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Returning 35 results for 'branch before dark complex ranger'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
branch to seal the promise.
“The Kindly Lord does not issue invitations to their court lightly. I suggest you accept.”
—Gwyddion, messenger of Talion
High Fae
Ageless and
amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds
Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
alongside complex designs for clockwork organs.
6
You were released after being petrified for generations. Your memories have faded, though, and your body isn’t what it once was.
7
Your
Monsters
Spelljammer: Adventures in Space
objects. In this semi-incorporeal state, roughly half of the dragon’s body has a dark, indistinctly spectral form.A Lunar Dragon’s Lair
The cave complex where a lunar dragon makes its lair
Monsters
Spelljammer: Adventures in Space
creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon’s body has a dark, indistinctly spectral form.A Lunar Dragon’s Lair
The cave complex where a lunar
Monsters
Fizban's Treasury of Dragons
caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying
the lair.
Cobweb-Choked Tunnels. Adventurers who manage to access the other side of the cave’s crystal walls discover a network of dark, cobweb-choked tunnels extending deep into the earth, set
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the woods, descending gradually until the trees part, revealing a mist-shrouded meadow. The trail splits. One branch heads west into the valley, and the other leads south into dark woods. A wooden
Approaching the Vineyard A branch of the Old Svalich Road leads to the vineyard. If the characters approach along this path, read: After a half mile, the road becomes a muddy trail that meanders
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X. The Amber Temple Chapter 13 delves into the Amber Temple, the dungeon complex where Strahd gave himself to the Dark Powers.
Monsters
Fizban's Treasury of Dragons
of psychic forces has begun to affect the local fauna in strange ways.
Sapphire Dragon Lairs
Sapphire dragons make their lairs in enormous caverns and complex tunnel systems. As they grow
manage to access the other side of the cave’s crystal walls discover a network of dark, cobweb-choked tunnels extending deep into the earth, set with natural steps and shelves throughout. The
Druid
Legacy
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Classes
Basic Rules (2014)
out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists&rsquo
druids count them all (even the violent ones) as worthy of veneration.
The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Mansion A winding branch of the Old Svalich Road meanders up the forested slope of a mountain spur to the old mansion, which is perched on high ground overlooking the Svalich Woods
capped with fairytale cones, its towers lined with sculpted battlements. A third of the structure has collapsed, as has part of the roof, but the rest appears intact. A dark, octagonal tower rises above
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Borcan noble families include a dominant main family and lesser branch lineages. Branch noble families (sometimes with different surnames) are subservient to the main family. Each noble family
populace possesses dark hair and varied skin tones with cool undertones. Names often take inspiration from German, Slavic, and more fantastical conventions. When players create characters from Borca
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Way of the Lion Read the following boxed text to describe the characters’ final day of travel to Candlekeep: Over the past four days, the weather on the Coast Way has gradually worsened. Dark
clouds release heavy rain until the road runs thick with mud, yet you trudge on, passing by friendly merchant caravans heading north.
On the morning of the fifth day, the rain subsides but the dark
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
leader of the Dark Lanterns, with four subordinate knights marshal leading branch offices across Breland, in Sharn, Starilaskur, and Xandrar. A much smaller branch office keeps an eye on Brelish
King’s Dark Lanterns The King’s Dark Lanterns is the intelligence division of the King’s Citadel, an organization sworn to defend Breland from its enemies and dispense justice in the name of King
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Into the Cloakwood The characters can use the clues found at Candlekeep to track the thieves north along the Coast Way to the Cloakwood. Within this dark forest is the base of operations for the
foliage, and the distant roars of unidentifiable beasts.
The Cloakwood is home to many fierce fey and beasts. Due to its dangerous inhabitants and flora, only the desperate dare enter these woods, making it a suitable location for Bak Mei’s secret temple complex.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
place where evil lurks in the shadows. So you sneak around in the dark? You know most everything but humans can see in the dark, right? We all see you. Tiptoeing doesn’t turn you invisible.
