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Returning 35 results for 'before broken diffusing consists ranger'.
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Spells
Basic Rules (2014)
other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Language The language of gnolls, such as it is, consists of whines, cackles, and howls mixed with gestures and expressions. Gnolls use it to communicate only basic concepts, such as an alert about
share complex concepts with each other, they use a broken form of Abyssal gifted to them by Yeenoghu. The gnoll language lacks a script or written form, though elite gnolls can use their limited
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Language The language of gnolls, such as it is, consists of whines, cackles, and howls mixed with gestures and expressions. Gnolls use it to communicate only basic concepts, such as an alert about
share complex concepts with each other, they use a broken form of Abyssal gifted to them by Yeenoghu. The gnoll language lacks a script or written form, though elite gnolls can use their limited
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Language The language of gnolls, such as it is, consists of whines, cackles, and howls mixed with gestures and expressions. Gnolls use it to communicate only basic concepts, such as an alert about
share complex concepts with each other, they use a broken form of Abyssal gifted to them by Yeenoghu. The gnoll language lacks a script or written form, though elite gnolls can use their limited
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Sleeping Quarters This apartment consists of a spacious barracks and a smaller adjoining bathroom. Barracks. Six wooden bunk beds with moldy mattresses stand in a row. Discarded rugs, emptied chests
, broken dishware, and rusty weapons lie scattered about. Bathroom. This chamber has three sinks, a toilet, and a bathtub, crafted from polished stone with rusty iron fixtures, all in working order.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Sleeping Quarters This apartment consists of a spacious barracks and a smaller adjoining bathroom. Barracks. Six wooden bunk beds with moldy mattresses stand in a row. Discarded rugs, emptied chests
, broken dishware, and rusty weapons lie scattered about. Bathroom. This chamber has three sinks, a toilet, and a bathtub, crafted from polished stone with rusty iron fixtures, all in working order.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Sleeping Quarters This apartment consists of a spacious barracks and a smaller adjoining bathroom. Barracks. Six wooden bunk beds with moldy mattresses stand in a row. Discarded rugs, emptied chests
, broken dishware, and rusty weapons lie scattered about. Bathroom. This chamber has three sinks, a toilet, and a bathtub, crafted from polished stone with rusty iron fixtures, all in working order.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If the quarry consists of multiple creatures, they all make the check. If the quarry is never out of the lead pursuer’s sight, the check fails automatically. Otherwise, if the result of the quarry’s
Disadvantage The lead pursuer is a ranger or has proficiency in Survival Disadvantage Other factors might help or hinder the quarry’s ability to escape, at your discretion. For example, a quarry with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If the quarry consists of multiple creatures, they all make the check. If the quarry is never out of the lead pursuer’s sight, the check fails automatically. Otherwise, if the result of the quarry’s
Disadvantage The lead pursuer is a ranger or has proficiency in Survival Disadvantage Other factors might help or hinder the quarry’s ability to escape, at your discretion. For example, a quarry with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If the quarry consists of multiple creatures, they all make the check. If the quarry is never out of the lead pursuer’s sight, the check fails automatically. Otherwise, if the result of the quarry’s
Disadvantage The lead pursuer is a ranger or has proficiency in Survival Disadvantage Other factors might help or hinder the quarry’s ability to escape, at your discretion. For example, a quarry with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
where they perch on the outer walls. The cult of Malar would gather to worship here. The building’s stone doors are fitted with locks, though they are unlocked at present. The building consists of one
halves of a broken spear, as well as the charred and splintered remains of a wooden shield. (These are the remains of a cultist who was killed by a chimera.)
Altar If fresh blood is spilled on the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
General Features The hideout consists of well-built chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs leading
’ tools and a successful DC 15 Dexterity check. A door can also be broken down with a successful DC 20 Strength (Athletics) check. Secret Doors Secret doors are made of stone and blend into the surrounding
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
10. Dark Pool Treasure is concealed in this water-filled cave. A still pool fills much of this cavern. The water is dark, revealing little of what might lie within. The shore of the pool consists of
a thin layer of broken shells from strange, pale mussels, and a fishy odor hangs in the air.
A passage leads south from this area, and a set of steps climbs up to the east. A sluggish stream flows
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
General Features The hideout consists of well-built chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs leading
’ tools and a successful DC 15 Dexterity check. A door can also be broken down with a successful DC 20 Strength (Athletics) check. Secret Doors Secret doors are made of stone and blend into the surrounding
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Mad Elemental This area consists of a zigzagging hall (area 30a) and a guard room (area 30b). A berserk air elemental is trapped here. Its howls can be heard throughout the area. Assume it’s in
wooden shield, a rusty longsword, a rotting quiver, several broken arrows, and a longbow with a snapped string. A secret door in the west wall leads to a dusty tunnel that connects to area 31.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
where they perch on the outer walls. The cult of Malar would gather to worship here. The building’s stone doors are fitted with locks, though they are unlocked at present. The building consists of one
halves of a broken spear, as well as the charred and splintered remains of a wooden shield. (These are the remains of a cultist who was killed by a chimera.)
Altar If fresh blood is spilled on the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
General Features The hideout consists of well-built chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs leading
’ tools and a successful DC 15 Dexterity check. A door can also be broken down with a successful DC 20 Strength (Athletics) check. Secret Doors Secret doors are made of stone and blend into the surrounding
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
10. Dark Pool Treasure is concealed in this water-filled cave. A still pool fills much of this cavern. The water is dark, revealing little of what might lie within. The shore of the pool consists of
a thin layer of broken shells from strange, pale mussels, and a fishy odor hangs in the air.
