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Returning 35 results for 'breaks bottom diffusing cutting ranger'.
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Ranger
Legacy
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Classes
Basic Rules (2014)
of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the
, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any treasures with significant
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
delicacies.
Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-foot-diameter hole in the east wall, which breaks into the chimney of area A14. In the middle of this room stands a carved stone tub filled with gnawed dwarven bones. The tub is equipped with a faucet
which, when turned, spouts hot water channeled from a naturally heated underground spring. A stone plug seals the drain in the tub’s bottom.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-foot-diameter hole in the east wall, which breaks into the chimney of area A14. In the middle of this room stands a carved stone tub filled with gnawed dwarven bones. The tub is equipped with a faucet
which, when turned, spouts hot water channeled from a naturally heated underground spring. A stone plug seals the drain in the tub’s bottom.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-foot-diameter hole in the east wall, which breaks into the chimney of area A14. In the middle of this room stands a carved stone tub filled with gnawed dwarven bones. The tub is equipped with a faucet
which, when turned, spouts hot water channeled from a naturally heated underground spring. A stone plug seals the drain in the tub’s bottom.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
treasure is hidden at the bottom of the rift that was created when this area was destroyed. A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into
breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
treasure is hidden at the bottom of the rift that was created when this area was destroyed. A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into
breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
treasure is hidden at the bottom of the rift that was created when this area was destroyed. A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into
breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
11. Bridge A 70-foot-long, 10-foot-wide sloped bridge used to connect the village bailey to the motte. However, a falling rock struck the bridge and destroyed a 15-foot-long section of it, cutting
succeed on a DC 10 Dexterity (Acrobatics) check to land on its feet. On a failed check, the creature tumbles to the bottom of the bridge, landing prone and taking 5 (2d4) bludgeoning damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
11. Bridge A 70-foot-long, 10-foot-wide sloped bridge used to connect the village bailey to the motte. However, a falling rock struck the bridge and destroyed a 15-foot-long section of it, cutting
succeed on a DC 10 Dexterity (Acrobatics) check to land on its feet. On a failed check, the creature tumbles to the bottom of the bridge, landing prone and taking 5 (2d4) bludgeoning damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
11. Bridge A 70-foot-long, 10-foot-wide sloped bridge used to connect the village bailey to the motte. However, a falling rock struck the bridge and destroyed a 15-foot-long section of it, cutting
succeed on a DC 10 Dexterity (Acrobatics) check to land on its feet. On a failed check, the creature tumbles to the bottom of the bridge, landing prone and taking 5 (2d4) bludgeoning damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
one of its pincers to try to snip through the bathysphere’s rusty chain, doing so with a successful DC 20 Strength check. If the chain breaks, the bathysphere falls to the bottom of the River Styx
protrude from the diving bell’s lower hemisphere like flimsy arms.
Bazelsteen built the experimental bathysphere to dredge the bottom of the River Styx for silted souls. He needs to test it, but
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
one of its pincers to try to snip through the bathysphere’s rusty chain, doing so with a successful DC 20 Strength check. If the chain breaks, the bathysphere falls to the bottom of the River Styx
protrude from the diving bell’s lower hemisphere like flimsy arms.
Bazelsteen built the experimental bathysphere to dredge the bottom of the River Styx for silted souls. He needs to test it, but
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
one of its pincers to try to snip through the bathysphere’s rusty chain, doing so with a successful DC 20 Strength check. If the chain breaks, the bathysphere falls to the bottom of the River Styx
protrude from the diving bell’s lower hemisphere like flimsy arms.
Bazelsteen built the experimental bathysphere to dredge the bottom of the River Styx for silted souls. He needs to test it, but
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
The Road of Gems A natural glacial rift, the Road of Gems spiderwebs through the region, cutting through solid ice that often rises over 30 feet on both sides. Over the centuries, miners have
downward at a steep angle, making the caldera’s lip Difficult Terrain. The bottom of the caldera is flat and surrounds a 10-foot-deep chasm that holds the time gate’s portal. A distant view of the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
The Road of Gems A natural glacial rift, the Road of Gems spiderwebs through the region, cutting through solid ice that often rises over 30 feet on both sides. Over the centuries, miners have
downward at a steep angle, making the caldera’s lip Difficult Terrain. The bottom of the caldera is flat and surrounds a 10-foot-deep chasm that holds the time gate’s portal. A distant view of the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
The Road of Gems A natural glacial rift, the Road of Gems spiderwebs through the region, cutting through solid ice that often rises over 30 feet on both sides. Over the centuries, miners have
downward at a steep angle, making the caldera’s lip Difficult Terrain. The bottom of the caldera is flat and surrounds a 10-foot-deep chasm that holds the time gate’s portal. A distant view of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, wide hallway with amber-covered walls (area X8). The hole in the floor forms a roughly hewn shaft that descends 20 feet, then breaks through the ceiling of area X33a. From the bottom of the shaft, it’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, wide hallway with amber-covered walls (area X8). The hole in the floor forms a roughly hewn shaft that descends 20 feet, then breaks through the ceiling of area X33a. From the bottom of the shaft, it’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, wide hallway with amber-covered walls (area X8). The hole in the floor forms a roughly hewn shaft that descends 20 feet, then breaks through the ceiling of area X33a. From the bottom of the shaft, it’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
percent chance of one of its boards breaking under the creature. If a board breaks, the creature must succeed on a DC 10 Dexterity saving throw or fall to the bottom of the cliffs, 1,000 feet below. If a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
an alliance with him before they all fall to the giant’s sword. Once the hot coals are doused or swept from the fireplace, the chimney can be climbed easily. After 90 feet, it breaks into a damp, soot
into the basin and mix with the blood pooling there (see “Regional Effects”). A stone plug covers the drainpipe in the bottom of the basin. 11b. Pantry Fifty gray sacks rest atop stone shelves carved into the walls of this 10-foot-high room. The sacks contain edible fungi and dried moss.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles






