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Returning 35 results for 'door singing ranger'.
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Monsters
Spelljammer: Adventures in Space
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1/day: darkness, dimension door, fly, hypnotic patternA ship of vampirates needs a spellcaster to operate the spelljamming helm. A vampirate mage rarely, if ever, leaves the helm.
Vampirate
they’re not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys.
A ship crewed by vampirates usually has one or more Shadow;shadows aboard—the Undead remains of some of the vampirates’ victims.Cold, Necrotic, PoisonRadiant
Species
Wayfinder's Guide to Eberron
ground and faced your ancestors, and twenty fell before his singing blades. You are no Dhakaani of old, and a mere twenty of you will bring no honor to the Taeri.”
The warlord hissed in fury, and
’re a wizard, your ancestor was likely a legendary archmage. If you’re a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave E via the secret door in area D5 (see map D); characters can also enter from cave F through the hallway west of area D4. If the characters approach from
outside the cave, read the following boxed text aloud to begin: Torches illuminate this stinking cave. A horrendous racket of discordant voices echoes within. The voices appear to be singing—quite
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
.
5
An adult deep dragon craves the knowledge stored in an aboleth;aboleth's nearby lair.
6
A spirit naga desperately wants to claim the key to a mysterious underground door from the hoard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
magic if a detect magic spell is cast upon it. Sounds from Beyond. A character who listens with an ear to the door will hear far-off music and happy singing, obviously coming from the other side of the
16. Locked Oaken Door The thick wooden door ahead of you is heavily bound with iron bands, and there are several locks keeping it shut.
Aura. The door is found to radiate an aura of abjuration
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, read the following boxed text aloud: K’Tulah, biting her lip to keep from singing, slumps to the floor with her back against a wall and her head in her hands. After a moment her ears flatten, and she
, she attempts to force the door. When that doesn’t work, she demands that Varnyr open it, but Varnyr refuses. Unless K’Tulah is subdued, she attacks Varnyr to get the key. A character can try to calm
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Alarm Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (a bell and silver wire)
Duration: 8 hours
You set an alarm against intrusion
. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Alarm Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (a bell and silver wire)
Duration: 8 hours
You set an alarm against intrusion
. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the
. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Fey Wanderer Spells Ranger Level Spell 3rd charm person 5th misty step 9th dispel
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, leaving Moog with no one to abuse on a daily basis. Moog is singing a mournful tune, which is amplified by the acoustics of the tower. Moog sits on the upper level of the tower (area 2), her calves and
bare feet dangling through a hole in the floor. From this position, she can see anyone that enters the tower through the front door, the hole in the upstairs wall, or the window above the doorway. She
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Console The door frame has a platinum coin wedged into it (see area 19). Bolted to the floor in the middle of the room is an iron console that resembles a pedestal with a slanted top. Protruding
Fahrenheit.
Button 1. The inscription next to this button reads “MUSIC.” Pushing the button fills the castle with ambient orchestral music occasionally punctuated with a singing chorus. Pressing the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 15 +2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
burning candle and littered with plates cleared of food and half-drained tankards. The sounds of gamblers yelling and drunken adventurers singing bawdy songs nearly drown out the off-key strumming of a
knocks Krentz out cold but is then beaten unconscious by his companions. Durnan, the proprietor of the Yawning Portal, points toward the door. “Out!” he snarls, and the Xanathar Guild members flee carrying Krentz’s unconscious form.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
jar 3 Burning fire 4 Cracked gem 5 Door 6 Fresco 7 Furniture 8 Glass sculpture 9 Mushroom field 10 Painting 11 Plant or tree 12 Pool of water 13 Runes engraved on wall or floor 14 Skull 15 Sphere of
, or turns into a monster 85–87 Casts suggestion on the characters 88–90 Wails loudly when touched 91–93 Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming) 94–97 Teleports characters to another place 98–00 Swaps two or more characters’ minds
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with a tattered canopy stands nearby.
Morgantha’s daughters are repulsive even in their human guises. When they are not singing, dancing, or telling terrible jokes to one another, they are pricking
crate is fitted with a small door that has an iron latch and iron hinges. It can be unlatched and opened easily from the outside. The two captured children (LG male and female noncombatants) were taken
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
locked. If the characters open any and look inside, they see that the rooms on each side of the hall are dimly lit by natural light that filters through dirty, shuttered windows. The door at the east
bones are all that remain of mongrelfolk who perished and were eaten. The survivors beg for food. S15f. Singing and Dancing Mongrelfolk Eight mongrels caper about the wreckage of this bedchamber while
Compendium
- Sources->Dungeons & Dragons->Divine Contention
an action lowers the weapons back into the cargo hold. Magic Statue. An 8-foot-tall, 4,000-pound stone statue of Drizzt Do’Urden, a famous drow ranger, stands near the front of the main deck, posed
Cabin The door to this cabin is locked (see the “Icingdeath and Twinkle Features” sidebar). Captain Xalti Tezzan (see “Drow Crews”) holds the key. If the characters enter this room, read the following
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hugs the outer wall of the inn and leads up to guest quarters on the upper floor (areas N2l and N2m). The sturdy wooden door at the top of the stairs can be barred from the inside. N2c. Taproom Damp
his identity. He carries an iron key that unlocks the door to his carnival wagon (area N5). N2d. Wine Storage This hallway contains three curtained alcoves as well as a larger area stuffed with wine
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
successful DC 20 Strength check is required to pull up the encrusted door. Magic such as knock or passwall can also help open or bypass the door. Directly beneath the door is a 20-foot-square
people rose up to overwhelm the wizard's lackeys and marched on his keep, where, led by a powerful and good cleric and his ranger acolytes, they destroyed Keraptis's final guardians. The great wizard
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
open them. The kobolds are unaware of the secret door concealing area N16, having never visited that part of the lair.) Wyrmlings. Nakari rescued a pair of wyrmlings from the nearby forest and is raising
kobold has a Pouch that contains 1d12 CP. N7: Molting Cave This cave lies hidden behind a secret door (see “Lair Features”). This dark cave has no other exits. Scattered over the floor are molted
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
the scene, playing the part of a helpful dryad. Read or paraphrase the following: You hear the sound of a singing voice approaching, heralding the arrival of an elderly dryad bearing the features of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
: Locked Passage At the northeast end of this passageway, a heavily padlocked door in a frame is built into the rock.
