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Returning 35 results for 'mechanus shifters with only accents from for long'.
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Monsters
Forgotten Realms: Adventures in Faerûn
components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Friends, Silent Image
1/Day: Hold PersonAraneas are reclusive shape-shifters. An aranea’s natural form resembles
their foes long enough to skitter to safety.
Roll or choose a result from the Aranea Crafts table as inspiration for an aranea’s crafting talent.
Aranea Crafts
1d6
The Aranea Is
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer
persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling’s name that are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
normally deals 1d10 + 5 damage always deals 10 damage on Mechanus. Optional Rule: Imposing Order At the end of each long rest taken on this plane, a visitor that isn’t lawful neutral must make a DC 10
Mechanus On Mechanus, law is reflected in a realm of clockwork gears, all interlocked and turning according to their measure. The cogs seem to be engaged in a calculation so vast that no deity can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Traits Your shifter character has the following traits. Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than
70 years old. Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. Size
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
some future act of conquest. The march is long and dangerous, and only a small number of modrons returns to Mechanus. ZUZANNA WUZYK The Great Modron March
Great Modron March, The When the gears of the plane of Mechanus (see chapter 6) complete seventeen cycles—once every 289 years—the modron (MOE-dron) leader, Primus, sends a vast army of modrons
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
most common are modrons, mechanical denizens of Mechanus that seek to enforce order on the plane. Outlands Constructs d4 Encounter 1 A tyrannical homunculus rules over the small domain of its long
has been transformed into the walking hive that’s home to numerous swarms of insects (wasps). Quintin Gleim Mechanical dinosaurs roam an orderly realm influenced by the lawful energies of Mechanus
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Shifter John Thack Shifters—sometimes called “weretouched”—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t change shape fully, but
they can enhance their animalistic features temporarily in a process they call “shifting.” Shifters resemble humans in height and build but are typically more lithe and flexible. Their facial features
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Shifter Traits Your shifter character has the following traits. Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than
70 years old. Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. Size
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. “Every 289 years, the entire multiverse goes mad. Like clockwork.”
— Kwint Stormbellow, rock gnome adventurer
Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
in for the long haul of Mechanus bureaucracy, word filters through the administration’s ranks until Aristimus hears about the characters and comes to investigate their intentions after 1d4 hours
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->Out of the Abyss
March to Nowhere The Labyrinth is aptly named, for even the most resolute of explorers can become lost in its depths, as a number of modrons discovered to their dismay. Separated long ago from their
fellows during the Great Modron March, these modrons have been wandering the Underdark for a long time. As the party travels deeper into the Labyrinth, any character with a passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Beasts Varied Beasts roam the Outlands, with many species being long extinct on Material Plane worlds. Plane-influenced creatures and gigantic or idealized animals from the Beastlands are common
influenced by Mechanus and composed of simple geometric shapes charges creatures that enter the angular canyons it inhabits. It moves only in straight lines and turns only at right angles. 3 Stirges drawn
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion If the characters return to him with the logbook and Beltha, Aristimus is outwardly reserved but inwardly delighted. So long as the logbook is recovered, he provides the characters with a
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur
+5, Insight +4, Nature +2, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1/2 (100 XP)
Shifting (Recharges after a Short or Long Rest). As a bonus
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Goblinoids — bugbears, goblins, and hobgoblins — ruled Khorvaire long ago, before the madness of the daelkyr undermined them. After serving as mercenaries in the Last War, they now seek a place in the world’s
-threatening evils for centuries. Shifters draw on their distant lycanthropic heritage to manifest bestial traits for short periods of time. Warforged are artificial lifeforms built to fight in the Last War. Created as tools of battle, they now seek a place and purpose beyond war.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Chaotic Good, Neutral Good Bytopia Lawful Good, Neutral Good Carceri Chaotic Evil, Neutral Evil Elysium Neutral Good Gehenna Lawful Evil, Neutral Evil Hades Neutral Evil Limbo Chaotic Neutral Mechanus
Celestials. The Lower Planes are the home of Fiends. The planes in between host their own unique denizens: for example, modrons are Constructs that inhabit Mechanus, and slaadi are Aberrations that thrive
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
into his coffin. However, Frody could do nothing to stop the theft of his mandolin, and the halflings were long gone by the time he figured out how to animate his own corpse. Halflings’ Whereabouts
. The two halflings had local accents. Someone in Toadhop might know where to find them. Frody agrees to return peacefully to his grave if the characters find and retrieve his stolen mandolin. If the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
this optional rule. At the end of a long rest spent on an incompatible plane, a visitor must make a DC 10 Constitution saving throw. On a failed save, the creature gains one level of exhaustion
. Incompatibility between lawful and chaotic alignments doesn’t have the same effect, so Mechanus and Limbo lack this quality.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
monstrous enforcers, but the organization also draws members from the destitute populace of Sharn—largely goblins and shifters, but also humans, dwarves, and any other humanoid who feels that the current
