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Returning 35 results for 'causes wander ranger'.
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Monsters
Mythic Odysseys of Theros
living, as these aimless killers know only suffering and seek to spread it whenever the opportunity arises. While palamnites might wander the world as dangerous, lone murderers, many gravitate to Odunos
known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces
Human
Legacy
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Species
Basic Rules (2014)
;
Elves. âItâs best not to wander into elven woods. They donât like intruders, and youâll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
Deep Dragon Wyrmling
Legacy
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monsters
Fizban's Treasury of Dragons
; black-and-gray hide is smooth like a salamanderâs, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their
partner up on a seafood 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
Young Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
instill fear and scar the mind.
Deep dragonsâ black-and-gray hide is smooth like a salamanderâs, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their
partner up on a seafood 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
Shifter
Legacy
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Species
Eberron: Rising from the Last War
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.
Shifter Names
Shifters have no language of their own and often live
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
opportunity. Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
opportunity. Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
-and-gray hide is smooth like a salamanderâs, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are
.
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
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
-gray hide is smooth like a salamanderâs, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Night Revelers The characters are free to wander Djaynai while they prepare for their mission. At a point of your choosing, whether the characters are exploring the streets or resting at the inn
speak of your mystic experiences last night, of what they might mean, and of what causes are championed by those seemingly at the center of them.â
The whispering figure identifies herself only as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs 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.
â R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE'S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
. âTheyâre stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.â
Elves. âItâs best not to wander into elven woods. They donât like intruders, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONEâS SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
. âTheyâre stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.â
Elves. âItâs best not to wander into elven woods. They donât like intruders, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Player Version Most of the mongrelfolk in the abbey are locked up because they canât be trusted to wander about unsupervised. The only mongrelfolk who are free to move about are the Abbotâs
gravediggers, Otto and Zygfrek, and his faithful, two-headed manservant, Clovin. Clovin Belview rings the abbeyâs bell (area S17) when the Abbot decides itâs time for dinner. The toll of the bell causes all
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the
mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
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
guide spend 1 charge in this area causes all the cage doors to rust with age and weaken, allowing the bears to break free. There is a 50 percent chance that both polar bears also age into undead versions
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cause of Death 1 Unknown 2 Murdered 3 Killed in battle 4 Accident related to class or occupation 5 Accident unrelated to class or occupation 6â7 Natural causes, such as disease or old age 8 Apparent
angry god, or killed by a hatching slaad egg Class d100 Class 01â07 Barbarian 08â14 Bard 15â29 Cleric 30â36 Druid 37â52 Fighter 53â58 Monk 59â64 Paladin 65â70 Ranger 71â84 Rogue 85â89 Sorcerer 90â94
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. The door farthest from you swings open on rusty hinges, and beyond it you see a smaller, almost sepulchral chamber.
A change in air pressure causes the door to area C3 to swing open, and the
sleepwalking, during which he would wander about the chalet looking for his lost hound. The servants mistook his sleepwalking for temporary delirium brought on by insomnia, and they assumed he was awake at the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(Animal Handling) check can successfully quiet them. Barbatos The neutral evil human ranger Barbatos is either here or in area 13 (a 50 percent chance for either; see appendix B for his stat block
first provides advantage on this check. Manipulating Time Having a mechanical guide spend 1 charge in this area causes all the cage doors to rust with age and weaken, allowing the owls to break free
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.â
â Tale of a half-orc ranger
Forest Protectors. Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild
. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the spritesâ territory find them staunch allies
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes
the opportunity arises. While palamnites might wander the world as dangerous, lone murderers, many gravitate to Odunos, where they serve the vicious will of Tymaret the Murder King (see chapter 3
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
along one side of the town. Its water is a strange phosphorescent green color.
The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
disable it causes an audible click and the sound of whirring gears. The rectangular object ahead reveals itself to be a large metal sign that is suddenly outlined in bright pink light, and which bears
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, which can trigger a number of possible hazards. Choose from the following (or make up your own effects) depending on your preferred style of play. Treant Beatdown. Any movement causes the characters
through the woods, the characters must succeed on three DC 14 group Dexterity checks to avoid crossing the sunbeams. Each character gains a +2 bonus to their check if a ranger or druid is with the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Destroying a doll causes the childâs soul within it to become trapped in the Soulmonger. The straw doll, Strawbundle, usually speaks for the group. Clay No-Face can speak only if it molds a mouth onto its
skeleton with a skull that extends into a carved key-like shape. The skeleton keys wander the upper levels of the tomb. Before the skeleton keys can be used, the skeleton gateâs five keyholes must
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
controls causes mechanisms below to screech as the entire turntable shakesâtrying to rotate, failing, then halting. Every creature on the turntable except the operator must succeed on a DC 16 Dexterity
ceiling (see the âDungeon Hazardsâ section of the Dungeon Masterâs Guide) and drop on characters who wander in. Dangerous Joke. The back wall of one cavern has collapsedâseemingly on top of a miner
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ranger with two gleaming scimitars and a black, quadrupedal animal companion Giant Fire Beetles The characters encounter 3d6 giant fire beetles scouring tunnels and caves for food. Characters in need
as a rock formation, and it tends to lurk in crevices and fissures, attacking smaller creatures that wander near. It has a walking speed of 20 feet and a climbing speed of 10 feet, loses its Hold
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a few days, and so likewise does not know Mayastan Sadaarâs fate. Alessiaâs Aid. Alessia does not wander the temple except as directed by Valin, who sends orders to the attendant through her canopic
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
encourages the party to press on, eager to be freed. C2. Entrance Hall Part of this room is open to the sky, as shown on the map. The ghosts of two cloud giants wander this hall, the floor of which is made
fireplace, forcing it to heat both this room and the kitchen (area C5). Dealing damage to the fire elemental frees it and causes it to go berserk. C5. Kitchen This kitchen contains a large stove
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
farther,â he warns, âlest this cursed monument overtake you. Only death awaits you in these halls.â
The figure is the spirit of Alendria (lawful good ghost), the last king of Cynidicea. Cursed to wander
or have the poisoned condition for 1 hour. A Purify Food and Drink spell cleans the fountain and causes its waters to run clear for 1 hour, after which its spout resumes its putrid flow. B37: Embalming
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
here wander the ruins. The power of the air node imbued them with elemental energy, so their attacks deal lightning damage instead of necrotic. They attack any creature that enters the cavern. N6
â below). Treasure Godwydâs shortsword is a dragon slayer. Removing the blade causes a low moan to rise from the casket, but nothing else happens. N12. Glowing Mere Surrounded by tall stalagmites and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. (Visitors need to register again only if they lose their papers.) If the characters wander the streets on their own, use the Random Encounters in Azrokâs Hold table as needed. Random Encounters in
placed in the dragonâs mouth, which causes the dragon head to animate and chomp down on the gem (destroying it). Characters must be 9th level or higher to pass through this gate (see âJhesiyra
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
on the map to the mouth of a sea cave (area M2), ending at the monasteryâs entrance (area M4). Goats often wander the walkway. M2: Sea Cave Seawater flows through this cave. A walkway along its
again if one or more of the torches go out or are removed from their sconces. A Knock spell also unlocks the secret door. It otherwise canât be opened. Pushing on the door when itâs unlocked causes it to






