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Returning 35 results for 'broken bear diffusing complex ranger'.
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Conjure Fey
Legacy
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Spells
Basic Rules (2014)
defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes
1/2
Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Satyr,Warhorse
1
Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant
Magic Items
Lost Laboratory of Kwalish
Form
1
Tyrannosaurus Rex
2
Giant Ape
3
Elephant
4
Giant scorpion
5
Rhinoceros
6
Polar bear
7
Giant toad
8
Giant eagle
9
Black bear
10
you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll
Shifter
Legacy
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Species
Eberron: Rising from the Last War
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
bear or boar: stoic, stubborn, and thick-skinned.
Longtooth shifters typically have lupine traits and prefer to run with a pack.
Swiftstride are often predatory and feline, but a swiftstride could
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
been given dominion over a small aspect of the natural world; there are dukes and duchesses for each of the seasons, and noble archivists track every promise made and broken within the borders of
other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their
Bugbear
Legacy
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Species
Volo's Guide to Monsters
, bugbears are ambush predators accustomed to long periods of inactivity broken by short bursts of murderous energy. Ferocious though they may be, bugbears aren’t built for extended periods of exertion
, often a natural cave or an old bear den, and it might have supplementary dens elsewhere in its territory that it uses temporarily when it goes on long forays for food.
In good times, a bugbear gang
Monsters
Fizban's Treasury of Dragons
something new. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Animals Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: 10 minutes
For the duration, you can comprehend and
, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day. JESPER EJSING A human Druid uses Speak with Animals to chat with his best bear friend
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Animals Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: 10 minutes
For the duration, you can comprehend and
, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day. JESPER EJSING A human Druid uses Speak with Animals to chat with his best bear friend
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Animals Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: 10 minutes
For the duration, you can comprehend and
, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day. JESPER EJSING A human Druid uses Speak with Animals to chat with his best bear friend
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Track the Broken Blade Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Track the Broken Blade Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Troglodyte Takeover Every surface of these caves is coated with slime. Sound travels easily through the caves, though as one moves toward the center of the complex, echoes from the underground
can. 24a. West Sentries Three enslaved troglodytes guard this 30-foot-high cave. Shattered shields, broken spears, and torn nets (trophies taken from the kuo-toa) lie heaped against the walls. None
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Troglodyte Takeover Every surface of these caves is coated with slime. Sound travels easily through the caves, though as one moves toward the center of the complex, echoes from the underground
can. 24a. West Sentries Three enslaved troglodytes guard this 30-foot-high cave. Shattered shields, broken spears, and torn nets (trophies taken from the kuo-toa) lie heaped against the walls. None
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Troglodyte Takeover Every surface of these caves is coated with slime. Sound travels easily through the caves, though as one moves toward the center of the complex, echoes from the underground
can. 24a. West Sentries Three enslaved troglodytes guard this 30-foot-high cave. Shattered shields, broken spears, and torn nets (trophies taken from the kuo-toa) lie heaped against the walls. None
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Track the Broken Blade Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Kobold
Legacy
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Species
Volo's Guide to Monsters
sightings.
Able Scavengers
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that
retaliation usually prevents them from trying to directly harm the gnomes, but they might spit in the milk, balance dishes on tables so they’re easily knocked over and broken, or scatter sewing
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
13. Bear Laboratory Whenever anyone enters this area, a low growling rises from the animals kept here. A number of large, sturdy cages house one pair each of black bears, brown bears, and polar bears
on a DC 14 Wisdom (Animal Handling) check can successfully quiet them. Barbatos The ranger Barbatos is either here or in area 12 (a 50 percent chance for either), accompanied by his hell hound
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sworn Enemy Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter
revenge on nature’s behalf for the great transgressions your foe has committed. 2 Your forebears or predecessors fought these creatures, and so shall you. 3 You bear no enmity toward your foe. You stalk
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
13. Bear Laboratory Whenever anyone enters this area, a low growling rises from the animals kept here. A number of large, sturdy cages house one pair each of black bears, brown bears, and polar bears
on a DC 14 Wisdom (Animal Handling) check can successfully quiet them. Barbatos The ranger Barbatos is either here or in area 12 (a 50 percent chance for either), accompanied by his hell hound
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sworn Enemy Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter
revenge on nature’s behalf for the great transgressions your foe has committed. 2 Your forebears or predecessors fought these creatures, and so shall you. 3 You bear no enmity toward your foe. You stalk
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sworn Enemy Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter
revenge on nature’s behalf for the great transgressions your foe has committed. 2 Your forebears or predecessors fought these creatures, and so shall you. 3 You bear no enmity toward your foe. You stalk
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
13. Bear Laboratory Whenever anyone enters this area, a low growling rises from the animals kept here. A number of large, sturdy cages house one pair each of black bears, brown bears, and polar bears
on a DC 14 Wisdom (Animal Handling) check can successfully quiet them. Barbatos The ranger Barbatos is either here or in area 12 (a 50 percent chance for either), accompanied by his hell hound
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Catacombs These catacombs are part of a temple complex formerly dedicated to the dwarven god Dumathoin, patron of mining and exploration and the protector of the dwarven dead. The catacombs have
the following features: Carvings. The smooth-carved walls bear engraved imagery of mountains marbled with veins of glittering minerals, and the marble floor is caked in dust.
