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Returning 35 results for 'confounds removed great to her rangers'.
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Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil
Monsters
The Wild Beyond the Witchlight
removed the goblin’s ability to perceive that fear and replaced it with an insatiable and overwhelming need to collect keys. So great is this obsession that Jingle Jangle has lost her own sense
Magic Items
Waterdeep: Dungeon of the Mad Mage
magical properties are suppressed until it is removed from Valdemar’s skull.
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When
understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it.
Personality. Tearulai admires great beauty, music
Monsters
Mordenkainen Presents: Monsters of the Multiverse
travels farther than the sprawling city that lies outside his palace.
Dispater is correct to fear, but the true threat comes not from without. The lord’s great error was allowing himself to be
that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.
Titivilus recognizes the precariousness of his position. After all, Dispater’s
Monsters
Icewind Dale: Rime of the Frostmaiden
vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack
hours.When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
A gnoll vampire is a savage predator
Monsters
Waterdeep: Dungeon of the Mad Mage
temporary hit points per level of the slot.Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep
or an archway previously removed in this way.
Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him.
Regional Effects
When Halaster
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.
Yuan-ti Malison (Type 3)
Legacy
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Monsters
Monster Manual (2014)
or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart. Humanoid
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Rangers Montolio held out his arm, and the great owl promptly hopped onto it, carefully finding its footing on the man’s heavy leather sleeve.
“You have seen the drow?” Montolio asked.
The owl
, 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
Orc
Legacy
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Species
Volo's Guide to Monsters
great unknown.
NISHREK AND THE ETERNAL WAR
Orcs believe that if they die with honor, their spirits go to the plane of Acheron, the Infinite Battlefield — specifically the layer of Nishrek
strongholds, and then decorated with uniquely orcish accessories.
A war wagon is a source of great pride for a war chief, comparable to a human army’s banner or flag. Many are clad in armor and
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
The Great Ritual (p. 51) In the “Krr’ook’s Plans” subsection, the last two sentences have been removed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Ruined Armory Chasm. The air is hot and dry. A crumbling ledge overlooks a great chasm brightly lit by a bubbling pool of lava 30 feet below. Visible from this location is a spectral bridge that
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
tribes of shifters and circles of druids and rangers roam the woods. These are the Eldeen Reaches. Druids and shifters have dwelt in the Towering Woods for thousands of years, but the eastern farmlands of
Wood maintain order and settle disputes, and the Great Druid Oalian—an awakened greatpine—is the spiritual leader of the Reaches.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shifters and circles of druids and rangers roam through the woods. These are the Eldeen Reaches. Druids and shifters dwelled in the Towering Wood for thousands of years, but the eastern farmlands of the
community has a druidic advisor who helps with planning and planting. The Towering Wood is also home to tribes of shifters, who maintain a nomadic existence. The Wardens of the Wood uphold order and settle disputes, and the Great Druid Oalian—an awakened greatpine—is the spiritual leader of the Reaches.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
born in the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. However, cunning and charisma are equally important
urchin who was stranded in a great city at a young age and adapted to hunting in this stone jungle. Surrounded by Spirits. Fey, fiends, the ghosts of ancestors; these are all part of the spirit world
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
). Knock spells and similar magic are likewise ineffective until the ice is removed. Pushing on the doors are six berserkers (CE male and female Uthgardt humans) of the Great Worm tribe. Overseeing them
is Wormblod, a bloodthirsty berserker (CE male Uthgardt human with 90 hit points) who is also the Great Chief of the Great Worm tribe. He keeps an enslaved white dragon wyrmling for a pet and a female
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. Outlander is a logical background, but you could easily be a
folk hero, entertainer, or charlatan. You could even be an urchin who was stranded in a great city and adapted to life there. Surrounded by Spirits. Fey, fiends, and the ghosts of ancestors, these are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
you a noble—even if you’re a few steps removed from true power? Or are you a guild artisan or soldier? Most Mror have embraced modern martial techniques, but a few minor clans still cling to barbarian
dwell in the deep, or you could be a warlock who’s forged a pact with a Great Old One patron, one of the dark powers in the depths. Pride in Possessions. From the wealthiest clan lord to the humblest
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
Emerald Enclave has spread across much of Faerûn. Its members include druids, rangers, barbarians, and others who live in the wilderness and know and respect its ways. They wear an article of emerald green
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
elves claim territory in the High Forest, the Great Dale, the Western Heartlands, and beyond. Some wood elves live in other elven communities and territories, where they serve as scouts, rangers, and
pursuits than do other elves, and they view ancient elven history with a more critical eye. To the wood elves, the “great” elven kingdoms were responsible for many equally great mistakes. They look upon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