Gloom
Stalker Features Ranger Level Feature 3rd Gloom Stalker Magic, Dread Ambusher, Umbral Sight 7th Iron Mind 11th Stalker’s Flurry 15th Shadowy Dodge Gloom Stalker Magic Starting at 3rd level, you learn
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
their work in the Underdark, but shadows are shadows wherever they occur. As a Gloom Stalker ranger, you find solace and refuge in dark alleys, dimly lit back rooms, and the shadowy corners of any
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
passages have steeply sloping ceilings that create stalactite-covered chambers rising 20 to 30 feet above the floor. Light Areas H1 and area H2 are outside. The rest of the cave complex is dark unless
chambers. Stream The stream that flows through the complex is only 2 feet deep and slow moving, allowing creatures to easily wade through it. Rubble Areas of crumbling rock and gravel are difficult terrain.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
moon), which he blamed for his father’s untimely death. Consumed with bitterness, the Dark Ranger, as Vanrak came to be known, secretly embraced Selûne’s sister: Shar, the Lady of Loss. By the Year of
, and murder. The Lords ordered the immediate capture of the Dark Ranger, but by the time the City Watch had breached the gates of his villa, Vanrak and his followers had already fled through a secret
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar
magic Ranger Monster Slayer 3rd Hunts down creatures of the night and wielders of grim magic Rogue Inquisitive 3rd Roots out secrets, akin to a masterful detective Rogue Mastermind 3rd A master tactician
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
formidable, the priests of Osybus aren’t truly immortal, a fact that chafes them greatly. They have forged a pact with the Dark Powers that will grant them immortality if they free Count Strahd von
Zarovich from the Mists that imprison him. To achieve this goal, they orchestrate far-reaching and complex machinations that are virtually inscrutable to all but their archenemies, the Ulmist inquisitors.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vault Features Maps 6.3 and 6.4 depict the Three Moons Vault. The vault is a complex, castle-like structure with a dungeon level, several towers, a secret entrance through the cliffs, and a
slabs set on brass hinges. Unless otherwise noted, each door is unlocked. Lighting Unless otherwise noted, interior areas are dark. Area descriptions assume the characters have a light source or some
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
grooves allow lava to flow through and illuminate the outpost’s interior with dim blue light. The mining tunnels are dark unless otherwise noted. Tunnels Galore!
Map 5.5 and the corresponding location
descriptions detail the main areas of the mining tunnels. However, several smaller, splinter tunnels branch off these areas. These tunnels were once used in the ancient duergar’s mining operations, but
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
floors. Moving through a narrow passage, you enter a cavern dimly lit by phosphorescent fungi — and are met by the sight of a dark metal tower perched on the edge of a cliff that drops away into
the wall facing you is a sturdy-looking door made of the same dark metal as the rest of the tower.
No ordinary structure, the tower is a Daern’s instant fortress (see chapter 7, “Treasure,” of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Enacting the Plan Once the dark heart is in place, the ritual can begin. The adventurers and their allies take up a position not far from the dark heart, close to where the demons will appear. Where
of the characters can cast sending, Vizeran can provide the spell on a spell scroll). Vizeran (assisted by Grin if the apprentice is available), performs the complex ritual in the sanctum of his tower
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
town near the shores of a great mountain lake, its waters dark and still. A branch in the road leads west to a promontory, atop which is perched a dilapidated stone windmill, its warped wooden vanes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
things that Dungeons & Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And
exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction: The DM describes the environment. The players describe
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
things that Dungeons & Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if
exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction: The DM describes the environment. The players describe
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Ghohlbrorn’s Lair This inn is the only establishment in Gracklstugh that accepts non-duergar guests. “Ghohlbrorn” means “bulette” in Dwarvish, and the inn is built inside a small cavern complex
which the rooms are excavated. It’s dark, cramped, and uncomfortable, but safe and defensible. Rumor Mill The inn’s dining hall gives characters a chance to mingle with non-duergar who are visiting
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
illuminate areas they use frequently with continual flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stonework of their city. The complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. In the passages, the walls slope together unevenly to meet at an angle
about 15 feet above the floor. The chamber ceilings are about 10 feet above the floor near the walls, but they can be as much as 30 feet high in the middle. Dark Curtains. Clouds of black fog, cold and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that follows a regular route across the land.
5 A temple built to honor a dark god, long abandoned.
6 The final resting place of the ranger who trained you.
7 The shady market known
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
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
passages have steeply sloping ceilings that create stalactite-covered vaults rising 20 to 30 feet above the floor. Light. Areas 1 and area 2 are outside. The rest of the complex is dark unless stated
in nearby chambers. Stalagmites. These upthrust spires of rock can provide cover (see “Cover” in the Basic Rules). Stream. The stream that flows through the complex is only 2 feet deep, cold, and slow
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
20. Underground River An underground river opens before you. Stalactites hang low over its surface, and dripping water echoes in the dark.
The river links various sections of the complex. The water






