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Returning 19 results for 'takes of workings with'.
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takes of working with
take of workings with
Monsters
Acquisitions Incorporated
Clockwork Behir. Any character fighting the clockwork behir can see that the complex arrangement of its workings gives it a unique vulnerability. Any character within 5 feet of the construct can use
an action to attempt a DC 14 Dexterity check using Jeweler's Tools;jeweler's tools or Thieves' Tools;thieves' tools. On a success, the behir takes 15 bludgeoning damage as it components start to grind
monsters
Evasion. If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half
immediately before the hit, the target takes an extra 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Hooves", "rollDamageType":"Bludgeoning"} Bludgeoning damage and, if it is Huge or
monsters
Evasion. If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half
and clockwork gears. Some nimblewrights bear metal plates to protect their cogs and springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and
monsters
Evasion. If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half
springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and adapt their routines to account for dangers.
Nimblewrights are surprisingly
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
they also promise to help her steal the statueâs eyes. She takes her tools and the silver skull if the characters convince her to come with them. Seodra uses the noble stat block with the following
Sense. Seodra can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of her. Treasure The worktable contains the workings for the jeweled skull of a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
their home plane, the modrons report their data, which results in incremental refinements to Mechanusâs workings. No precipitable changes to the status quo of the multiverse occur. No other creatures
suffer the multiversal glitch the characters experienced. Inconsistent Unless the characters intervene, it takes months for X01 and a much-diminished group of modrons to return to Mechanus. When they
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. The character understands some of the Voidâs workings and can assist in opening the way to the House of Cards. Making a new character takes time. Place an encounter with a Deck of Many Things at the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of better understanding the workings of the multiverse. A Gnomeâs Role Gnomes are valuable members of an adventuring party for a number of reasons, derived from both their innate abilities and their
rock gnome rogue on a dungeon expedition, if not lost in thought, can steer a party clear of many obstacles. Even the most complex magical or mechanical traps can be disarmed by a rock gnome who takes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
of it. This process takes 1 minute. Use the Mimir Restoration Tracker (handout 4.1) to note the gist of reports on gate-towns and whether they seem accurate (this is relevant to the adventureâs
Great Modron March is a procession of countless modrons conducted every 289 years to collect information about the multiverse and realign the workings of the plane of Mechanus. Untold numbers of modrons
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Confrontation Singing the final stanza draws Shemshime into the room. The book trembles, and its mechanical inner workings squeal to a halt for a moment before whirring back to life. You hear clicks, and shadows
weighing at least 1,000 pounds.
Incorporeal Movement. Shemshime can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
who are desperate to attain positions of power and status entreat her, as do those who â for whatever reason â need to be loved, feared, or respected. Fierna takes a direct interest in the soul trade
. Her prodigious intellect allows her to glean the best information from the mountains of reports generated by her agents on the Material Plane. Fierna sometimes personally takes a role in bending a
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machineâs inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workingsâand
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
treasury engine, with its canister housed atop the actual engine mounting, rendering it immobile. While investigating the laboratory workings in this area, the devil inadvertently found its brain magically
sanctum âbeyond the bounds of the world.â Antimagic Controls. It takes a successful DC 12 Intelligence (Investigation) or Wisdom (Perception) check to find the controls, which appear to have been
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
join the ceremony. Any character who does so takes up the chant, and has their Constitution score reduced by 1 each round on initiative count 0. A character reduced to 0 hit points while under this
of opalescent blue, owing to the missing components of the Infernal Machine of Lum the Mad wired into its workings. There are three such components, each a deep sapphire blue. Removing one component
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
takes, the syndicate is largely concerned with increasing wealth for its members at the expense of society at large. Conversely, the syndicate could be an underground organization of good-hearted people
fence. When using the syndicateâs fences, you run no risk of a double-cross or other mishap in finding a buyer, but the syndicate takes 20 percent of the sale price as a finderâs fee. Safe Houses. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
placard above the desk spell out âBets,â âSubmissions,â and âEnjoy Dungeonland!â
Dungeonland is a game that takes place on a rocky cluster drifting in the Ethereal Plane. Participants watch a group of
various desserts. Behind them, a furious woman in crimson regalia screams, âOff with their heads!â Dungeonland Results. It takes an hour for a game of Dungeonland to play out, after which the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chains stretch across the cavern, apparently to shuttle multi-ton buckets of ore across the lava. The heat takes your breath away, brings water to your eyes, and bakes your skin. From where you stand
creature that falls in the magma or starts its turn there takes 55 (10d10) fire damage. 2. Smelter The hammering sound grows louder, but itâs not coming from the chamber ahead. This enormous, rectangular
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
below). Any character fighting the clockwork behir can see that the complex arrangement of its workings gives it a unique vulnerability. Any character within 5 feet of the construct can use an action
to attempt a DC 14 Dexterity check using jewelerâs tools or thievesâ tools. On a success, the behir takes 15 bludgeoning damage as it components start to grind, and it is no longer able to recharge
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or
to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of






