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Returning 35 results for 'confusion rangers guide to have red'.
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confusing ranges guide to have red
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that the alkilith isn’t ordinary slime or fungus.
Foment Confusion. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom
saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.
If the saving throw against Foment Confusion fails by 5
Monsters
Icewind Dale: Rime of the Frostmaiden
*
2nd level (3 slots): invisibility, levitate, phantasmal force
3rd level (3 slots): fireball, sending, slow
4th level (3 slots): arcane eye, confusion
5th level (1 slot): animate objects
*See
more dart.Dzaan was a Red Wizard of Thay who studied the arcane tradition of illusion. The leaders of the Arcane Brotherhood welcomed him with open arms, eager to count a Red Wizard among their ranks
Monsters
Strixhaven: A Curriculum of Chaos
: dancing lights, friends
1/day each: command, confusion, mage armor, tonguesRousing Verse. When a creature the pledgemage can see within 30 feet of it fails a saving throw, the pledgemage magically
words. They use that power either to illuminate and guide or to obscure and demoralize.Demotivate (2/Day). The pledgemage hurls magical insults at one creature it can see within 30 feet of itself. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
thoughts, fear
1/day each: confusion, dominate person, mass suggestionGreen abishais are adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic
draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat’s five dragon heads: black, blue, green, red, and white.
Tiamat deploys
Monsters
Mordenkainen Presents: Monsters of the Multiverse
no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: dancing lights, darkness
1/day each: confusion, faerie fireA draegloth is a demon created by an elf
shape of an elf’s arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing red eyes, a doglike snout, and a
Magic Items
Curse of Strahd
normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff’s pores, and you
must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
Blight Bane. While you are attuned
Magic Items
Mythic Odysseys of Theros
Guide for details on randomly determined properties.
Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either
Demogorgon
Legacy
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Monsters
Out of the Abyss
the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell.Demogorgon can take 2
apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it.
Similarly, the spiraling Y sign of
Monsters
Eberron: Rising from the Last War
following spells, requiring no components:
At will: arcane eye
3/day each: clairvoyance, confusion, dream, eyebite
Magic Resistance. The quori has advantage on saving throws against spells and other
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
Backgrounds
Sword Coast Adventurer's Guide
innkeepers, rangers, and the clergy of gods that are aligned with the Harpers’ ideals.
The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
Backgrounds
Guildmasters’ Guide to Ravnica
, a set of common clothes, a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice
A Flair for the Dramatic
Rakdos performance styles typically fuse
;flaming sphere
3rd
fear, haste
4th
confusion, wall of fire
5th
dominate person
Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture
Juiblex
Legacy
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Monsters
Out of the Abyss
red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated.
Only the
Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.
Regional Effects
The region containing Juiblex’s lair is warped by its
Baphomet
Legacy
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Monsters
Out of the Abyss
minotaur—considered the greatest gift of the Prince of Beasts.
Baphomet himself appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes
until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Baphomet
d100
Flaw (lasts until cured)
01–20
“My anger consumes me. I can’t be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to
of the following lair actions; it can’t take the same lair action two rounds in a row:
Green Slime. A green slime (see the Dungeon Master’s Guide) appears on a spot on the ceiling that
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force
3/day each: confusion, dream, mislead, programmed illusion, seeming
1/day each
’s Guide for more on madness.
Madness of Fraz-Urb’luu
d100
Flaw (lasts until cured)
01–20
“I never let anyone know the truth about my actions or
Yeenoghu
Legacy
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Monsters
Out of the Abyss
Yeenoghu’s next turn.
3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu’s next turn.
Flail. Melee Weapon Attack: +16
madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Yeenoghu
d100
Flaw (lasts until cured)
01–20
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with
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.
Magic Items
Tasha’s Cauldron of Everything
"Artifacts" section of the Dungeon Master's Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Properties of the Mortar. The mortar is a Tiny wooden
specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within
classes
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren’t mere bodyguards or tour guides. Trail
must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory.
Monsters
Infernal Machine Rebuild
with gems of red and black in each eye socket—then attacks.
Spectral Visage. An eye of fear and flame resembles a hooded, skeletal humanoid figure. The interior of its hood cannot be seen except as an
combat, it targets not only its opponents but also innocent bystanders, seeking to cause the greatest amount of confusion and destruction. If the creature is destroyed, these gems can be recovered
classes
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren’t mere bodyguards or tour guides. Trail
must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory.
Ranger
Legacy
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Classes
Basic Rules (2014)
trackless forests and across wide and empty plains, rangers keep their unending watch. Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Ranger Standing as a bastion between civilization and the wilderness, Boros rangers scout the rubblebelts and other wild areas of Ravnica. Gruul rangers serve a similar role, though they are focused
on protecting their clans from the encroachment of civilized forces such as the Boros. Selesnya and Golgari rangers are focused on protecting their communities. Ranger Subclass Guild Beast Master
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Ranger Standing as a bastion between civilization and the wilderness, Boros rangers scout the rubblebelts and other wild areas of Ravnica. Gruul rangers serve a similar role, though they are focused
on protecting their clans from the encroachment of civilized forces such as the Boros. Selesnya and Golgari rangers are focused on protecting their communities. Ranger Subclass Guild Beast Master
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that
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
all part of the spirit world, and they’re all around you. Do you believe that the spirits guide your actions? Do you show respect to the spirits of a location? Talentan shamans tend to be druids of the
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
all part of the spirit world, and they’re all around you. Do you believe that the spirits guide your actions? Do you show respect to the spirits of a location? Talentan shamans tend to be druids of the
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
on themselves, a capable guide can see the road through the road and the trail beneath the trail. In doing so, the guide sidesteps the confusion and leads charges safely to their intended destination
Feywild Guides The Feywild has its own illogical logic that visitors from other planes can never fully grasp. A guide who is well-versed in the ways of the Feywild can save travelers time and
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
on themselves, a capable guide can see the road through the road and the trail beneath the trail. In doing so, the guide sidesteps the confusion and leads charges safely to their intended destination
Feywild Guides The Feywild has its own illogical logic that visitors from other planes can never fully grasp. A guide who is well-versed in the ways of the Feywild can save travelers time and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
“Planar Portals” in the Dungeon Master’s Guide). Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex (appears in this book). They gradually become self-aware and seek to
discern that the alkilith isn’t ordinary slime or fungus.
Foment Confusion. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
“Planar Portals” in the Dungeon Master’s Guide). Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex (appears in this book). They gradually become self-aware and seek to
discern that the alkilith isn’t ordinary slime or fungus.
Foment Confusion. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ranger The characters encounter a helpful ranger, who might be a member of the Emerald Enclave or simply a wanderer of the wilderness. Either way, the ranger is happy to serve as a guide or a source
of information. There is a 50 percent chance that the ranger has a riding horse, one or more beast companions, or both. A ranger with neither travels alone on foot. Two sample rangers are presented