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Returning 35 results for 'showing of ranger dagger vine'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
. The needle lord makes 2 raking vine attacks.
Needle Volley. The needle lord makes up to 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Needle Volley"} needle attacks, but it cannot attack
the same target more than twice during its turn.
Raking Vine. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Raking Vine"} to hit, reach 10 ft., one target. Hit
Monsters
Baldur’s Gate: Descent into Avernus
damage.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2
","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Bhaal’s cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are
Grung Wildling
Legacy
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Monsters
Volo's Guide to Monsters
"} to hit with spell attacks). It knows the following ranger spells:
1st level (4 slots): cure wounds, jump
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth
Standing
hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing
Monsters
Baldur’s Gate: Descent into Avernus
self, sanctuaryMultiattack. The reaper makes two dagger attacks and uses Shroud Self.
Dagger. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Dagger"} to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Shroud Self. The reaper
Monsters
Baldur’s Gate: Descent into Avernus
.
Magic Resistance. The death's head has advantage on saving throws against spells and other magical effects.Multiattack. The death's head uses Stunning Gaze and makes two dagger attacks.
Dagger. Melee
can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Grasping Vine Level 4 Conjuration (Druid, Ranger) Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from a
surface in an unoccupied space that you can see within range. The vine lasts for the duration. Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
halfling, riddled with tiny arrows and dangling from a tree vine. (The halfling trespassed on grung sacred ground, and the corpse was hung here as a warning.) 2 The bones of an unarmored humanoid
, lashed to a tree by vines. (This explorer was captured by Batiri goblins, doused in honey, and left to be devoured by hungry insects.) 3 The crushed remains of an unarmored dwarf, showing signs that she
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
attacks. Tracing the maze with a dagger or other tool counts as nothing; it must be done with a finger. If the golem has the opportunity in combat, it pushes enemies off the bridge. The golem is so heavy
. Characters can cross the gorge under the bridge by moving hand-over-hand from vine to vine and swinging across the gap. This doesn’t activate the stone golem at all, but it requires two successful ability
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
with disadvantage to avoid this damage.
Actions
Multiattack. The needle lord makes two raking vine attacks.
Needle Volley. The needle lord makes up to 1d6 needle attacks, but it cannot attack the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
effect on itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Dagger. Melee or Ranged Weapon
start.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, including voices. A creature that hears the sounds can tell they are imitations only with a successful DC 13 Wisdom (Insight) check.
Actions
Multiattack. Kettlesteam makes two Dagger attacks
.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Spellcasting. Kettlesteam casts one of the following spells, using Charisma
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the mountain, but none of them are large enough to allow entry. Map 4.1 depicts a cross-section of the mountain, showing the lava pool and the shaft of the geyser. The numbers refer to key areas inside
the mountain, showing their orientation with respect to one another. The only possible entrance into the cone is a cave on the south slope known as the Wizard’s Mouth. This cave actually seems to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Ape, black bear, cockatrice, crocodile, darkling (WW), giant dragonfly (WW), giant goat, giant sea horse, giant wasp, hobgoblin, myconid adult, satyr, scout, swarm of insects, vine blight, warhorse
travelers, and lost souls trying to find a way home. Use the Domain Visitors table to generate encounters with such folk. Domain Visitors d8 Visitor 1 A ranger (use the scout stat block) searching
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
journal, give the players a copy of handout 21 in appendix E, showing the journal’s final entry. Earlier entries chronicle the exploits of the Company of the Yellow Banner in Chult. The company made
dwarf cleric of Moradin), Seward (a Chondathan human ranger), and Sephirius (a dragonborn paladin often referred to as “Seph”). Treasure A search of Devlin’s body also turns up an ink pot that never
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
petty through acts such as these: Revealing a secret that should remain unknown Selfishly refusing to share information Showing favoritism toward any other god or group Furthering the aims of another god
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit
its turns, ending the effect on itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Dagger
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
as a cloaked woman wielding a dagger in each hand and the other showing Halaster Blackcloak clutching a staff. The statues glare at one another like mortal enemies.
