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Returning 35 results for 'confusion reflective guardian to have ranger'.
Monsters
The Book of Many Things
lost.
This drone has the Confusion spell stored.Multiattack. The drone makes two fist attacks.
Fist. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Fist"} to hit
mechanical animal or plant.
This Construct doesn’t have a control amulet and can’t be controlled like other shield guardian;shield guardians.Poison
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ranger Spells 1st Level
Absorb elements (abjuration)
Beast bond (divination)
Snare (abjuration)
Zephyr strike (transmutation)
2nd Level
Healing spirit (conjuration)
3rd Level
Flame
arrows (transmutation)
4th Level
Guardian of nature (transmutation)
5th Level
Steel wind strike (conjuration)
Wrath of nature (evocation)
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ranger Spells 1st Level
Absorb elements (abjuration)
Beast bond (divination)
Snare (abjuration)
Zephyr strike (transmutation)
2nd Level
Healing spirit (conjuration)
3rd Level
Flame
arrows (transmutation)
4th Level
Guardian of nature (transmutation)
5th Level
Steel wind strike (conjuration)
Wrath of nature (evocation)
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Greater Restoration Level 5 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes
a cursed magic item Any reduction to one of the target’s ability scores Any reduction to the target’s Hit Point maximum RINA NORDSOL A halfling Cleric casts Guardian of Faith to fend off a ravenous worg
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Subclasses Class Subclass Level Available Description Barbarian Path of the Ancestral Guardian 3rd Calls on the spirits of honored ancestors to protect others Barbarian Path of the Storm Herald
who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Subclasses Class Subclass Level Available Description Barbarian Path of the Ancestral Guardian 3rd Calls on the spirits of honored ancestors to protect others Barbarian Path of the Storm Herald
who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
remain there
Alien minerals and samples of rare ores line the shelves of this metallurgist’s laboratory. An advanced detention drone (use the shield guardian stat block) stands in the room’s
corner. This Construct doesn’t have a control amulet and can’t be controlled like other shield guardians; it attacks any creature that enters the room without displaying a key card. It has the Confusion
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
remain there
Alien minerals and samples of rare ores line the shelves of this metallurgist’s laboratory. An advanced detention drone (use the shield guardian stat block) stands in the room’s
corner. This Construct doesn’t have a control amulet and can’t be controlled like other shield guardians; it attacks any creature that enters the room without displaying a key card. It has the Confusion
Compendium
- Sources->Dungeons & Dragons->Monster Manual
-like guardian. Called a spectator, the being summoned by such a ritual resembles a beholder with five magical eyes—a central eye and four on stalks arrayed around the crown of the creature’s
spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcaster’s choice—typically a treasure or location. The spectator is a reliable guardian and allows only its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
-like guardian. Called a spectator, the being summoned by such a ritual resembles a beholder with five magical eyes—a central eye and four on stalks arrayed around the crown of the creature’s
spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcaster’s choice—typically a treasure or location. The spectator is a reliable guardian and allows only its
Compendium
- Sources->Dungeons & Dragons->Rrakkma
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
the adventurers. That said, if they would like to speak with the creature on their turn, they get back a gibberish reply and their next saving throw against confusion is made with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
the adventurers. That said, if they would like to speak with the creature on their turn, they get back a gibberish reply and their next saving throw against confusion is made with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
:
Barbarian: Path of the Ancestral Guardian, Path of the Zealot
Bard: College of Glamour, College of Whispers
Druid: Circle of Dreams, Circle of the Shepherd
Fighter: Arcane Archer, Cavalier, Samurai
Monk: Way of the Drunken Master, Way of the Kensei, Way of the Sun Soul
Paladin: Oath of Conquest
Ranger: Gloom Stalker, Horizon Walker, Monster Slayer
Rogue: Mastermind, Scout, Swashbuckler
Sorcerer: Divine Soul, Shadow Magic, Storm Sorcery
Warlock: Celestial, Hexblade
Wizard: War Magic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
:
Barbarian: Path of the Ancestral Guardian, Path of the Zealot
Bard: College of Glamour, College of Whispers
Druid: Circle of Dreams, Circle of the Shepherd
Fighter: Arcane Archer, Cavalier, Samurai
Monk: Way of the Drunken Master, Way of the Kensei, Way of the Sun Soul
Paladin: Oath of Conquest
Ranger: Gloom Stalker, Horizon Walker, Monster Slayer
Rogue: Mastermind, Scout, Swashbuckler
Sorcerer: Divine Soul, Shadow Magic, Storm Sorcery
Warlock: Celestial, Hexblade
Wizard: War Magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
playing a tinny tune.
Guardian. Rex, a shield guardian painted with gold stars and crescent moons, stands next to the table.
Loose Pages. The floor is strewn with sheets of parchment bearing
sketches of metal contraptions (including the Simulacrux in area 2).
Rex the shield guardian accompanies Zox wherever he goes. Unlike most shield guardians, Rex doesn’t have an amulet and thus can’t be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
playing a tinny tune.
Guardian. Rex, a shield guardian painted with gold stars and crescent moons, stands next to the table.
Loose Pages. The floor is strewn with sheets of parchment bearing
sketches of metal contraptions (including the Simulacrux in area 2).
