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Returning 35 results for 'blocking branches diffusing content rangers'.
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Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
Orc
Legacy
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s territory.
Colors of Conquest
Three colors have special meaning
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is home to the Gnarley Rangers, a fellowship that cooperates closely with the druids. The Lords’ Alliance The Knights of the Hart The time for a close association between good kingdoms and city-states
the Hart (usually referred to as the Knights of the Hart). This society of human and elf nobles has branches in Furyondy, Veluna, and the Vesve Forest. Though principally concerned with the danger
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is home to the Gnarley Rangers, a fellowship that cooperates closely with the druids. The Lords’ Alliance The Knights of the Hart The time for a close association between good kingdoms and city-states
the Hart (usually referred to as the Knights of the Hart). This society of human and elf nobles has branches in Furyondy, Veluna, and the Vesve Forest. Though principally concerned with the danger
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is home to the Gnarley Rangers, a fellowship that cooperates closely with the druids. The Lords’ Alliance The Knights of the Hart The time for a close association between good kingdoms and city-states
the Hart (usually referred to as the Knights of the Hart). This society of human and elf nobles has branches in Furyondy, Veluna, and the Vesve Forest. Though principally concerned with the danger
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
older green dragon might indulge in horticulture, cultivating the local flora as befits their individual aesthetic. However, most green dragons are content to either excavate beneath trees and nestle
comfortably lounge. Threaded through the branches are bones from the dragon’s meals—some messily clustered among the leaves, and others deliberately arranged to create macabre dioramas for the dragon’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
older green dragon might indulge in horticulture, cultivating the local flora as befits their individual aesthetic. However, most green dragons are content to either excavate beneath trees and nestle
comfortably lounge. Threaded through the branches are bones from the dragon’s meals—some messily clustered among the leaves, and others deliberately arranged to create macabre dioramas for the dragon’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
older green dragon might indulge in horticulture, cultivating the local flora as befits their individual aesthetic. However, most green dragons are content to either excavate beneath trees and nestle
comfortably lounge. Threaded through the branches are bones from the dragon’s meals—some messily clustered among the leaves, and others deliberately arranged to create macabre dioramas for the dragon’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
world. But the Golgari have also learned patience from nature; they are content to work from the shadows, harnessing the energy that comes from decay while the civilization of Ravnica slowly erodes and
beauty. DARK ELVES OF THE GOLGARI
Also called the elves of shadow, the Devkarin are one of the three branches of Ravnica’s elf race. Like other elves, the Devkarin are adept spellcasters, counting
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
world. But the Golgari have also learned patience from nature; they are content to work from the shadows, harnessing the energy that comes from decay while the civilization of Ravnica slowly erodes and
beauty. DARK ELVES OF THE GOLGARI
Also called the elves of shadow, the Devkarin are one of the three branches of Ravnica’s elf race. Like other elves, the Devkarin are adept spellcasters, counting
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
world. But the Golgari have also learned patience from nature; they are content to work from the shadows, harnessing the energy that comes from decay while the civilization of Ravnica slowly erodes and
beauty. DARK ELVES OF THE GOLGARI
Also called the elves of shadow, the Devkarin are one of the three branches of Ravnica’s elf race. Like other elves, the Devkarin are adept spellcasters, counting
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
branches looms out of the swamp. The floor of the hut is covered with humanoid teeth. 3 Visible from half a mile away, smoke rises from a shrine built on large stones and dedicated to Semuanya, god of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
branches looms out of the swamp. The floor of the hut is covered with humanoid teeth. 3 Visible from half a mile away, smoke rises from a shrine built on large stones and dedicated to Semuanya, god of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
branches looms out of the swamp. The floor of the hut is covered with humanoid teeth. 3 Visible from half a mile away, smoke rises from a shrine built on large stones and dedicated to Semuanya, god of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Emerald Enclave. This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Emerald Enclave. This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Emerald Enclave. This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
incorporeal types such as wraiths, specters, and ghosts. These restless spirits seem content to remain in the forest and rarely trouble travelers who stay away from their territory. Waterdeep The City
