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Returning 28 results for 'shift of ranger does vines'.
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Monsters
Lorwyn: First Light
Grappled condition (escape DC 15) from one of two vines.
Radiant Blast. Constitution Saving Throw: DC 17, each creature of the incarnation’s choice in a 20-foot Emanation originating from the
’s tail and leonine legs; in Shadowmoor, this same being might instead resemble a giant crow with a rattlesnake’s tail, its leonine legs stained with blood.RadiantShape-Shift. The
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
it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie.
Monsters
Mordenkainen's Fiendish Folio Volume 1
target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.
Needle. Ranged Weapon Attack: +2;{"diceNotation
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
Monsters
Planescape: Adventures in the Multiverse
(the hand is invisible)
1/day each: jump, plane shift (self only), see invisibilityGithzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to
, its walking speed increases to 40 feet until the start of its next turn.
3–4: Growth. Flowers and vines grow around the githzerai until the start of its next turn, then vanish; the ground
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Martial Versatility 4th-level ranger feature Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
Monsters
Fizban's Treasury of Dragons
dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with
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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):
At will: mage hand (the hand is invisible)
1/day each: jump, plane shift (self only
40 feet until the start of its next turn.
3–4: Growth. Flowers and vines grow around the githzerai until the start of its next turn, then vanish; the ground within 15 feet of the githzerai is
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
remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse’s decaying flesh and sprouts ropey vines covered in long, sharp needles. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, shape-shift, and control the elements. Then join the Circle of the Land to draw on the magic of the environment. Fighter. Master all weapons and armor. Then embody the Champion to strive for peak combat
might. Then swear the Oath of Devotion to emulate the angels of justice. Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the Hunter to protect nature with martial
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
foes.
Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the...
Land to draw on the magic of the environment.
Moon to adopt powerful animal
preserve life, joy, and nature.
Vengeance to hunt down evildoers.
Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the...
Beast Master to bond with a primal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wield searing, warding light.
Trickery Domain to bedevil foes with mischief.
War Domain to inspire valor and chastise foes.
Druid. Channel nature magic to heal, shape-shift, and control the
the Oath of...
Devotion to emulate the angels of justice.
Glory to reach the heights of heroism.
The Ancients to preserve life, joy, and nature.
Vengeance to hunt down evildoers.
Ranger
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Shape-Shift. The incarnation changes its size to Medium, Large, or Huge.
Incarnation of Vibrance The incarnations of vibrance each resemble a titanic canine with a body of colorful foliage and
. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is the incarnation’s size or smaller, it has the Grappled condition (escape DC 15) from one of two vines.
Radiant Blast. Constitution Saving
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tough fighter is going to have second thoughts after taking damage from a disintegration ray, an enervation ray, and a death ray. A beholder can shift its targets after its first or second rays. For
example, if a beholder intends to shoot charm, slowing, and sleep rays at a ranger, and the ranger succumbs to the charm, the beholder could use its remaining rays against other targets. Use Legendary
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
shift. A podling might try to avoid suspicion by claiming to be ill or redirect doubt by insisting others are behaving oddly. If confronted with evidence of its plant nature, or if caught tending to a
podling melts into a slurry when it dies.
Actions
Slam. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage.
Bodytaker Plant A bodytaker plant uses its powerful vines to
Compendium
- Sources->Dungeons & Dragons->Dungeon Masters: Ravenloft Play-Along Pack
shift. A podling might try to avoid suspicion by claiming to be ill or redirect doubt by insisting others are behaving oddly. If confronted with evidence of its plant nature, or if caught tending to a
, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage.
Bodytaker Plant A bodytaker plant uses its powerful vines to capture victims or accept captives brought to it by podling servants. The plant drags
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Sinister Sunbeams At some point, the hags attempt to trap the characters—so that they can then facilitate their rescue. To do so, they cause the sunbeams shining through the trees to subtly shift
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
forms the perimeter of a large hole, while east of the building is a larger wooden structure covered with creeping vines.
As you come a bit closer, the sound of voices suddenly emerges from the shack
don’t dispose of her promptly, she does not hesitate to cut her losses and uses a plane shift spell to leave their company. The two dryads are named Trekaila and Argentia. If the characters free them
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
guides.” This ritual takes 24 hours, during which Zitembe sees visions of “a jungle city far to the south, enclosed by cliffs and crawling with snakes” and “a black obelisk draped in vines.” He dared
many artisans, craftspeople, smiths, ivory carvers, and hydro-engineers. Where most such temples have a forge as a centerpiece, this one features an immense fountain whose water jets shift continually
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
undead problem. King Groak holds absolute sway in Dungrunglung, and his subjects follow his orders without question. However, should the balance of power shift firmly to Krr’ook or Roark (see the
undead.
Map 2.5: Dungrunglung View Player Version 1. Thorn Maze Dungrunglung is surrounded by a 20-foot-high maze of magical, twisted vines. The outer wall bristles with thorns that zombies
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
me they might have greater numbers now than before their organization’s fall. New leadership for this larger group has led to a shift in focus. While still a source of capable mercenaries, the
, bred and trained to defend Darkhold and to obey the Pereghost. Their trainer is a ranger named Grigarr, whose body is pocked with myriad scars from wyvern stings. The man is a greedy wretch who claims he
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
the kobolds within to unbar the door. Otherwise, the kobolds open the door only when guards return to the room for a shift change. Several small but smoky fires light this wide and high chamber
, a kobold, and one human male—a member of the lost adventuring party (Karakas the ranger). Creatures. Three giant rats occupy the area, along with a monstrously swollen female diseased giant rat
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
lamia had cast a plane shift spell that affects only one creature. Nemesatra and Trizzian used this ability to travel from Azzagrat (Graz’zt’s home in the Abyss) to the Feywild, and they plan to use
with each hag using her plane shift spell to flee Prismeer. The hags also use this spell to escape if the characters attack them. Otherwise, the hags do what they do best: deceive and bargain. They
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
workers here have to toil flat-out to keep up Thelorn’s long-decreed “dozen spare wagons in stock, ready to go.” No one here is interested in gossiping during shift time. There is a no-nonsense, pride
the wilderness. An Emerald Enclave ranger rescued her, and she’s been a friend to faction members ever since. 16. Waelvur’s Wagonworks Ilmeth Waelvur (male Tethyrian human bandit) operates a cheaper
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
shift. A door displaying the Fool card stands on the east wall, and another—showing only the back of a card from the Deck of Many Things—is to the north.
This room is brightly lit by the gem
course.
4: Sun Thick vines cover every wall in this chamber, which splits into three parallel hallways separated by walls that don’t quite reach the ceiling. The ceiling emanates a scorching, fiery
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with coin to spend. Village law is whatever the local Council of Elders says it is. The current head of the council is a retired ranger and active member of the Emerald Enclave named Quinn Nardrosz (NG
to elves, Loudwater is a human town today. Its grand wood-and-stone buildings are overgrown by vines and hung with flowering plants. Streets curl and meander. Huge, old trees line the riverbanks, and