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Returning 35 results for 'studded of ranger dealing verbal'.
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Monsters
Infernal Machine Rebuild
Rust Monster Cloak. Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops
to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits Barbatos is destroyed after dealing damage.
Heart of the Troll. Barbatos regains 10 hit points at the start of his turn
classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
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
classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger CHRIS RALLIS A Wandering Warrior Imbued with Primal Magic Core Ranger Traits Primary Ability Dexterity and Wisdom Hit Point Die D10 per Ranger level Saving Throw Proficiencies Strength and
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Core Ranger Traits Primary Ability Dexterity and Wisdom Hit Point Die D10 per Ranger level Saving Throw Proficiencies Strength and Dexterity Skill Proficiencies Choose 3: Animal Handling
or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP Far from bustling cities, amid the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Barbatos Barbatos
Medium humanoid (human), neutral evil
Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2
Common
Challenge 6 (2,300 XP)
Rust Monster Cloak. Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to
Monsters
Fizban's Treasury of Dragons
ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them
, the largest cavern serves as the dragon’s sleeping chamber. A raised section studded with sapphire crystals offers a vantage from which the dragon can keep an eye on the chamber’s access
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Elemental Level 4 Conjuration (Druid, Ranger, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Môrgæn If I had wanted to kill, I would have killed. The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser
, wine, and other intoxicants doesn’t get the better of her. Môrgæn
Medium humanoid (elf), chaotic neutral
Armor Class 16 (studded leather)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Animated Ballistae Light. The arched, 30-foot-high ceiling of this long hall is studded with glowing red crystals that cast dim light throughout the hall. (Crystals pried out of their fixtures go
magic bolt of fire (+6 to hit) at a target it can perceive, dealing 16 (3d10) fire damage on a hit, but it can’t attack any creature directly above it. Treat each ballista as a monster with a challenge
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
the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there. Silent Image Level 1 Illusion (Bard, Sorcerer, Wizard)
Casting Time: Action
Monsters
Fizban's Treasury of Dragons
sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of
sleeping chamber. A raised section studded with sapphire crystals offers a vantage from which the dragon can keep an eye on the chamber’s access points. The dragon’s most valuable treasures
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Points. (This is included above.) Ranger Class Features Level 1: Favored Enemy You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all
cast with this feature. Choose five level 1 Ranger spells. If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Beast Level 2 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP)
Duration
yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Fey Level 3 Conjuration (Druid, Ranger, Warlock, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (a gilded flower worth 300+ GP)
Duration: Concentration, up to 1 hour
spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Band Irina Nordsol A small band of hill giants hunts
across a ruin-studded landscape
The giants most commonly encountered in the world are bands of two to four who are united by a common
.
3 A giant-led cult devoted to a demon lord or Elemental Evil wreaks destruction across the countryside.
4 A band of nature-revering giants seeks adventurers’ help dealing with a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
see its opponents before 60-foot darkvision sees it. A beholder always has several backup plans ready. When dealing with one, I have three plans of my own: run, hide, and distract. Rival adventurers
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->Infernal Machine Rebuild
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
trees, dealing 2 (1d4) bludgeoning damage. Arboreal fungus releases a cloud of toxic spores in the area. The character must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
teenager hugs the central tent pole, his wrists bound with rope and his back streaked with blood. An older, larger man in studded leather armor lashes the young man with a horsewhip, causing him to
scream again. Standing in the bigger man’s shadow is a third man also clad in studded leather. “Easy, brother,” he says to the whip-wielding brute. “I think Alexei has learned his lesson.” The two men in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
), dealing 13 (1d10 + 8) slashing damage on a hit, or 19 (2d10 + 8) slashing damage in her enlarged duergar form. Instead of Cold Breath, she breathes acid in a 60-foot-long, 5-foot-wide line. The breath
ride it. The beast is smart enough to obey Stalagma’s verbal commands, and it’s strong enough to bear her weight while she’s in her enlarged duergar form. Stalagma attacks any non-duergar who aren’t
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the
Skills Acrobatics +7, Perception +6, Stealth +10
Resistances Poison
Gear Light Crossbow, Shortsword, Studded Leather Armor
Senses Passive Perception 16
Languages Common, Thieves’ Cant
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
to be members of House Tarkanan, whom the characters must bring to justice. Levels 5–10. After the characters’ success in dealing with the Tarkanan killers, the Watch comes to them for additional help
+2
Gear Spear, Studded Leather Armor
Senses Passive Perception 12
Languages Common, Thieves’ Cant
CR 1 (XP 200; PB +2)
Traits
Aberrant Surge. When the ruffian casts Witch Bolt, roll 1d8
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the Sharn Watch unhelpful in dealing with these criminals, though, and some legitimate businesses and law-abiding citizens start shunning or insulting the characters, angry at their interference with
Wis 14 +2 +5
Cha 17 +3 +3
Skills Insight +5, Perception +8, Sleight of Hand +10
Resistances Poison
Gear Studded Leather Armor
Senses Passive Perception 18
Languages Common
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage, and the target is engulfed. An engulfed target is suffocating, can’t cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the
16 +3 +6
Ability Score Mod Save
Int 10 +0 +0
Wis 12 +1 +4
Cha 15 +2 +2
Skills Athletics +10, Performance +5
Gear Shield, Spears (3), Studded Leather Armor
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
smashed by dealing 10 damage to them. Once the floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity
spells that it can cast. When it casts a spell, the figure painted on the canvas makes all the appropriate somatic gestures and verbal incantations for the spell. Guardian Portrait
Medium construct
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dimensional Caverns When the basement door is opened, read: Instead of a basement stairway, a rough stone tunnel stretches away from the Dran & Courtier, quickly widening to a cavernous space studded
Having a character able to speak Deep Crow with the use of a tongues spell or similar magic makes dealing with Raah a lot easier. But if not, don’t be afraid to explore the comedic value of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
it is subjected to one attack at a +6 bonus to hit, dealing 11 (2d10) piercing damage on a hit. 2. Grand Hall Two ettins are always in the hall that runs east–west off the entry passage, using their
the throne, he wears his jewel-studded crown of iron. Otherwise the crown is in his bag and his bald pate covered by an iron helmet. King Snurre is a fire giant with the following changes, which
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
verbal components to cast its spells. The orc has the following cleric spells prepared:
Cantrips (at-will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane, detect magic
enemy territory. Orc Red Fang of Shargaas
Medium humanoid (orc), chaotic evil
Armor Class 15 (studded leather)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
11(+0)
DEX
16(+3)
CON
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ranger with two gleaming scimitars and a black, quadrupedal animal companion Giant Fire Beetles The characters encounter 3d6 giant fire beetles scouring tunnels and caves for food. Characters in need
settlements, such as Blingdenstone or Gracklstugh. The society member can provide detailed verbal directions that characters can follow to reach whichever Underdark settlement they desire. However