branches southward from the inn. Characters who follow the dirt road discover the razed ruins of a farming village on the north shore of the Delimbiyr River. Only some rickety wooden docks remain to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
incorporeal types such as wraiths, specters, and ghosts. These restless spirits seem content to remain in the forest and rarely trouble travelers who stay away from their territory. Waterdeep The City
branches southward from the inn. Characters who follow the dirt road discover the razed ruins of a farming village on the north shore of the Delimbiyr River. Only some rickety wooden docks remain to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
incorporeal types such as wraiths, specters, and ghosts. These restless spirits seem content to remain in the forest and rarely trouble travelers who stay away from their territory. Waterdeep The City
branches southward from the inn. Characters who follow the dirt road discover the razed ruins of a farming village on the north shore of the Delimbiyr River. Only some rickety wooden docks remain to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
succumbed to its enchantment. As a result, she has no desire to keep a treasure hoard. She’s content to swim and frolic in the river, occasionally venturing onto its banks. Vuuthramis cautiously observes
oak leaves here are a key to the teleportation sundial in the maze (area G21). Treasure. Fluttering in the branches of Sonna’s tree is a Cloak of Elvenkind. Yvra’s tree has the set’s matching Boots of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
nimblewright from opening the gates. G2. Yard The estate is well tended. In spring and summer, large trees provide shade. The trees begin shedding leaves in the fall. By winter, their branches are stripped bare
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
nimblewright from opening the gates. G2. Yard The estate is well tended. In spring and summer, large trees provide shade. The trees begin shedding leaves in the fall. By winter, their branches are stripped bare
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
nimblewright from opening the gates. G2. Yard The estate is well tended. In spring and summer, large trees provide shade. The trees begin shedding leaves in the fall. By winter, their branches are stripped bare
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
succumbed to its enchantment. As a result, she has no desire to keep a treasure hoard. She’s content to swim and frolic in the river, occasionally venturing onto its banks. Vuuthramis cautiously observes
oak leaves here are a key to the teleportation sundial in the maze (area G21). Treasure. Fluttering in the branches of Sonna’s tree is a Cloak of Elvenkind. Yvra’s tree has the set’s matching Boots of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
succumbed to its enchantment. As a result, she has no desire to keep a treasure hoard. She’s content to swim and frolic in the river, occasionally venturing onto its banks. Vuuthramis cautiously observes
oak leaves here are a key to the teleportation sundial in the maze (area G21). Treasure. Fluttering in the branches of Sonna’s tree is a Cloak of Elvenkind. Yvra’s tree has the set’s matching Boots of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rangers from Grayvale like to travel these woods. Spine of the World Mountains of ice and black rock form a sky-scraping wall of frigid peaks across the far north, which few creatures have the ability
routes: the Long Road and Evermoor Way. It’s a popular way station for caravans and rangers. See chapter 2 for more information on this location. If the adventure didn’t begin in Triboar, you can run
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rangers from Grayvale like to travel these woods. Spine of the World Mountains of ice and black rock form a sky-scraping wall of frigid peaks across the far north, which few creatures have the ability
routes: the Long Road and Evermoor Way. It’s a popular way station for caravans and rangers. See chapter 2 for more information on this location. If the adventure didn’t begin in Triboar, you can run
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lakebed, 90 feet below the surface. They’re content to creep along the lightless depths and prey on cave fish unless
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rangers from Grayvale like to travel these woods. Spine of the World Mountains of ice and black rock form a sky-scraping wall of frigid peaks across the far north, which few creatures have the ability
routes: the Long Road and Evermoor Way. It’s a popular way station for caravans and rangers. See chapter 2 for more information on this location. If the adventure didn’t begin in Triboar, you can run
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lakebed, 90 feet below the surface. They’re content to creep along the lightless depths and prey on cave fish unless
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
predators that dwell within the lake itself. The lake slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lake bed, 90 feet below the surface. They’re content to creep along
gp and 700 sp. L17: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel.
The boulders are obviously not a natural formation. Chossos (see area
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lakebed, 90 feet below the surface. They’re content to creep along the lightless depths and prey on cave fish unless
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel






