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Returning 21 results for 'some of ranger dispersed visible'.
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some of range dispelled visible
some of ranger dispersed viable
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These
solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether spawn are dispersed or clustered, they reproduce exponentially if nothing stops them.Poison
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Detect Magic Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10
minutes
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Detect Magic Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10
minutes
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Detect Magic Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10
minutes
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Outlands. If the train is in some other location not represented in this car, no mote is visible. Donation Tube The short tube rising from the floor near the dais has a slot large enough to insert coins
donation slot or otherwise tries to fool it with counterfeits and the like, the tube disgorges poisonous gas that quickly fills the compartment. This gas duplicates the effect of a stinking cloud spell that lasts for 1 minute or until it is dispersed.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Silence Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
green worms crawling in and out of it become visible. These worms jump onto nearby Humanoids and burrow into their flesh. A worm that penetrates a Humanoid body makes its way to the creature’s brain
. Whether spawn are dispersed or clustered, they reproduce exponentially if nothing stops them. Spawn of Kyuss
Medium Undead, Typically Chaotic Evil
Armor Class 10
Hit Points 76 (9d8 + 36)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Ranger: Drakewarden They say that rangers tend to look a lot like their bestial companions. That makes Drakewardens among the most attractive of humanoids!
-Fizban
Your connection to the natural
gain the following benefits: Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you. Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
solid surfaces that are visible on the Material Plane to explore closed-off parts of the cabin; it is bound to the cabin, however, and can’t move more than 30 feet away from it. The spirit can make
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the east under the prevailing winds like a great white feather. The spray collects in depressions downslope and merges into a sizable stream. Steam vents are visible in various spots on the slopes of
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->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->Icewind Dale: Rime of the Frostmaiden
wooden spear with its obsidian tip pointing upward. The weapon glows with a faint, cold light.
The spear is 25 feet long, but only its top half is visible; the rest of it is lodged in the icy floor
hunter of white dragons and a Chosen of Thrym, the evil god of frost giants. When Vlagomir died, his warrior’s spark was bound to the spear. The first time a barbarian, fighter, monk, or ranger
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
cloud is stationary and lasts for 1 minute, or until it’s dispersed by a strong wind. Any creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or take 11 (2d10
of the cage and stings the prisoner to death, turning visible as it does so. On its next turn, the imp turns invisible and takes refuge above the rafters. Prisoners. The prisoner in the northern cage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
12 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one. The gas lingers for 1 minute unless dispersed with a gust of wind
features: An elaborate rune is inscribed on the back wall at the southernmost end of the hall. (The rune isn’t visible from the doorway to area K17.) A secret door is set into the innermost wall. Arcane Rune
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in the Temples neighborhood of the Upper City, as far away from the other patriars as one can get while still being visible to them. For more information on this estate, see chapter 1. Watch Citadel
trade vastly outweigh the losses. Statue of Minsc and Boo. For years the Wide hosted one of the city’s most cherished landmarks: the Beloved Ranger, a statue of a powerful warrior in plate mail
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the Temples neighborhood of the Upper City, as far away from the other patriars as one can get while still being visible to them. For more information on this estate, see chapter 1. Watch Citadel The
vastly outweigh the losses. Statue of Minsc and Boo. For years the Wide hosted one of the city’s most cherished landmarks: the Beloved Ranger, a statue of a powerful warrior in plate mail wearing a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the young remorhaz bursts out of the snow and ice nearby. Iron Road Once a prominent thoroughfare built by the dwarves of Besilmer, the Iron Road remains one of the few visible relics of that bygone
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as
tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Spits, tanning racks, and other implements are visible through the haze. Several small figures busily work and play within the chamber.
Twenty-four kobolds occupy the room, but only three kobolds are
, 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