that end, he ordered the digging of a great pit that would eventually lead to whatever was there. Locals dismissed the effort as mad, but the noble was rich, and no one complained about the wages he
. But then workers began to perish in bizarre or mysterious accidents. In an attempt to counter his ill luck, the noble commissioned the construction of a temple (using material removed from the hole) at
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald Enclave answer the call to arms by bringing their treant and griffon allies from the forests and mountains of the Sword Coast
Order of the Gauntlet in fighting power, and far more numerous. These form the backbone of the attacking force. Skyreach Castle. If it’s available, the flying castle could prove a great boon in the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
removed from true power? Or are you a simple guild artisan or soldier? Most Mror have embraced modern martial techniques, but there are a few minor clans that still cling to the barbarian traditions of the
the simplest miner, the Mror take great pride in their possessions. Quality is more important than appearance, and you are also interested in the history of the things you carry; if you find a magic weapon, you want to know the battles it has seen and the warriors who have wielded it before you.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Great Old One Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the
. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
druids of the Flanaess belong to a great order known as the Old Faith. Each region of the continent falls under the purview of a Great Druid, who in turn oversees a hierarchy of lower-ranking druids
is home to the Gnarley Rangers, a fellowship that cooperates closely with the druids. The Lords’ Alliance The Knights of the Hart The time for a close association between good kingdoms and city-states
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
population to make a lair in the ruins of what was once a great city or stronghold. The people displaced want their home back, so the dragon must be removed. Killing the dragon is not necessarily the
Dragon as Monster For all their vast power, great intellect, and range of possible motivations, dragons are often simple creatures at heart. They want food, a secure lair, and treasure. Many tropes
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
feature (see “The Great Stillness” section earlier in this chapter) and cast a meld into stone spell on itself. It hides in the eastern wall, between the tunnels that lead to areas 5 and area 15A. It uses
creature that ends its turn in an area of gorgon mud must succeed on a DC 12 Constitution saving throw or be petrified. Gorgon mud removed from its pool becomes ordinary mud. The pool radiates an aura of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
white feet, once the pet of a rich merchant’s spoiled child. She almost blew your cover. Now she knows when to keep quiet, and she’s great at catching mice.
6 A small statue of a ballerina, broken
Rangers, whose cover is that they have nothing to do with rangers or the undead
6 The Loyalists, ironically known for breaking contracts at an alarming rate
7 The Robust Vultures, who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
). The lid of the black sarcophagus bears a name etched in Common: NAPAKA. The lid is sealed with strips of melted lead that can be easily pried away. Once the lead is removed, the lid can be pushed aside
takes 10 (3d6) fire damage. This effect ends if all creatures leave the affected area. The first time the queen’s remains or any of her treasures are removed from the sarcophagus, the sun’s expression
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
— and Baldur’s Gate, and Candlekeep, and even Amn, for that matter: this great stretch of islands is nearly half as long as the Sword Coast, enclosing the Sea of Moonshae. On the southern isles live
goblins, worgs, and their ilk. The deeper one goes, the more otherworldly the woods become, with fey creatures leading travelers astray — or to their doom. Even the High King’s rangers walk the forest with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
raiders who pillage and destroy any caravan or homestead they come across. The Uthgardt take their name from Uthgar Gardolfsson, a great hero-chief who battled giants and conquered much of the North before
clans, each with its own chieftain and tribal shaman. The chieftains of a particular tribe choose one among them to become the great chief of the tribe, with power comparable to a monarch. The Uthgardt
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
involving the organ grinder, his pet monkey, a leprechaun, and a great quantity of brambleberry wine. The organ grinder’s mind was swapped with his monkey’s, but the jest turned to disaster when his body
captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures of unknown realms far removed from mortal concerns. As heroes confront this evil, they must face the selfish, cold tendencies of their own kind as well. A campaign featuring troubled heroes who
an abandoned building or tower. If you run horror adventures week after week, try using a villain who turns out to be ordinary, perhaps even silly. Comic relief is a great variation on almost any D&D campaign, though players usually provide it themselves.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, he etched all their names—including his own—in the bark of his great tree at the edge of the world. Immediately, the gods’ oracles could no longer hear them, their blessings faded, and the night sky
held only unmoving stars. The great Silence of the gods serves as the backdrop for numerous tales of heroism and sacrifice. Many alive today witnessed the sky go dark and the temples grow quiet. Most
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a powerful villain or a wrongly slain innocent Swearing a vow to refrain from or undertake some action on pain of great suffering Burden A curse’s burden is the effect that causes hardship and
, whether through speaking, sign language, writing, telepathy, or any other means. The victim gains 3 levels of exhaustion that can’t be removed while the curse endures. When the victim finishes a long rest