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Returning 35 results for 'mechanus some with over arms from for last'.
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merchants some with over armor from for lost
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merchants some with over armor from for lair
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Monsters
Planescape: Adventures in the Multiverse
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
arm against other targets. The nonaton has nine arms, each of which can grapple one target.
Pillar of Truth. The nonaton chooses a point on the ground that it can see within 60 feet of itself. A 60
Monsters
Planescape: Adventures in the Multiverse
endeavors outside Mechanus, with the most notable example being the Great Modron March. Hextons have solid frames that bristle with six shining flanges. They boast a pair of arms and tentacles, both of
damage on a successful one.When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hit
shorelines where the wilds meet the ocean. These monstrous creatures are aptly named; their bites are known to snap giants’ arms cleanly in half.
Snapping hydras have naturally long life spans and
Monsters
Spelljammer: Adventures in Space
spells from damaging it.A braxat is a towering, warm-blooded carnivore with a thick, articulated shell covering its back, a squarish head topped with horny protrusions, and thick arms ending in large hands
also spew acid, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave.
A braxat projects an invisible psychic barrier around itself that enhances its
Monsters
Spelljammer: Adventures in Space
is incapacitated for 1 minute.
13–14: “You’ve Disarmed Me!” One of the autognome’s arms falls off, reducing the number of Shock attacks it can make by 1 until a creature
: defend gnomes who are being attacked by non-gnomes, defend yourself if you are attacked, and protect infants and youngsters from harm. The last directive arose from the best intentions, but it doesn't
Monsters
Bigby Presents: Glory of the Giants
’s last turn.
Rock. Ranged Weapon Attack: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10
strength and ferocious bloodlust. The giants’ muscles expand, their arms extend past their knees, and bitter cold surrounds them. The demon lord’s gifts come at a cost, though, as the giants
Species
Eberron: Rising from the Last War
. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.
The Last War was a time of great opportunity for Cannith. Every nation wanted
weapons and warforged, along with mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms
;skeletons, zombie;zombies, or ghoul;ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
Orcus causes skeletal arms to rise from an area on the ground in a 20-foot
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear
kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
Grasp of the Dead. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square
Monsters
Eberron: Rising from the Last War
much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.In the final days of the Last War, House Cannith
Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.
“Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
helped solve the murder in the Passenger Car (area E7), characters who disembark in Mechanus see Ignatius Inkblot, the mind flayer detective, escorting the cambion Abernathy Vernus off the train and into the waiting arms of a group of modrons.
disappears. The characters can leave the Concordant Express in a similar fashion, or they can remain on the train until it arrives in Mechanus and secure safe passage home from there. Whether or not they
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
up Mechanus, the wheels of the Concordant Express are a network of interlacing cogs. A series of mechanical arms rapidly places levitating tracks before the train, while a similar set of arms beneath
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the tunnel below your position. Twelve of the creatures are identical. Each has a round body, spindly arms and legs, a pair of fluttering wings rising above its arms, and a single eye staring out over
. Under the mouth, a single arm grips a spear in its hand.
Twelve monodrones and a tridrone have been wandering the Labyrinth since the last Great Modron March. The modrons became separated from their
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E1: Caboose The characters are assumed to be in this car when the train gets underway. As the train begins to pick up speed and lifts into the air, a disembodied voice says, “Next stop: Mechanus!” in
. Rear Platform A railing on the car’s rearmost platform prevents creatures from stumbling over the edge and into the dizzying blur of mechanical arms that retrieve the trailing railway tracks. A bronze ladder welded to the car provides access to its roof.
