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Returning 35 results for 'beneath bottomed diffusing continuously rangers'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Docks These busy docks are used primarily by flat-bottomed rafts made of zurkhwood and lacquered puffball floats. Some of these ramshackle barges come with oars or paddle wheels. The rafts
’ access point to a secret cavern system beneath Gracklstugh (see “Whorlstone Tunnels”). It takes a successful DC 15 Wisdom (Perception) check to notice the pipe beneath piles of refuse. Within, loose
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Docks These busy docks are used primarily by flat-bottomed rafts made of zurkhwood and lacquered puffball floats. Some of these ramshackle barges come with oars or paddle wheels. The rafts
’ access point to a secret cavern system beneath Gracklstugh (see “Whorlstone Tunnels”). It takes a successful DC 15 Wisdom (Perception) check to notice the pipe beneath piles of refuse. Within, loose
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Docks These busy docks are used primarily by flat-bottomed rafts made of zurkhwood and lacquered puffball floats. Some of these ramshackle barges come with oars or paddle wheels. The rafts
’ access point to a secret cavern system beneath Gracklstugh (see “Whorlstone Tunnels”). It takes a successful DC 15 Wisdom (Perception) check to notice the pipe beneath piles of refuse. Within, loose
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Goblinoids (Heirs of Dhakaan) War drums are sounding in the depths beneath Darguun. Bugbear champions hone their adamantine greatswords, and hobgoblin dirge singers call the legions to battle. The
clan, or kech, believes its leader has the right to control all the others. And so the champions of Dhakaan continuously compete with each other to prove their right to rule. The Kech Sharaat
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Goblinoids (Heirs of Dhakaan) War drums are sounding in the depths beneath Darguun. Bugbear champions hone their adamantine greatswords, and hobgoblin dirge singers call the legions to battle. The
clan, or kech, believes its leader has the right to control all the others. And so the champions of Dhakaan continuously compete with each other to prove their right to rule. The Kech Sharaat
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Goblinoids (Heirs of Dhakaan) War drums are sounding in the depths beneath Darguun. Bugbear champions hone their adamantine greatswords, and hobgoblin dirge singers call the legions to battle. The
clan, or kech, believes its leader has the right to control all the others. And so the champions of Dhakaan continuously compete with each other to prove their right to rule. The Kech Sharaat
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are stored, staging points for scouts and rangers who keep an eye on nearby enemy movements, and defensive fortifications meant to protect passes, bridges, or other key strategic locations. In an
is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops. 3 A tunnel beneath the outpost leads to a sealed portal to Xoriat. 4 The outpost borders the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are stored, staging points for scouts and rangers who keep an eye on nearby enemy movements, and defensive fortifications meant to protect passes, bridges, or other key strategic locations. In an
is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops. 3 A tunnel beneath the outpost leads to a sealed portal to Xoriat. 4 The outpost borders the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are stored, staging points for scouts and rangers who keep an eye on nearby enemy movements, and defensive fortifications meant to protect passes, bridges, or other key strategic locations. In an
is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops. 3 A tunnel beneath the outpost leads to a sealed portal to Xoriat. 4 The outpost borders the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey, and its powerful mandibles can snap a small tree in half.
Lurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg
prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.
Earthen Tunnels. As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey, and its powerful mandibles can snap a small tree in half.
Lurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg
prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.
Earthen Tunnels. As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey, and its powerful mandibles can snap a small tree in half.
Lurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg
prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.