Tombs. Shelf-like niches
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cursed Items Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most
. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Wildersung Wood The straight-limbed trees that make up this wood bear bark that causes sounds to echo. Wildlife lurks restlessly in the Wildersung Wood, stalking travelers with unusual boldness. And
raise their voices and join the chorus. Those who don’t risk meeting a terrible fate—strangers or those who refuse to sing are regularly discovered with inexplicably broken necks.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Wildersung Wood The straight-limbed trees that make up this wood bear bark that causes sounds to echo. Wildlife lurks restlessly in the Wildersung Wood, stalking travelers with unusual boldness. And
raise their voices and join the chorus. Those who don’t risk meeting a terrible fate—strangers or those who refuse to sing are regularly discovered with inexplicably broken necks.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Wildersung Wood The straight-limbed trees that make up this wood bear bark that causes sounds to echo. Wildlife lurks restlessly in the Wildersung Wood, stalking travelers with unusual boldness. And
raise their voices and join the chorus. Those who don’t risk meeting a terrible fate—strangers or those who refuse to sing are regularly discovered with inexplicably broken necks.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Story of the Cave This cavern complex was hollowed out by dwarf prospectors and miners looking for precious gems and metals. That effort bore no fruit, and the cave was abandoned. The Tribe of the
Bear later used it as a shelter until the chardalyn berserkers forced them to abandon it. The berserkers worship the Frostmaiden and no longer consider themselves members of the Bear tribe. They allow
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Story of the Cave This cavern complex was hollowed out by dwarf prospectors and miners looking for precious gems and metals. That effort bore no fruit, and the cave was abandoned. The Tribe of the
Bear later used it as a shelter until the chardalyn berserkers forced them to abandon it. The berserkers worship the Frostmaiden and no longer consider themselves members of the Bear tribe. They allow
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Story of the Cave This cavern complex was hollowed out by dwarf prospectors and miners looking for precious gems and metals. That effort bore no fruit, and the cave was abandoned. The Tribe of the
Bear later used it as a shelter until the chardalyn berserkers forced them to abandon it. The berserkers worship the Frostmaiden and no longer consider themselves members of the Bear tribe. They allow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Catacombs These catacombs are part of a temple complex formerly dedicated to the dwarven god Dumathoin, patron of mining and exploration and the protector of the dwarven dead. The catacombs have
the following features: Carvings. The smooth-carved walls bear engraved imagery of mountains marbled with veins of glittering minerals, and the marble floor is caked in dust.
Tombs. Shelf-like niches
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cursed Items Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most
. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Catacombs These catacombs are part of a temple complex formerly dedicated to the dwarven god Dumathoin, patron of mining and exploration and the protector of the dwarven dead. The catacombs have
the following features: Carvings. The smooth-carved walls bear engraved imagery of mountains marbled with veins of glittering minerals, and the marble floor is caked in dust.
Tombs. Shelf-like niches
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Key Plot Points The following information is key to the adventure’s story: Heat Breaker. The remains of the giant Elakdras bear the record of a magical ritual necessary to end a deadly heat wave
Elakdras’s remains, but they’ve had a falling-out in Challidax’s lair, splitting their followers into rival factions. Into the Ice Caves. The adventurers enter the frosty cave complex where the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cursed Items Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most
. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.






