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Returning 35 results for 'starting of remote deadly verdan'.
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Monsters
Strixhaven: A Curriculum of Chaos
function only for their intended wearers.
Oriq Blood Mage
Oriq blood mages create deadly weapons formed of their own blood. They can also sense the life energy within nearby creatures, making the
starting its turn there must succeed on a DC 13 Dexterity saving throw or be restrained by the tentacles. A creature that starts its turn restrained by the tentacles takes 10 (3d6);{"diceNotation":"3d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
Carrion Stalker
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monsters
Van Richten’s Guide to Ravenloft
and tentacles. When an adult carrion stalker detects movement, it bursts from its corpse-cradle to attack, intent on implanting its young into the living and starting its species’ life cycle
anew.
More than one necromancer has animated a corpse infested with carrion stalker larvae. While this can prove shocking and deadly, some depraved spellcasters cultivate carrion stalkers within
Firbolg
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Species
Volo's Guide to Monsters
; Gimble, Notes from a Treasure Hunter
Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate
something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
controls to direct a deadly bolt of magical energy at a point it can see, including locations viewed through the observatory’s Remote Viewing property (but not through any other means of scrying or magical
sensing). The ray creates a line of destruction 10 feet wide starting from the target point and progressing 100 feet in a direction of the creature’s choice. Creatures and objects in that line take
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. Bonus Proficiencies When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit and the poisoner’s kit. Assassinate Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
newest quarry. Chakuna forces her victims to participate in the Trial of Hearts, a race through the wilderness to remote sanctuaries. Participants face deadly traps and all the dangers of the wilds
Valachan Domain of the Hunter
Darklord: Chakuna
Genres: Gothic horror and slasher horror
Hallmarks: Deadly predators, death traps, hostile wilderness, survival games
Mist Talismans
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Chapter 1: The Unicorn and the Hags Whichever hook you choose, the adventure begins while the characters are traveling through a remote fey wood. If Infernal Machine Rebuild is played in combination
in the Forgotten Realms campaign setting, the Svalich Woods in Barovia, or Xen’drik in Eberron also make excellent starting points.
Ancient Deep Dragon
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Monsters
Fizban's Treasury of Dragons
once every hundred years, when they choose targets for a deadly hunting spree.
3
Two ancient deep dragon;ancient deep dragons fight over territory. Unwilling to move against each other directly
the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragon’s hoard is hidden away in a more remote
classes
Player’s Handbook
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Recluse Though most giants are social creatures, some live alone by choice or circumstance. They establish lairs in remote places, or they tend ancient ruins or enclaves that were more recently
. Recluses d6 Adventure Hook 1 Adventurers stumble upon a giants’ enclave where a deadly plague wiped out most of the inhabitants. One survivor remains, tending the site and trying to hold back the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. Sudden Strike Starting at 17th level, you can strike with deadly speed. If you take
the world. Scout Features Rogue Level Feature 3rd Skirmisher, Survivalist 9th Superior Mobility 13th Ambush Master 17th Sudden Strike Skirmisher Starting at 3rd level, you are difficult to pin
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. Divination Savant Beginning when you
select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. Portent Starting at 2nd level when you choose this school, glimpses of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style. Touch of Death Starting when you choose this tradition at
required) to have 1 hit point instead. Touch of the Long Death Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yetis A yeti’s windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a
Howlers. Before an avalanche, a blizzard, or a deadly frost, the yetis’ howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Introduction Welcome to Ghosts of Saltmarsh. This book collects seven D&D adventures, each famous for their unique challenges, for their deadly threats, and for embracing the danger and wonder of
have been updated for the current edition of the game, revealing deadly shores for brave crews to explore anew. Along with these adventures returns one of D&D’s most famous seaside settings: the port
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
different scales to help you design your world and the starting area of your campaign. Especially when you get down to province scale (1 hex = 1 mile), think about paths of travel — roads, passes, ridges and valleys, and so on — that can guide character movement across your map.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants. Becoming a Ranger... As a Level 1 Character Gain all the traits in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A
deadly focus to protect the world from the ravages of monsters and tyrants. Becoming a Ranger... As a Level 1 Character Gain all the traits in the Core Ranger Traits table. Gain the Ranger’s level 1
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
moderate, dangerous, or deadly threat to characters in its level range. A moderate trap is unlikely to kill a character. A dangerous trap typically deals enough damage that a character hit by one is eager
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, red, and white dragons gleam in those dragonborn’s scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging
Resistance. You have resistance to the damage type associated with your Chromatic Ancestry. Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
skill if you don’t already have it. Bladesong Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It
times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
creatures to her deadly embrace.
Harpy Song. To hear a harpy’s song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is
compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s
okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
investigation, is a reasonable starting rate. Contacts. Through the Finders’ Guild, each associated inquisitive agency can benefit from the knowledge and experience of not only other inquisitives, but
the Five Nations, but even in remote corners of the wilderness where trackers and prospectors ply their trade. At the DM’s discretion, your contacts might direct you to new cases, offer you leads in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Temple of Mystery (RAYMOND SWANLAND) A temple of mystery is an enigmatic location full of puzzles and traps, found in remote regions of Theros. It is believed that surviving and solving the
knowledge and treasures are protected by the most difficult and deadly challenges. For a few bold—or foolish—investigators, the rewards are worth the risk. Temple of Mystery Adventures Exploring a temple of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
moderate, dangerous, or deadly threat, based on its particular details. Trigger. A simple trap activates when an event occurs that triggers it. This entry in a trap’s description gives the location of
characters discover a trap, be open to adjudicating their ideas for defeating it. The trap’s description is a starting point for countermeasures, rather than a complete definition. To make it easier
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
pincers and tentacles. When an adult carrion stalker detects movement, it bursts from its corpse-cradle to attack, intent on implanting its young into the living and starting its species’ life cycle anew
. More than one necromancer has animated a corpse infested with carrion stalker larvae. While this can prove shocking and deadly, some depraved spellcasters cultivate carrion stalkers within zombies
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
light shed by the soul of every living creature. Radiant Sun Bolt Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that
, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setup This adventure is designed for a party of 11th-level characters. Yartar is an ideal starting point because it’s a gathering point for allies of the Lords’ Alliance. Gargosh approaches the
diary. Liking the idea of letting the characters set off the traps and fight all the deadly monsters, Drannin and his crew hatch a plan to dupe the characters. One of Drannin’s companions, a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you people think I’m crazy?
Way of the Sun Soul Features Monk Level Feature 3rd Radiant Sun Bolt 6th Searing Arc Strike 11th Searing Sunburst 17th Sun Shield Radiant Sun Bolt Starting when you
explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
platinum bracers (250 gp each) and a spider-shaped obsidian pendant magically animated so that its legs twitch (50 gp). This amulet doubles as a holy symbol of Lolth. Zress Orlezziir A deadly warrior from a
adopted daughter close by. When determining Vlonwelv’s starting location, assume Zress accompanies her. If you have Mordenkainen’s Tome of Foes, use the drow house captain stat block in that book to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
underground, or to even more dangerous and remote places. The cartographer selects the method and route of travel for a franchise, and creates and maintains maps of the journey. As the characters travel
Rank Features
1 Proficiencies and Starting Equipment, It’s a Rental
2 Spyglass of Clairvoyance, Tale of Safe Travel
3 Map of Shortcuts, Map of the Moment
4 Elder