor to wield weapons with spells.
Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the...
Life Domain to be a master of healing.
Light Domain to
. Weave together martial prowess, nature magic, and survival skills. Then embody the...
Beast Master to bond with a primal beast.
Fey Wanderer to manifest fey mirth and fury.
Gloom Stalker to hunt
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, red, and white dragons gleam in those dragonborn’s scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging
exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge and magical secrets.
Valor to wield weapons with spells.
Cleric. Invoke divine magic to heal, bolster, and smite
beast.
Fey Wanderer to manifest fey mirth and fury.
Gloom Stalker to hunt foes that lurk in darkness.
Hunter to protect nature with martial versatility.
Rogue. Launch deadly Sneak Attacks
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
appearance of loyalty toward rival terrors. Every part of Kalakeri holds secrets and dangers, and nowhere is untouched by its rulers’ war for dominance. When planning adventures in Kalakeri, consider
who currently controls the Sapphire Throne—Ramya or Arijani and Reeva. Either faction is likely to notice the party and court them as potential allies. The characters then walk the fine line detailed in
compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Ridge to respect the solitude of the inhabitants. If pushed, Sarak exhibits a cold fury and decisiveness that has earned the respect of everyone within Sarak’s protection. A persistent layer of mist
invasion, Sarak hires the characters to investigate. Scholar. The adventurers need information from a reclusive scholar living in Boreal Ridge. They must find and convince the scholar to reveal their secrets.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Incorporated characters to be aware of. Mask is the god of acquisition, after all, and governs the secrets that any successful Acq Inc franchise will be dealing in. Whether personal, professional, or business
-related, secrets are an important component of gaining leverage over others. Moreover, your successful franchise will eventually have many secrets of its own that you desperately need to keep quiet
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The Line created by the spell extends from you to the chosen point of origin. 31–35 Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage. 36–40 Heavy rain falls for 1
Bolt. The Line created by the spell extends from you to the chosen point of origin. 51–55 The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your
60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
line Heironeous, god of chivalry and valor LG War Lightning bolt Hextor, god of war and discord LE War Six arrows facing downward in a fan Kord, god of athletics and sport CG Tempest, War Four spears
, goddess of hills and mountains LG Life, War Mountain with a circle at its heart Vecna, god of evil secrets NE Knowledge Hand with eye in the palm Wee Jas, goddess of magic and death LN Death, Knowledge Red skull in front of fireball
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
room. The yuan-ti come here to shed their skins and polish their scales. Thirty jars line the shelves underneath the oval stone, and each one contains a scented ointment that yuan-ti use to keep their
combat, and he values his bodyguards too much to risk their lives in a pointless battle. Unless the characters provoke a fight, he tries to find out more about them and learn any secrets they might