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous
of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
returning to Mechanus. The last Great Modron March occurred ahead of schedule and experienced a heightened number of irregularities and losses for tenebrous reasons.
now missing data on the following gate-towns: Automata
Curst
Excelsior
Faunel
Glorium
Rigus
Sylvania
The mimir is also missing data on the last Great Modron March (see “The Last Great
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
. Nonatons have wormlike bodies studded with nine mechanical arms. CoupleofKooks “I’ve known a few modrons in my day. Most are gullible, harmless sorts. Watch out for those hierarch modrons, though. Not only
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
outside Mechanus, with the most notable example being the Great Modron March. Hextons have solid frames that bristle with six shining flanges. They boast a pair of arms and tentacles, both of which end
Hexton Modron When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in endeavors
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
situation. 3 The characters reach a gate-town and find the last gate-town they visited in its place. To the inhabitants, everything is normal. After 1d4 days, the gate-towns return to their original
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the room. Refrum is a slight, bent figure. He wears simple gray clothing, speaks in short, excited gasps, and waves his arms when carried away with enthusiasm. The inventor is one of the last
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Bad Data The modron leader X01 isn’t just damaged—its mind has been overwhelmed. This is a result of flawed orders X01 received when it left Mechanus during the last Great Modron March, but more so
the gears of Mechanus require major readjustments to restore balance to the planes. Investigating X01 A character who spends 1 minute investigating X01 finds a panel on the modron’s head leaking green
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms
appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). Regional Effects The region containing Orcus’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms
appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases them (no action required). Regional Effects The region containing Orcus’s lair is
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->Eberron: Rising from the Last War
The Heirs and the War The Last War caused the Heirs of Dhakaan to finally stir and emerge from their deep vaults. They recognize that humanity has been weakened by its self-inflicted wounds. The rise
devoted to war, with an unmatched focus on sheer martial skill. Their weaponry and artillery are of the highest quality, and they place their trust in strength of arms, not on magic. The Dhakaani don’t
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve. The Last War was a time of opportunity for Cannith. Every nation
wanted weapons and warforged, along with mundane arms and armor. The war raised the house up and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
tools the other houses rely upon, and it has always been the unspoken leader of the Twelve. The Last War was a time of great opportunity for Cannith. Every nation wanted weapons and warforged, along with
mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the water are racks, iron maidens, stocks, and other instruments of torture. The skeletons of their last victims lie within them, their jaws seemingly frozen open in silent screams. As soon as one or
more characters move more than 10 feet into the room, six Strahd zombies rise slowly out of the water, their slime-gray arms clawing upward through the water as they attack.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
shorelines where the wilds meet the ocean. These creatures are aptly named; their bites are known to snap giants’ arms cleanly in half. Nicholas Gregory Snapping hydras have naturally long life spans
, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
glitches across the Outlands. R04M provides the following information: R04M was part of the last Great Modron March. The contingent he belonged to became lost in the Outlands. R04M has deduced that the
, 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
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
were used against, armor ordered by the ancestry of its last wearer, and so forth). Regardless of the system, a sapphire dragon takes pride in knowing exactly where any given item is and can recite a
detailed history of that item while guiding curious guests to (or away from) it. Sapphire Dragon Art Objects d6 Object
1 A battle standard showing the coat of arms of an ancient realm the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Villains of the Last War Just as adventurers are shaped by their experiences in the Last War, villains often carry the physical and mental scars of the conflict. When developing the details of a
villain’s background, consider the following options. War Criminal What horrific actions did the villain take during the Last War? Did they massacre civilians? Betray their comrades or their nation? A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
she approaches you. Cradled in her arms is a green book. “Please forgive the interruption,” she says. “My name is Pelk, and I speak for the Avowed. You’re adventurers, are you not?”
Pelk is a
trade the meat and other salvageable parts for items they can use, particularly those made of metal or glass. Candlekeep has long been a steady customer, but over the last several tendays the grippli
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
plans to locate his former adjutant, an old giff comrade-in-arms named Warwyck Blastimoff, who left for Doomspace to join the coalition months ago. Krux and Warwyck used to communicate regularly by
using sending stones, but Krux lost his stone on the Rock of Bral a few days before the characters encountered him. When the two giff last spoke, Warwyck was in Doomspace, on the moon of Aruun, looking
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Gehenna Wardrobe This door depicts a grinning night hag with a swaddled human infant in her arms. When it is opened, read: The door opens above the caldera of an active volcano. Shards of black rock
float above the molten magma. Perched atop one shard are two man-sized creatures with insectile features and four arms apiece.
Opening the wardrobe reveals two mezzoloths, which teleport into the room