Earthen Tunnels. As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the
accomplish tasks like the following: Get a gut feeling about what course of action to follow Discern whether a seemingly dead or living creature is undead Spellcasting Ability Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the
accomplish tasks like the following: Get a gut feeling about what course of action to follow Discern whether a seemingly dead or living creature is undead Spellcasting Ability Clerics, druids, and rangers
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the
accomplish tasks like the following: Get a gut feeling about what course of action to follow Discern whether a seemingly dead or living creature is undead Spellcasting Ability Clerics, druids, and rangers
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, so they won’t challenge characters who enter the camp, attack them, or even alert the cultists. They consider standing guard to be beneath them. They are a taciturn bunch, so they won’t be much help
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, so they won’t challenge characters who enter the camp, attack them, or even alert the cultists. They consider standing guard to be beneath them. They are a taciturn bunch, so they won’t be much help
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, so they won’t challenge characters who enter the camp, attack them, or even alert the cultists. They consider standing guard to be beneath them. They are a taciturn bunch, so they won’t be much help
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, so they won’t challenge characters who enter the camp, attack them, or even alert the cultists. They consider standing guard to be beneath them. They are a taciturn bunch, so they won’t be much help
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, so they won’t challenge characters who enter the camp, attack them, or even alert the cultists. They consider standing guard to be beneath them. They are a taciturn bunch, so they won’t be much help
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the
accomplish tasks like the following: Get a gut feeling about what course of action to follow Discern whether a seemingly dead or living creature is undead Spellcasting Ability Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, so they won’t challenge characters who enter the camp, attack them, or even alert the cultists. They consider standing guard to be beneath them. They are a taciturn bunch, so they won’t be much help
to inquisitive characters. They converse more freely with rangers, but to most strangers they merely nod, point, shake their heads, scowl, and utter one- or two-word answers. If characters converse
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the
accomplish tasks like the following: Get a gut feeling about what course of action to follow Discern whether a seemingly dead or living creature is undead Spellcasting Ability Clerics, druids, and rangers
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the
accomplish tasks like the following: Get a gut feeling about what course of action to follow Discern whether a seemingly dead or living creature is undead Spellcasting Ability Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Maelstrom lies on the floor of the Trackless Sea, nearly 3,000 feet beneath the surface. For centuries, it has been the stronghold of the world’s most powerful storm giant kings. The
beneath the Trackless Sea, it isn’t entirely filled with water. The general features of the undersea stronghold are summarized here.
Air-Filled and Submerged Areas. Many chambers and corridors are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Maelstrom lies on the floor of the Trackless Sea, nearly 3,000 feet beneath the surface. For centuries, it has been the stronghold of the world’s most powerful storm giant kings. The
beneath the Trackless Sea, it isn’t entirely filled with water. The general features of the undersea stronghold are summarized here.
Air-Filled and Submerged Areas. Many chambers and corridors are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Maelstrom lies on the floor of the Trackless Sea, nearly 3,000 feet beneath the surface. For centuries, it has been the stronghold of the world’s most powerful storm giant kings. The
beneath the Trackless Sea, it isn’t entirely filled with water. The general features of the undersea stronghold are summarized here.
Air-Filled and Submerged Areas. Many chambers and corridors are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
beneath the caldera. Certain matchups are obvious. The metallic dragons are instinctive foes of the chromatic dragons, and those two forces can be expected to keep each other occupied during the battle
Gauntlet are among the toughest, most steadfast soldiers on the Sword Coast. Besides serving in their own units, their leadership bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
beneath the caldera. Certain matchups are obvious. The metallic dragons are instinctive foes of the chromatic dragons, and those two forces can be expected to keep each other occupied during the battle
Gauntlet are among the toughest, most steadfast soldiers on the Sword Coast. Besides serving in their own units, their leadership bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
animate statues return to their alcoves and deactivate. Ancient jade statues animate to defend the secret ruins beneath Yongjing S2: Hallway Alcoves A long hallway is roughly carved out of the
compartments. A tag reads “Potion of Longevity × 12.” A wind fan painted with an image of flat-bottomed ships. A tag identifies it as a gift for one of the emperor’s children. Three fragile porcelain vases
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
animate statues return to their alcoves and deactivate. Ancient jade statues animate to defend the secret ruins beneath Yongjing S2: Hallway Alcoves A long hallway is roughly carved out of the
compartments. A tag reads “Potion of Longevity × 12.” A wind fan painted with an image of flat-bottomed ships. A tag identifies it as a gift for one of the emperor’s children. Three fragile porcelain vases
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
beneath the caldera. Certain matchups are obvious. The metallic dragons are instinctive foes of the chromatic dragons, and those two forces can be expected to keep each other occupied during the battle
Gauntlet are among the toughest, most steadfast soldiers on the Sword Coast. Besides serving in their own units, their leadership bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
animate statues return to their alcoves and deactivate. Ancient jade statues animate to defend the secret ruins beneath Yongjing S2: Hallway Alcoves A long hallway is roughly carved out of the
compartments. A tag reads “Potion of Longevity × 12.” A wind fan painted with an image of flat-bottomed ships. A tag identifies it as a gift for one of the emperor’s children. Three fragile porcelain vases
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
engraved above the northeast passageway. The stairs descend 5 feet beneath the lake surface, ending at a rough underwater ledge 15 feet above the submerged cavern floor. The stairs ascend to area F8
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
engraved above the northeast passageway. The stairs descend 5 feet beneath the lake surface, ending at a rough underwater ledge 15 feet above the submerged cavern floor. The stairs ascend to area F8
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement






