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                        Returning 35 results for 'corpses words ranger'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    
All play and no work—those are the words I live by.
7
I am always the first to offer a compliment.
8
Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected
                                                
                                            
                                                
                                                     future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                    ":"Needle"} to hit, range 60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Needle","rollDamageType":"piercing"} piercing damage.A wise ranger knows that the sight
                                                
                                            
                                                
                                                     of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.
Roving Corpses. Needle spawn are created by needle lord;needle lords—hulking
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     damage.A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.
Roving Corpses. Needle spawn are created
                                                
                                            
                                                
                                                     spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army.
Unnatural Ally. A needle lord is an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     responses. Bestiary for Derwyth. One of the corpses clutches a thin leather-bound book—an illustrated bestiary of creatures local to the mountains, which is worth 30 gp. The words “for Derwyth” are neatly
                                                
                                            
                                                
                                                     memory web dies, its Memory Flood trait releases the messengers’ memories it absorbed (see the “Flood of Memories” section). Shalfey’s Emissaries The robed figures are the corpses of four tower hands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
 Range: 30 feet
 Components: V, S, M (a morsel of food)
 Duration: 24 hours
 A Tiny Beast of your choice
                                                
                                            
                                                
                                                     communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
 Range: 30 feet
 Components: V, S, M (a morsel of food)
 Duration: 24 hours
 A Tiny Beast of your choice
                                                
                                            
                                                
                                                     communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast
                                                
                                            
                                        
                                                    Delerium Fragment
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , marshal forces, and taunt interlopers. As the characters make their way through Muiral’s Gauntlet, they hear one or more of Vlonwelv’s announcements echo throughout the dungeon, her words spoken in Elvish
                                                
                                            
                                                
                                                     bright light in a 15-foot radius and dim light for an additional 15 feet.)
 Corpses. The banshees recently finished off a pair of adventurers, leaving their corpses to rot in the squares marked X on
                                                
                                            
                                        
                                                    Delerium Chip
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                    Delerium Geode
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                    Delerium Massive Cluster
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                    Needle Spawn A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest. Roving Corpses. Needle spawn are
                                                
                                            
                                                
                                                     needle spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army. Unnatural Ally. A needle lord is an
                                                
                                            
                                        
                                                    Delerium Crystal
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                    Delerium Shard
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     edge of the town to the statue of Zariel (area I2). The street is strewn with broken carts, debris, and corpses. I2. Statue of Zariel This 30-foot-tall, white marble statue stands atop a 2-foot-high
                                                
                                            
                                                
                                                     raised dais and depicts an armored, blindfolded angel in a calm, protective stance, with her sword drawn and wings unfurled. The dais is carved with the following words, in Common: “Zariel, guardian of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     actions while in its lair: Creeper Vines. The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become zombies (see their entry in the Monster Manual). The
                                                
                                            
                                                
                                                     green dragon’s lair, in addition to or instead of those described in the Monster Manual: Inviting Whispers. Whispers rustle in the foliage within 1 mile of the dragon’s lair. The words are indistinct
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                    . That other enemy of the target is creating a close-up distraction, regardless of the weapon in hand. Does Uncanny Dodge work automatically against every attack a rogue or ranger gets hit by? Spell
                                                
                                            
                                                
                                                     check that uses your proficiency bonus, whereas the other two features activate when you make an ability check that doesn’t use your proficiency bonus. In other words, a check that qualifies for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     duergar attacked. 6a. Svirfneblin Fungi Grove The fungal grove in the deep gnome enclave has been left to grow wild. Strewn about the grove are the corpses of a dozen dead svirfneblin, all of whom were
                                                
                                            
                                                
                                                     platforms throughout the warehouse allow the deep gnomes to reach these compartments. Each crystal platform can move up, down, or side-to-side on command, but only the deep gnomes know the command words to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     left. There you will see the path you are destined to take.” These words seem to emanate from within the obelisk and are meant to sound soothing, but a character who hears the words can discern a hint
                                                
                                            
                                                
                                                     table tipped on its side. (They peer around the table’s edges with their bows aimed at the rough-hewn tunnel leading east.)
 Corpses. Lying on the floor between the goblins and the tunnel are two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     necromancy, and he has all the hallmarks of a Red Wizard of Thay — namely, the red robes, the bald head, and the evil bent. He treats others as soon-to-be corpses and is more interested in their anatomy than
                                                
                                            
                                                
                                                     what they say or do. Nylas wants to turn the Horned Sisters (see below) into zombies because they have acted cruelly toward him. He asks the characters to kill them so he can raise their corpses with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Druid 8 12 14 13 15 10 Fighter 15 14 13 8 10 12 Monk 12 15 13 10 14 8 Paladin 15 10 13 8 12 14 Ranger 12 15 13 8 14 10 Rogue 12 15 13 14 10 8 Sorcerer 10 13 14 8 12 15 Warlock 8 14 13 12 10 15 Wizard 8
                                                
                                            
                                                
                                                     low Charisma might look and behave differently from a charismatic character with low Strength. The following tables of descriptive words give suggestions of how you might describe your character based
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     12 13 10 15 Cleric 14 8 13 10 15 12 Druid 8 12 14 13 15 10 Fighter 15 14 13 8 10 12 Monk 12 15 13 10 14 8 Paladin 15 10 13 8 12 14 Ranger 12 15 13 8 14 10 Rogue 12 15 13 14 10 8 Sorcerer 10 13 14 8
                                                
                                            
                                                
                                                     personality. A very strong character with low Charisma might look and behave differently from a charismatic character with low Strength. The following tables of descriptive words give suggestions of how
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     his missing eye. 
   4  An undertaker from Candulhallow’s Arrangements approaches and asks if the party has considered undeath insurance, ominously warning about liabilities should their corpses commit
                                                
                                            
                                                
                                                    -known shanty called Really Big Oysters, but quickly forget the words and stumble away. 
   12  A reeking, damp “druid” flees from the direction of the Sewer Keep. If stopped, the panicked man claims
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     Candulhallow’s Arrangements approaches and asks if the party has considered undeath insurance, ominously warning about liabilities should their corpses commit post-death damages. 5 Scalm Shilvin of Eastway
                                                
                                            
                                                
                                                     back to Mandorcai’s Mansion. 11 Two drunk sailors invite the characters to join them in singing a well-known shanty called Really Big Oysters, but quickly forget the words and stumble away. 12 A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     welcome. The other council members are happy beyond words to have their companion back, and a joyous celebration ensues that night in the village green. If the characters don’t attend, they receive
                                                
                                            
                                                
                                                     Giant Centipede skitter from behind the bark and roots to fight the characters. R7: Gruesome Camp To the northeast of this redwood is a burned-out campfire, around which are three humanoid corpses. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    : Passage of Death Four duergar corpses are strewn about this curved passage.
 Six duergar explorers—two mages and four warriors—came to the Briny Maze a few months ago. The mages were disciples of
                                                
                                            
                                                
                                                     Ilvaash who planned to sacrifice their warriors to Ilvaash. Violence ensued, and the duergar killed each other. The corpses are those of the duergar warriors. The two mages now lurk in area B3 as psionic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     touch it, because she’s sick to death of trout. Hethyl Arkorran Hethyl is a heartless creature—not cruel out of spite, just blunt in a mean, uncaring way. She doesn’t hide the truth or mince words, and
                                                
                                            
                                                
                                                    -frozen bodies near the bottom, weighed down by their chain shirts. There are six human corpses and six dwarf corpses in all—the remains of the castle guards killed by the cultists. A 5-foot-wide, 8-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     magic flames for 24 hours. If the brazier is lit, the heat it gives off starts to melt the ice in the chamber, revealing the words of the inscription after 10 minutes. Alcoves. Examination of the alcoves
                                                
                                            
                                                
                                                     and mops frozen stiff by the cold. As the party explores higher up in the tower, the recurring phrase changes to: “I am Ivira. Ivira is my name.” These words are written in wine stains, and the floor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     bother with these days.” He gestures at the corpses about the room, “Do try to contain yourselves better than this lot did.”
 Caradoc delights in mocking the characters and disrespecting the dead. As
                                                
                                            
                                                
                                                     the scroll he was holding. Its slightly scorched parchment is sealed by black wax with a rose emblem stamped into it. If they open the scroll, the characters see the following words burned into the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     is a row of ten corpses frozen into a wall of ice: three Luskar warriors, a dwarf, and six Ice Hunters. The bodies have been preserved in the ice, making it impossible to tell how long they’ve been
                                                
                                            
                                                
                                                     speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on this check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    . Characters who kill the spider and search the webs find the cocooned, desiccated corpses of an albino dwarf and a goblin, but no treasure. Eastern Dome. Three chwingas (see appendix D) live in this dome. They
                                                
                                            
                                                
                                                     commissioned out of appreciation and affection, but defaced it when she believed the general betrayed her. The face is completely destroyed. Gouged across its back in Old Omuan are the words “Forgive me
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     is a row of ten corpses frozen into a wall of ice: three Luskar warriors, a dwarf, and six Ice Hunters. The bodies have been preserved in the ice, making it impossible to tell how long they’ve been
                                                
                                            
                                                
                                                     adventurers and speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     of sacred gemstones, but the mind flayers took the gems when they vanquished this place’s defenders. The basin is now empty. West Room. Attendants here dressed and armored the prepared corpses. The
                                                
                                            
                                                
                                                    , crumbling skull on the floor. Both doors bear Dwarvish writing.
 The stone door to the north has the words “the honored dead” carved into it in Dwarvish. The askew door to the east bears the words
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     fluid originates from the upper levels of Landro. L2: Cave Graveyard The corpses of recently fallen human soldiers bearing fine weapons and well-oiled armor lie scattered about this musty cavern.
 A
                                                
                                            
                                                
                                                     been here for years. Anyone who examined the thin, gray liquid in the cave entrance realizes that the white powder is residue from this liquid. The corpses are Cyran soldiers who were instantly killed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     other corpses are scattered on the floor. Some have been picked down to bone, their clothing and armor discarded nearby, while others have hardly been touched.
 The walls are uneven, with small ledges
                                                
                                            
                                                
                                                     floor. The first 40 feet of the climb require a DC 10 Strength (Athletics) checks, but after that, the DC is 15. Corpses. The bodies on the floor include a water cultist (the figure with the crab-shell
                                                
                                            
                                        