guerrilla tactics, using only as many combatants as necessary to get a job done, never staying in one place too long, and quickly retreating back to their turf. Though the Boromars still control much
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
) 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
locations. 4 The characters witness an illusory, miles-long procession of thousands of modrons. Any character who draws close to the illusions can see that the modrons look terrified of their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, the Gatekeepers have shared Vvaraak’s wisdom and druidic magic with humans, shifters, and others who came to Khorvaire. New interpretations of Vvaraak’s teachings gave birth to new druid sects: the
Wardens of the Wood, the Greensingers, and the Ashbound. Today, the Gatekeepers are one of the smaller sects, and many of the sites of their long-ago battles have been abandoned and forgotten. But some Gatekeepers still remain in the Shadow Marches and the Eldeen Reaches, continuing their vigil to this day.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
think our city’s gone mad. And in some ways it has, but it’s a madness that reaches its peak every summer with the Race of Eight Winds. Long ago, King Galifar used Dura as a proving ground for aerial
events. The Race of Eight Winds occurs once a year. Other events take place on a daily, weekly, or monthly schedule. For instance, shifters hold informal hrazhak competitions every night in Lower
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Glitch the Quadrone Not long after agreeing to undertake the adventure, the characters encounter a friendly quadrone named Glitch. (When and where this happens is up to you.) The quadrone used to
train ticket per character, and an ink pen. The tickets are made from paper-thin sheets of brass and grant passage to Mechanus aboard the Concordant Express. Each ticket is stamped with a boarding
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
until destroyed. Vistani Thugs You hear voices with thick accents. A small group of Vistani (NE male and female human thugs) claim that they were the vampire’s captives, only recently escaped from the
the party’s allies for as long as they remain with the party, or until Strahd appears. If the characters leave the castle, the Vistani accompany them, since choosing to remain in the castle would
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
races found in the Player’s Handbook, players can choose to play orc or goblinoid characters in Eberron. Or they can choose one of four new races: changelings, kalashtar, shifters, and warforged
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in a panoply of architectural styles. Among the stone structures are a few towers made of stranger materials, such as infernal iron and the bones of a long-dead colossal red dragon. Non-Avowed rarely
Mechanus. The Avowed struck a deal with the creatures, and they’ve been part of the library staff ever since. Working alongside the Avowed, the modrons catalog and shelve books, though each of them can
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table. Origin of the Beast d4 Origin 1 One of your parents is a lycanthrope
long rest, choose one of the following benefits, which lasts until you finish your next short or long rest: You gain a swimming speed equal to your walking speed, and you can breathe underwater. You
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, activists, or the spouses of rulers. DRAGONS OF SONG AND STEEL
The propensity of some metallic dragons to spend long periods of time in Humanoid form has led to numerous bits of folklore, including tales
in which these shape-shifters are sometimes erroneously identified as unique varieties of metallic dragons.
In the world of the Forgotten Realms, stories speak of “weredragons” or “song dragons
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, creating multiversal anomalies. Shemeshka planned to eventually release the modrons to Mechanus, where they would skew the workings of that plane. She would then take advantage of the chaos. R04M wants
’ long-term entrapment. Back to the Outlands Once the characters agree to aid R04M, they’ll need to find a way to reach Gzemnid’s Realm. R04M shares the location of the portal he originally used to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
kobolds and Maccath the Crimson bundle up in furs and warm their living quarters with small stoves that burn whale oil supplied by the villagers. As long as the characters wear proper cold weather gear
their quest. Ice toads normally speak only their own obscure language. Those in Oyaviggaton know a little Draconic and Uluik (the language of the Ice Hunters), but their accents are thick and their
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only. Once you use this feature, you can’t do so again until you finish a Long Rest
arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
locked hatch is a Large object with AC 11, 25 hit points, and immunity to poison and psychic damage. As long as the outer rings and orbs aren’t in motion, the hatch can be forced open with a successful
sphere and any creatures inside it disappear. The DM ultimately decides where they end up, if anywhere. Possibilities include Mechanus, the Vast Swamp on Oerth, Mount Nevermind on Krynn, a desert on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
is to think about it. As long as the destination is somewhere in the Astral Plane (or in Wildspace, as described below)—such as “the nearest githyanki outpost,” “the nearest color pool leading to the
Abyss,” or “the Wildspace system of Realmspace”—thinking about a place makes the creature aware of the most direct route to that location. The creature doesn’t know how long the journey will take or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
on coinage. A gold piece from Barovia spends as well in Borca as it does in Har’Akir, as long as it weighs true. Platinum and electrum coins rarely circulate through the domains, but they appear often
Dread, some more pervasively than others. The same language spoken in multiple domains might bear subtle differences or unique words. Speakers from different domains might also have distinct accents
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peaceful realm. Cultists worship and protect this weapon, which must be seized and destroyed to end the threat. Forgotten Dynasty. The long-lost seat of a forgotten dynasty rises from the sea or the
knights and nobles. Calder Moore Fortresses on the backs of dragon turtles rise from
the depths, heralding the return of a long-lost dynasty Epic Fantasy Conflicts. Conflicts like these highlight the