A passage leads south from this area, and a set of steps climbs up to the east. A sluggish stream flows
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
10. Dark Pool Treasure is concealed in this water-filled cave. A still pool fills much of this cavern. The water is dark, revealing little of what might lie within. The shore of the pool consists of
a thin layer of broken shells from strange, pale mussels, and a fishy odor hangs in the air.
A passage leads south from this area, and a set of steps climbs up to the east. A sluggish stream flows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Mad Elemental This area consists of a zigzagging hall (area 30a) and a guard room (area 30b). A berserk air elemental is trapped here. Its howls can be heard throughout the area. Assume it’s in
wooden shield, a rusty longsword, a rotting quiver, several broken arrows, and a longbow with a snapped string. A secret door in the west wall leads to a dusty tunnel that connects to area 31.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
where they perch on the outer walls. The cult of Malar would gather to worship here. The building’s stone doors are fitted with locks, though they are unlocked at present. The building consists of one
halves of a broken spear, as well as the charred and splintered remains of a wooden shield. (These are the remains of a cultist who was killed by a chimera.)
Altar If fresh blood is spilled on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Mad Elemental This area consists of a zigzagging hall (area 30a) and a guard room (area 30b). A berserk air elemental is trapped here. Its howls can be heard throughout the area. Assume it’s in
wooden shield, a rusty longsword, a rotting quiver, several broken arrows, and a longbow with a snapped string. A secret door in the west wall leads to a dusty tunnel that connects to area 31.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, though they’re unlocked at present. The building has various amenities (see the “Lighting and Plumbing”sidebar). Heaped around the building are broken swords, dented helms, and torn metal armor
those who had failed them. The room contains the following: Wreckage. Overturned and broken shelves and tables lie on the floor along with piles of old rugs and bleached human skulls.
Stuffed Owlbear. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, though they’re unlocked at present. The building has various amenities (see the “Lighting and Plumbing”sidebar). Heaped around the building are broken swords, dented helms, and torn metal armor
those who had failed them. The room contains the following: Wreckage. Overturned and broken shelves and tables lie on the floor along with piles of old rugs and bleached human skulls.
Stuffed Owlbear. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, though they’re unlocked at present. The building has various amenities (see the “Lighting and Plumbing”sidebar). Heaped around the building are broken swords, dented helms, and torn metal armor
those who had failed them. The room contains the following: Wreckage. Overturned and broken shelves and tables lie on the floor along with piles of old rugs and bleached human skulls.
Stuffed Owlbear. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
ranger makes the difference between forlorn failure and fabulous success. Even when a franchise engages in commerce in the cities and towns of the realm, a ranger’s keen senses, sharp blades, and flesh
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
ranger makes the difference between forlorn failure and fabulous success. Even when a franchise engages in commerce in the cities and towns of the realm, a ranger’s keen senses, sharp blades, and flesh
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
ranger makes the difference between forlorn failure and fabulous success. Even when a franchise engages in commerce in the cities and towns of the realm, a ranger’s keen senses, sharp blades, and flesh
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the west. The statuary that adorns the walls consists of four sculpted heads of animals. Each one is six feet above the floor and two to three feet in diameter. Opposite the passage that leads east is
easily, or the beak (AC 16, 25 hit points) can be broken off by dealing bludgeoning damage to it that reduces it to 0 hit points. If a character’s arm is caught in the beak when the beak is struck, that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the west. The statuary that adorns the walls consists of four sculpted heads of animals. Each one is six feet above the floor and two to three feet in diameter. Opposite the passage that leads east is
easily, or the beak (AC 16, 25 hit points) can be broken off by dealing bludgeoning damage to it that reduces it to 0 hit points. If a character’s arm is caught in the beak when the beak is struck, that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the west. The statuary that adorns the walls consists of four sculpted heads of animals. Each one is six feet above the floor and two to three feet in diameter. Opposite the passage that leads east is
easily, or the beak (AC 16, 25 hit points) can be broken off by dealing bludgeoning damage to it that reduces it to 0 hit points. If a character’s arm is caught in the beak when the beak is struck, that
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
be picked with thieves’ tools and a successful DC 10 Dexterity check. A door can also be broken down with a successful DC 20 Strength check. Secret Doors. An “S” on the Redbrand Hideout map indicates
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ruin. Caer-Konig as it is known today consists of terraced rows of houses that recede from the shore of Lac Dinneshere like the tiers of an amphitheater. The harbor is frozen, its docks skewed and
broken by the shifting ice. Buried under the snow on the slopes above the last row of houses are the ruins of the Caer that gave the town its name—a reminder to the people of Caer-Konig that nothing
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
be picked with thieves’ tools and a successful DC 10 Dexterity check. A door can also be broken down with a successful DC 20 Strength check. Secret Doors. An “S” on the Redbrand Hideout map indicates
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ruin. Caer-Konig as it is known today consists of terraced rows of houses that recede from the shore of Lac Dinneshere like the tiers of an amphitheater. The harbor is frozen, its docks skewed and
broken by the shifting ice. Buried under the snow on the slopes above the last row of houses are the ruins of the Caer that gave the town its name—a reminder to the people of Caer-Konig that nothing