Matt Stikker
The lock is simple (1 action to pick) and of superior quality
(DC 20). The Corsairs padlocked this door to keep Pierre from going deeper into the complex.
B6: Loot Vault When the characters come within 30 feet of this area, read or paraphrase the following
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door. Masonry Debris. An expanse of crumbled masonry surrounds the entire citadel. Those attempting to cross it
, 10-foot-deep pit. A 2-foot-wide catwalk on the west edge allows access to the door that leads to area 4. It takes a successful DC 15 Wisdom (Perception) check to note the trapdoor’s unmortared edge
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
calls for the crowd to place their bets. 31–34 Three harpies fly through the streets singing a jolly drinking song. Each carries a bucket around her neck, and passersby occasionally drop coins in one. 35
group of students from Morgrave University moves through the street, asking for directions to Dragoneyes. 69–72 You turn down an empty street. A door suddenly materializes on a nearby building that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
which holds a resting carnival performer or worker (commoner). Carnies call for help when they are confronted by intruders and fight only in self-defense. J15. Brig A door made of crisscrossing iron bars
and fitted with a sturdy lock seals off this cabin, whose only feature is a chamber pot. The captain carries the key to the door. The lock can be picked by a character who makes a successful DC 17
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon neighbor.
3 A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business.
4 A talented young ranger is kidnapped by a
underground door from the hoard of an adult deep dragon.
7 An adult deep dragon has ended up rearing a young brass dragon and is running out of patience for the young dragon’s mischief.
8
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
travelers must confront the great pair of iron doors known as the Caravan Door. Like the rest of Citadel Adbar, this gate has never been breached. Mention the idea of that happening to an Adbarran dwarf
both singing and history.
The current dirgekeeper is Ollyn Grimtongue of Citadel Felbarr, who was appointed by King Emerus Warcrown a century ago, and is the only dwarf permitted to add new lines to
Compendium
- Sources->Dungeons & Dragons->Divine Contention
army of a hundred warriors. Three suits of full plate armor rest on dummies by the western wall. Weapons Locker. This locker is reinforced with a superior lock. To open this door, a character must
wall. B8. Guard Room The soldiers relax in this chamber when they’re not on duty, wiling away their downtime by playing cards, drinking, or singing. There are 1d4 + 2 guards in here at any time of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
with the polar bear statistics) stays in her room. The creature acts as a guard and immediately attacks any intruder, for it can smell the person at the door. The bear makes no noise until it attacks
on the walls and the floor. Hidden Door. Near the southwest corner is a door concealed behind a manticore hide hung on the wall. Someone looking around the room can notice the shape of the door behind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
shoulders, is a tenement that carries the name “the God Catcher.” The tenement’s landlord is Aundra Blackcloak, an unsociable sorcerer who is rarely seen in the city except when she alights from the door
the north, wherein lies the entrance of a tunnel carved through the arm. Visitors and residents can ring a bell in the courtyard, whereupon a door guard acknowledges the ringer and lowers a rope ladder
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
moon at night. The interior of the ship and the sea cave are concealed in darkness. Structure. The wood of the Marshal’s hull, deck, and doors is rotting. Unless otherwise noted, a door or a 5-foot
find Bess, she tries to flee unless one of them wears a symbol of St. Cuthbert, in which case she follows that character around singing and obeys orders given to her by that character. M7. Missionary
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to immediately wink out. They don’t return, even if the silence effect ends. Danger of Making Music. The characters can create their own musical echoes here by playing an instrument or singing, but
after a fight: Activation Rods. The two rods in area B7 carry an electric charge and, when touched simultaneously, open the door in area B14. (The githyanki know that the charge deals a painful jolt
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
these embarrassments, he declared an oath to bring death to all gnomes.
To keep his nemesis from doing him harm, Garl tricked Kurtulmak into chasing him into a maze of caves by singing mocking songs
techniques. Every secret door, spy hole, and intruder alarm in a gnome warren is a tribute to Gaerdal’s principles. Nebelun Nebelun, also known as the Meddler, is fearless, perhaps foolishly so. Every
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
doorsteps, and the like), it is an occasion of much drinking, singing, and dancing in Waterdeep. The wealthy host elaborate masked balls, while poorer folk don costumes of their own make and travel door
to door, gaining brief entry into the celebrations in exchange for performing a song or a short play. All adopt the guises of fey beings and the supposed rulers of the Feywild, such as Queen Titania
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to the shrine for decades, has officiated at the marriages of many couples, and is widely loved and trusted in Red Larch. 2. The Swinging Sword One door north of the Allfaiths Shrine stands the
Swinging Sword. The inn is a three-story stone structure, crowned by a steep slate roof that bristles with many chimneys. A signboard juts out over the door, hanging from chains. It’s a ten-foot-long