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                        Returning 35 results for 'grove conflict level'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                    Locations on the Grove Level  Map 1.2: Grove Level View Player Version  The grove level and the fortress level connect through the shaft that leads from area 41 to 42. The following locations are
                                                
                                            
                                                
                                                     druidic theories on the cycle of life and death (worth 150 gp). Cubbyholes in the desk hold 365 gp and four agate gems (20 gp each). 54. Grove Gate Twigs and roots are piled on the floor of this
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property canât be used again until the next dawn.
Sentience. Wave is a sentient weapon of
                                                
                                            
                                                
                                                     Aquan.
Personality. Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to further the weaponâs objectives in the
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
                                                
                                            
                                                
                                                     they can to maximize the impending devastation.
Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing
Limited Magic Immunity. Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be
                                                
                                            
                                                
                                                     horrors of the Last War were instigated â or at least encouraged â by Mordakhesh's operatives, and his claws are known to have perpetrated some of the most brutal massacres of that conflict. No one knows
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks
                                                
                                            
                                                
                                                    ). Illmarrow has the following wizard spells prepared:
Cantrips (at will): chill touch (see âActionsâ below), fire bolt, mage hand, prestidigitation, ray of frost
1st level (4 slots): magic
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Wither","rollDamageType":"necrotic"} necrotic damage.
Fire Storm (7th-Level Spell; 1/Day). The lich fills up to ten 10-foot cubes with fire. Every cube must be within
                                                
                                            
                                                
                                                     strong wind.
The lich commands the might of its diseased grove, creating a shambling mound. The shambling mound appears in an unoccupied space within 30 feet of the lich, acts on its own initiative
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     centuries-old conflict between fey courts.
4
An ancient moonstone dragon;ancient moonstone dragon's sibling, imprisoned for centuries in the Shadowfell, has finally returned home as a shadow
                                                
                                            
                                                
                                                     existence and connected through portals under the dragonâs control. A lair might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
                                                
                                            
                                                
                                                     doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    .
Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw
                                                
                                            
                                                
                                                    .
3
An ancient topaz dragon;ancient topaz dragon's lair contains a portal to the Elemental Chaos.
4
An ancient bronze dragon and an ancient topaz dragon are locked in an ongoing conflict that
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and
                                                
                                            
                                                
                                                     sunbathing beaches where they can best accomplish this.
Their preference for lair sites frequently brings topaz dragons into conflict with other creatures, since they resent having to share their
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     level or lower, the spell has no effect on the chimera and instead targets the caster.Multiattack. The chimera makes three attacks: one with its claws, one with its head, and one with its tail. When its
                                                
                                            
                                                
                                                    , and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result.
Body
                                                
                                            
                                        
                                                    Sahuagin Priestess
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She
                                                
                                            
                                                
                                                     has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
                                                
                                            
                                        
                                                     Species
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. âI came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
                                                
                                            
                                                
                                                     is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
                                                
                                            
                                                
                                                     one another in a devastating conflict called the Manshoon Wars. The original Manshoon and all but three of his clones were killed, and today only a single Manshoon is believed to be active in Faer
                                                
                                            
                                        
                                                     Species
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. âI came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
                                                
                                            
                                                
                                                     is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     the grove with its two circles, and Sovereign Phylo welcomed the new myconids gladly, grateful for Basidiaâs offer to share the burdens of leading all the circles in the grove. The two sovereigns have
                                                
                                            
                                                
                                                     been close friends ever since, sharing authority and responsibilities with no conflict. Each knows that an individual myconid has only so much time in the cycle of life, and that when both have passed, a single sovereign will take their place after their bodies are returned to nourish the soil.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , their pursuit level remains unchanged, as Ilvara waits to hear from the missing patrol. The drow pursuit resumes when the party leaves the grove. See chapter 2 for more information.
                                                
                                            
                                                
                                                    Arriving at the Grove While many passages lead to Neverlight Grove, most are little more than narrow fissures riven by trickles of water. Only one natural tunnel is fit for relatively easy travel by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     creatures from the Nessian Wood, or by visiting punishment on an entire polis for the actions of a few citizens. From there, she could easily end up in an escalating conflict against mortals across
                                                
                                            
                                                
                                                     blames Iroas for stirring up the conflict and puts Setessa under her protection, expanding the borders of the Nessian Wood to encompass all of Setessa, creating a near-impenetrable fortress filled
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     start the characters at level 2, skip the gathering of samples from the redwood trees in the grove and move the characters directly to the entrance of the dragonâs lair (area R4). Dominik Mayer
                                                
                                            
                                                
                                                    Chapter 1: Death at Sunset  an adventure for
Level 1
characters
 
  This adventure is designed to fill one or two sessions of play.
It can take place in any heavily forested region.
 