Rex the shield guardian accompanies Zox wherever he goes. Unlike most shield guardians, Rex doesn’t have an amulet and thus can’t be
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nylea’s Champions Alignment: Usually neutral, often good Suggested Classes: Barbarian, cleric, druid, ranger Suggested Cleric Domains: Nature Suggested Backgrounds: Folk hero, hermit, outlander Most
, you have proven yourself a guardian of the wilds. You can cast hunter’s mark with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nylea’s Champions Alignment: Usually neutral, often good Suggested Classes: Barbarian, cleric, druid, ranger Suggested Cleric Domains: Nature Suggested Backgrounds: Folk hero, hermit, outlander Most
, you have proven yourself a guardian of the wilds. You can cast hunter’s mark with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
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
. Arboreal fungus releases a cloud of confusion spores. The character must succeed on a DC 12 Constitution saving throw or have disadvantage on the next ability check they make. A torrent of falling
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
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
. Arboreal fungus releases a cloud of confusion spores. The character must succeed on a DC 12 Constitution saving throw or have disadvantage on the next ability check they make. A torrent of falling
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
from the myconids that live there. He uses the mushrooms to make potions of healing. But the myconids have installed a fearsome guardian at their caves—a fungus-covered octopus monster—that has turned
mercenary company called the Azure Wolves. Age and battle have taken a toll on her, and she is spending her twilight years in reflective contemplation at Dragon’s Rest. Her demeanor is gruff, but she is
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
from the myconids that live there. He uses the mushrooms to make potions of healing. But the myconids have installed a fearsome guardian at their caves—a fungus-covered octopus monster—that has turned
mercenary company called the Azure Wolves. Age and battle have taken a toll on her, and she is spending her twilight years in reflective contemplation at Dragon’s Rest. Her demeanor is gruff, but she is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area 8. Their gear is stored in area 13 until it can be studied and inventoried by the storeroom’s guardian, Azi Mas. If the characters don’t escape within 1 hour, they are visited by the yuan-ti
into yuan-ti purebloods so they can get closer to Ras Nsi (see area 9). While the characters sow confusion, she assembles her guards and priests (see areas 6 and 7), ambushes Ras Nsi, and attempts to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area 8. Their gear is stored in area 13 until it can be studied and inventoried by the storeroom’s guardian, Azi Mas. If the characters don’t escape within 1 hour, they are visited by the yuan-ti
into yuan-ti purebloods so they can get closer to Ras Nsi (see area 9). While the characters sow confusion, she assembles her guards and priests (see areas 6 and 7), ambushes Ras Nsi, and attempts to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature gains insight as if it had cast the contact other plane spell. On a failure, the creature is affected as if it failed a saving throw against the confusion spell. This effect ends at the end of the
bleeding also stops if the target receives magical healing. 47–52 Mirrors and other highly reflective surfaces allow magical transport while in the region. Any creature that touches its reflection in an
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature gains insight as if it had cast the contact other plane spell. On a failure, the creature is affected as if it failed a saving throw against the confusion spell. This effect ends at the end of the
bleeding also stops if the target receives magical healing. 47–52 Mirrors and other highly reflective surfaces allow magical transport while in the region. Any creature that touches its reflection in an
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth
worth 100 gp each, and six paintings worth 250 gp each. V12b: Guardian Chamber. A beholder zombie waits inside this vault. Akaazi keeps this zombie apart from the other Undead and reserves it for
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth
worth 100 gp each, and six paintings worth 250 gp each. V12b: Guardian Chamber. A beholder zombie waits inside this vault. Akaazi keeps this zombie apart from the other Undead and reserves it for
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have the listed spells prepared.
Celestial Spells Warlock Level Spells
3 Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame
5 Daylight, Revivify
7 Guardian
, Hunger of Hadar
7 Confusion, Summon Aberration
9 Modify Memory, Telekinesis
Level 3: Psychic Spells When you cast a Warlock spell that deals damage, you can change its damage type to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have the listed spells prepared.
Celestial Spells Warlock Level Spells
3 Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame
5 Daylight, Revivify
7 Guardian
, Hunger of Hadar
7 Confusion, Summon Aberration
9 Modify Memory, Telekinesis
Level 3: Psychic Spells When you cast a Warlock spell that deals damage, you can change its damage type to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
end of the next round. On a successful save, a creature takes half as much damage only. 3 Splendor. The area shimmers, and Shemeshka’s visage appears in countless reflective surfaces. Creatures of
Shemeshka’s choice in the area must succeed on a DC 18 Wisdom saving throw or be affected by a confusion spell. 4 Crushing Will. Amid the sound of vulpine yips and growls, Shemeshka’s will overwhelms the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
end of the next round. On a successful save, a creature takes half as much damage only. 3 Splendor. The area shimmers, and Shemeshka’s visage appears in countless reflective surfaces. Creatures of
Shemeshka’s choice in the area must succeed on a DC 18 Wisdom saving throw or be affected by a confusion spell. 4 Crushing Will. Amid the sound of vulpine yips and growls, Shemeshka’s will overwhelms the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the narwhal horn in this cave feels it tug toward the reflective water. P16. Hut of the Dark Tide The waterfall at the southern end of this cave is audible from the northern approach. A crude stone hut
inside the hut. The hut contains two hammocks made from fishing nets, as well as the knights’ weapons, clothing, and belongings. None of these belongings are valuable. P17. Elemental Guardian Water
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
as they do, behold a vision to inspire their next creation. The reflective period can be dawn to dusk, midnight to midday, or any other period. As the Unrolling Scroll stands in the Upper City, though
vastly outweigh the losses. Statue of Minsc and Boo. For years the Wide hosted one of the city’s most cherished landmarks: the Beloved Ranger, a statue of a powerful warrior in plate mail wearing a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the narwhal horn in this cave feels it tug toward the reflective water. P16. Hut of the Dark Tide The waterfall at the southern end of this cave is audible from the northern approach. A crude stone hut
inside the hut. The hut contains two hammocks made from fishing nets, as well as the knights’ weapons, clothing, and belongings. None of these belongings are valuable. P17. Elemental Guardian Water