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Returning 35 results for 'conceal raising guide to have ranges'.
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Monsters
Spelljammer: Adventures in Space
configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming
important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old
Monsters
Spelljammer: Adventures in Space
moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and
their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"acid"} acid damage.An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the
becomes a portal to that plane (see “Planar Portals” in the Dungeon Master’s Guide).
Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become
Monsters
Spelljammer: Adventures in Space
. The elves sculpt these substances in various configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of
elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are
Monsters
Spelljammer: Adventures in Space
Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.
Although
the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Monsters
Spelljammer: Adventures in Space
these substances in various configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found
crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.
Hidden Wanderers
While aasimar are strident foes of evil, they typically
the chance.
When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The
races
comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste, while the other is consecrated as their sibling’s spirit guide
warfare but diplomacy, farming, and the raising and educating of children. The warrior caste is roughly double the size of the mystic caste, structured as a meritocracy, with great deeds leading to
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
. They are inclined to be stout, weighing between 40 and 45 pounds.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have
land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Development Ilya Krezkov returns to life with a random form of indefinite madness (see “Madness Effects” in chapter 8, “Running the Game,” of the Dungeon Master’s Guide). The Abbot uses the raising of Ilya as leverage to get the burgomaster to undertake an unusual quest (see “Something Borrowed” below).
wants to raise their son from the dead. He claims that the “gods of light” want the Krezkov bloodline restored. The characters can try to interfere in the raising of Ilya Krezkov. Otherwise, the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Development Ilya Krezkov returns to life with a random form of indefinite madness (see “Madness Effects” in chapter 8, “Running the Game,” of the Dungeon Master’s Guide). The Abbot uses the raising of Ilya as leverage to get the burgomaster to undertake an unusual quest (see “Something Borrowed” below).
wants to raise their son from the dead. He claims that the “gods of light” want the Krezkov bloodline restored. The characters can try to interfere in the raising of Ilya Krezkov. Otherwise, the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sheds bright light that counts as sunlight, raising the temperature in the jungle to about 100 degrees Fahrenheit. At night, the light fades to dim light and doesn’t count as sunlight. The cavern’s
is rife with natural hazards, including razorvine (explained in the Dungeon Master’s Guide). Ruins. Ancient structures built by giants lie in ruins, partially swallowed by the verdant jungle
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sheds bright light that counts as sunlight, raising the temperature in the jungle to about 100 degrees Fahrenheit. At night, the light fades to dim light and doesn’t count as sunlight. The cavern’s
is rife with natural hazards, including razorvine (explained in the Dungeon Master’s Guide). Ruins. Ancient structures built by giants lie in ruins, partially swallowed by the verdant jungle
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engineers extended and widened many of the interconnecting passages of the Darklake. They also constructed locks for raising and lowering watercraft to different levels within it, opening up large
patterns of the Underdark. Still, better to trust a kuo-toa guide than attempt to traverse the Darklake alone and become lost within it forever. The adventurers can use the Darklake to reach many
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engineers extended and widened many of the interconnecting passages of the Darklake. They also constructed locks for raising and lowering watercraft to different levels within it, opening up large
patterns of the Underdark. Still, better to trust a kuo-toa guide than attempt to traverse the Darklake alone and become lost within it forever. The adventurers can use the Darklake to reach many
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
different scales to help you design your world and the starting area of your campaign. Especially when you get down to province scale (1 hex = 1 mile), think about paths of travel — roads, passes, ridges and valleys, and so on — that can guide character movement across your map.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
different scales to help you design your world and the starting area of your campaign. Especially when you get down to province scale (1 hex = 1 mile), think about paths of travel — roads, passes, ridges and valleys, and so on — that can guide character movement across your map.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
and succeeds on a DC 12 Wisdom (Perception) check finds 19 sp and a small ruby (worth 20 gp) inside a lizardfolk skull. Manipulating Time Having a mechanical guide spend 1 charge in this area causes
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
and succeeds on a DC 12 Wisdom (Perception) check finds 19 sp and a small ruby (worth 20 gp) inside a lizardfolk skull. Manipulating Time Having a mechanical guide spend 1 charge in this area causes
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
various configurations to create star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them
important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children. Many astral elves are thousands (in some cases tens of thousands) of years old
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
10 Lying or perjury 11 Magical mayhem (d8) 1 Hauntings 2 Illusions 3 Infernal bargains 4 Mind control 5 Petrification 6 Raising or animating the dead 7 Summoning monsters 8 Weather control 12 Murder
Betrayal or treason 2 Confiscating property 3 Conspiracy 4 Espionage or Spying 5 Oppressive Laws 6 Raising taxes 15 Religion (d4) 1 Curses 2 Desecration 3 False gods 4 Heresy or cults 16 Stalking 17
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
10 Lying or perjury 11 Magical mayhem (d8) 1 Hauntings 2 Illusions 3 Infernal bargains 4 Mind control 5 Petrification 6 Raising or animating the dead 7 Summoning monsters 8 Weather control 12 Murder
Betrayal or treason 2 Confiscating property 3 Conspiracy 4 Espionage or Spying 5 Oppressive Laws 6 Raising taxes 15 Religion (d4) 1 Curses 2 Desecration 3 False gods 4 Heresy or cults 16 Stalking 17
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
various configurations to create star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them
important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children. Many astral elves are thousands (in some cases tens of thousands) of years old
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
through the arch gate automatically becomes stuck in the webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Carved into the arch are six stone niches, each one containing a small
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere. Open Passageway. One
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, punctuated with treks across the brutal deserts—landscapes fraught with hazards such as extreme heat, quicksand, and sandstorms whipped up by strong winds, all detailed in the Dungeon Master’s Guide. In the
historian Kharafek has excavated a canyon riddled with sealed tombs. She’s paying laborers well but is also using them to bear the brunt of the curses the crypts conceal.
3 The hermits settled in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, punctuated with treks across the brutal deserts—landscapes fraught with hazards such as extreme heat, quicksand, and sandstorms whipped up by strong winds, all detailed in the Dungeon Master’s Guide. In the
historian Kharafek has excavated a canyon riddled with sealed tombs. She’s paying laborers well but is also using them to bear the brunt of the curses the crypts conceal.
3 The hermits settled in
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere. Open Passageway. One
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
through the arch gate automatically becomes stuck in the webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Carved into the arch are six stone niches, each one containing a small
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are
nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are
nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
feeling free of mystery or danger, consider using tips from the “Marks of Horror” section to increase the ominousness. If a combat encounter feels too easy, either (a) guide it to its end as quickly
as possible or (b) increase the threat by raising a foe’s hit point maximum to the upper end of its hit point range, by adding monsters/traps, or both. Areas by Level Avg. Level Area Chapter 1st