 If you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    )
 Wrath of nature (evocation)
 6th Level
 Bones of the earth (transmutation)
 Druid grove (abjuration)
 Investiture of flame (transmutation)
 Investiture of ice (transmutation)
 Investiture of
                                                
                                            
                                                
                                                    Druid Spells  Cantrips (0 Level)
 Control flames (transmutation)
 Create bonfire (conjuration)
 Frostbite (evocation)
 Gust (transmutation)
 Infestation (conjuration)
 Magic stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     ways of seeing, and as with those individuals, you find that your creativity blossoms while you wander in an open field of waving grass or walk in silent reverence through a grove of ancient oaks. Love
                                                
                                            
                                                
                                                     the sea for its bounty. You are on the trail of love, that most precious and mysterious of emotions, and your search fills your stories and your songs with vitality and passion. Conflict. Drama
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Druid Grove 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon
                                                
                                            
                                                
                                                     to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Circles  The circles in Neverlight Grove are divided by specialized function, with each circle performing a specific role in the colony. Seven circles are present in the grove, each containing an
                                                
                                            
                                                
                                                     sovereigns. Phylo asserted that this would make all the circlesâ meldings far more efficient, thereby making the tending of the grove that much easier. Most of the groveâs myconids have gone along
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     level, consider reviewing the âGithâ and âMind Flayerâ entries in the Monster Manual, as well as the âUlitharidâ entry in appendix A. They will help you roleplay the monsters on this level and bring their conflict in Seadeeps to life.
                                                
                                            
                                                
                                                    Level 17: Seadeeps  Seadeeps is designed for four 14th-level characters, and adventurers who defeat the monsters on this level should gain enough XP to advance to 15th level. Before running this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     themselves the owners of the place. They defend themselves aggressively against intrusion, making it difficult to avoid combat with them. Hidden Grove. Eventually, the characters discover the lower level of
                                                
                                            
                                                
                                                     for four 1st-level player characters. They should advance through 2nd level to 3rd level before the finale. The adventure has four basic parts: Oakhurst. Although it isnât part of the adventure per
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     characters rescued Armin from Redwood Grove or the other elves from the dragonâs lair, they are in attendance and lead cheers and songs about the charactersâ heroics. The council members offer the
                                                
                                            
                                                
                                                     villageâs gratitude and a reminder of their impressive deed. If the characters defeat the dragon, each of them earns an additional 400 XP, or you can simply advance them to level 3.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     perseveres in the conflict between the aboleth and the kuo-toa. These drow control access to one of the magic gates on this level.
                                                
                                            
                                                
                                                    House Auvryndar A drow contingent led by a drow priestess of Lolth has holed up in areas 11 and 12. These forces report to Târissa Auvryndar on level 3 and are preparing to challenge whoever
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Clairvoyance Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes
 Range: 1 mile
 Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass
                                                
                                            
                                                
                                                     location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     are knocked unconscious, the party wakes up in a fungi-filled cave 1d6 + 4 miles away from Neverlight Grove, with or without their NPC companions (at your discretion). Their drow pursuit level
                                                
                                            
                                                
                                                     level of madness (see âMadnessâ in chapter 2). If the characters share their experience with Basidia, the sovereign leads the two circles loyal to it out of Neverlight Grove before it is too late
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     frothy Darklake Stout ale. 5a. Duergar Fungi Grove An iron-wrought fence encloses this fungal grove, through which the duergar have carved narrow aisles. The grove contains a host of edible fungi and is
                                                
                                            
                                                
                                                     illuminated by six nightlight mushrooms (see âFungi of the Underdarkâ in chapter 2). A tunnel in the south wall leads to a set of double stone doors. Guarding the fungi grove are four invisible
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     svirfneblin carries a pouch that contains 1d4 50 gp gems. In addition to species of edible fungi, the svirfneblin grove contains the following exotic fungi (as described in the âFungi of the Underdark
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    What Dwells Here? Control of this level is contested between an aboleth and a tribe of kuo-toa. The drow of House Auvryndar watch this conflict intently, waiting to see who comes out on top before making any push of their own. Various other Underdark species vie for a place in these caverns.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Clairvoyance Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes
 Range: 1 mile
 Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass
                                                
                                            
                                                
                                                     location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     other and take control of the gang. Harria is the likely winner of this conflict, because she recently acquired a flesh golem that wandered up from level 2. Struck by Harriaâs resemblance to its creator
                                                
                                            
                                                
                                                    The Undertakers A gang of neutral evil human bandits calling themselves the Undertakers prey on gullible adventurers, demanding a toll of 10 gp per character for safe passage through this level of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     avoid entering the most secluded parts of the grove level. In the past, they feared that the hidden grove was haunted. With the arrival of Belak the Outcast twelve years ago, that belief is vindicated
                                                
                                            
                                        