Shadow Dragon Umbraxakar is a Huge
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blast out of this cramped cell. The walls are scribed with relief carvings showing volcanoes setting cities ablaze. Rows of tiny holes are bored into the floor and the ten-foot-high ceiling. A human
the candle. Aarakocra Bones. The aarakocra skeleton embedded in the wall has hollow bones containing stale yet breathable air — each one essentially a tube sealed with wax. A character with a dagger
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
person. He can take on an alternate appearance regardless of his current form, that of a hulking brute armed with a long, curved dagger that drips blood. In this form, he wears only a tattered loin cloth
deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal’s schemes is futile. Night Blade
Medium humanoid (human
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the players start showing signs of exasperation), the leader of the cloister approaches to welcome the characters. Read the following text: The chattering kobolds fall silent as a new figure comes
danger sense and is convinced he’s supernaturally lucky. His prized possession is an ordinary dagger he claims is magical. Frub has limitless energy and desperately needs help finding productive
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
passed since they absconded The floor of this spacious bedroom is decorated with mosaics depicting the four seasons. Covering one wall is a detailed tapestry showing two female mages, a human and an
Room This bedroom’s floor is a tile mosaic showing a night sky and a golden wheel with astrological symbols. The ceiling is similarly decorated with glittering gold stars.
The walls are whitewashed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ranger who knows the forest pretty well and has friends among the wood elves who live there. Weathercote Forest For reasons unknown, no divination spell or scrying sensor can penetrate the dry patch of
; see the “Bargewright Inn” section for more information on this creature. Xantharl’s Keep Xantharl was a well-known ranger and explorer of the North. The fortified village that bears his name stands in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
a life-size mechanical unicorn ridden by a mechanical drow ranger waving two scimitars (when a lever under the float is pulled, the unicorn farts a 15-foot cone of confetti, which it can do twice
dartboard mounted on one wall has a shiny dagger sticking into it. Attack Mannequins. As a bonus action, Jarlaxle can command the five magic mannequins to animate and attack a single target of his choice
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Vengeance (Greatsword), whose hilt is carved with an angry demonic face Ceremonial Dagger with a gold handle (worth 25 GP) From west to east on the south wall, the two objects are as follows: Bronze helmet
strewn across the floor. Murals showing humans laboring in the gardens decorate the walls of these three connected chambers.
Four Yuan-ti Malisons (Type 3) lair in these chambers, which once belonged
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
seated casually in one of the chairs. If the characters are meeting with the ambassador at Lurkana’s urging (see “Side Quest: Retrieve Azrok’s Dagger”), the mind flayer politely discourages them from
are done speaking with Azrok, Lurkana takes them aside and offers them a quest (see “Side Quest: Retrieve Azrok’s Dagger”). If they refuse, Lurkana scowls and kicks them out. If combat breaks out, the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
tapestries: one showing spirits rising as lemure devils from the River Styx, and another depicting a dead man dangling like a marionette from hooked chains.
Treasure. Thavius keeps a holy symbol of
ceremonial dagger stolen from Tiamat’s hoard: a curved ivory blade bearing Draconic runes that spell out “Fang,” along with a bone hilt wrapped in leather strips and studded with gemstones. A mending
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
possible. Treasure. The chests are unlocked and contain personal effects. A thorough search turns up the following items: 100 sp, a dagger in a bone scabbard, a wooden mallet, a crude reed flute, and
25 ep, a dagger in a scabbard, and a leather whip. The officer carries the key to the chest and he wears a silver collar (15 gp). 6. Armory Shields of all sizes hang on the walls here, with javelins
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, detect thoughts, mage armor, sleep, suggestion
1/day each: dominate person, mass suggestion, modify memory
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft
Multiattack. The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
conceals a secret door.) Locked Iron Box. Jandar Chergoba, the head chef, keeps his golden sacrificial dagger, golden mask, and crimson robes (see “Cult of Asmodeus”) in a locked iron box underneath a sack
recently painted, include the following: A somber young Victoro with his beaming human father A wedding portrait, showing Victoro and Ammalia smiling and carefree Twelve-year-old Osvaldo holding a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
goblins that the jabberwock has devoured, are the following treasures: A pair of silver armlets (25 gp each) An ornate steel dagger that whispers “soon” whenever its wielder falls asleep (50 gp) A silver
Zybilna and defeat the League of Malevolence, he shares the following information while showing them the door, determined to keep them from disturbing the books: A jabberwock has made its lair in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Steeltoes (see appendix B) is Xanathar’s fishkeeper. If he sees intruders and the beholder isn’t present, Ott draws his dagger and stammers, “You shouldn’t be here! Stay back, or I’ll call the boss!” Ott
aura of divination magic around the mirror. Speaking the word “Xoblob” within 10 feet of the mirror causes its reflective surface to become a scrying sensor, showing the Old Xoblob Shop and the street