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Returning 35 results for 'swarm of ranger darkness visual'.
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classes
Tasha’s Cauldron of Everything
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
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
classes
Tasha’s Cauldron of Everything
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
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Monsters
Curse of Strahd
Shapechanger. Baba Lysaga can use an action to polymorph into a swarm of insects (flies), or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30
). Baba Lysaga summons 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Summon Swarms of Insects"} swarm of insects;swarms of insects. A summoned swarm appears in an unoccupied space within 60
classes
Xanathar's Guide to Everything
Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where
evil lurks in the shadows.
Gloom Stalker Features
Ranger Level
Feature
3rd
Gloom Stalker Magic, Dread Ambusher, Umbral Sight
7th
Iron Mind
11th
Stalker’s Flurry
15th
Shadowy Dodge
Monsters
Planescape: Adventures in the Multiverse
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for hapless prey to pass by. When a target
Monsters
The Book of Many Things
save DC 20):
At will: Detect Magic, Heat Metal (7th-level version)
2/day each: Darkness, Dispel Magic, Hold PersonAurnozci can take 3 legendary actions, choosing from the options below. Only one
apart the cocoon, ending the cocoon’s effect with a successful DC 23 Strength (Athletics) check.
Insect Swarm. Aurnozci creates a 30-foot-radius sphere of stinging wasps centered on a point
Species
Wayfinder's Guide to Eberron
his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
’re a wizard, your ancestor was likely a legendary archmage. If you’re a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold
Monsters
Waterdeep: Dungeon of the Mad Mage
the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). Keresta magically calls 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm
of bats;swarms of bats or swarm of rats;rats, provided that the sun isn't up. While outdoors, Keresta can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} giant
Senses
Legacy
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Rules
monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against
dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Truesight If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following: Darkness. You can see in normal and magical Darkness
. Invisibility. You see creatures and objects that have the Invisible condition. Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Truesight If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following: Darkness. You can see in normal and magical Darkness
. Invisibility. You see creatures and objects that have the Invisible condition. Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Swarm of Lemures When devils drive hosts of lemures into close proximity or when lemures compress into a single mass, a swarm forms and adopts a unified mind. Swarm of Lemures Large Swarm of Medium
, Petrified, Poisoned, Prone, Restrained, Stunned
Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11
Languages Understands Infernal but can’t speak
CR 3 (XP 700; PB +2
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
truesight can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a
dim light within the radius as if it were bright light, and in darkness as if it were dim light. The creature can’t discern color in darkness, only shades of gray. Truesight. A creature with
Magic Items
Baldur’s Gate: Descent into Avernus
normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(DC 16) cast on the darkness dispels it. If the darkness is dispelled, its fading essence magically coalesces into a swarm of bats that flies up out of the shaft and attacks any creatures in the room.
the ceiling of area 35. Magical darkness fills the mouth and the shaft. A detect magic spell or similar effect reveals auras of evocation and illusion magic within the shaft. A successful dispel magic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws
character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light
, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any
Stalker Features Ranger Level Feature 3rd Gloom Stalker Magic, Dread Ambusher, Umbral Sight 7th Iron Mind 11th Stalker’s Flurry 15th Shadowy Dodge Gloom Stalker Magic Starting at 3rd level, you learn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a
in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. Tremorsense A monster with
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a
in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. Tremorsense A monster with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
kneel on rough woven mats in the center of this area, chanting in low tones. A human cult fanatic engulfed in a swarm of rats stands quietly in their midst.
The kneeling cultists are named Caradoc
, Feldar, Hong, Khafra, Serenade, and Xandeval. They are chanting the following verse over and over in Common: “Darkness quench the sun. Darkness swallow the moon. We are nothing but the night.” Keresta
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Fighting Style Options 2nd-level ranger feature When you choose a fighting style, the following styles are added to your list of options. Blind Fighting You have blindsight with a range of 10 feet
. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Daylight Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 hour
For the duration, sunlight spreads from a point
area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Daylight Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 hour
For the duration, sunlight spreads from a point
area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
, giant poisonous snake, giant snail (WW), giant wolf spider, goblin, harengon sniper (WW), needle blight, panther, pixie, pseudodragon, riding horse, sprite, swarm of ravens, violet fungus, wolf 1/2
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
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
than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
yawning pit in the floor that twists down into darkness, and above which a heavy iron hook is anchored in the ice of the ceiling. A five-foot-wide walkway extends around both sides of the pit, connecting
this entrance to an exit across the room. Carved into the ice of the walls are images of white dragons in flight.
A visual inspection from either doorway indicates that the walkway looks safe enough
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
yawning pit in the floor that twists down into darkness, and above which a heavy iron hook is anchored in the ice of the ceiling. A five-foot-wide walkway extends around both sides of the pit, connecting
this entrance to an exit across the room. Carved into the ice of the walls are images of white dragons in flight.
A visual inspection from either doorway indicates that the walkway looks safe enough
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cloud
Jump
Mage Armor
Magic Missile
Shield
Silent Image
Sleep
Thunderwave
2nd Level
Alter Self
Blindness/Deafness
Blur
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th Level
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th Level
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
increase the difficulty.
Bold Terms. When a monster’s name appears in Bold type, that’s a visual cue to say, “Hey, DM, you should get this stat block ready. You’re going to need it.”
You can
Started To begin, read the following boxed text aloud:
A tunnel made of hard-packed earth leads into darkness. The cave echoes with high-pitched bickering overtopped by a loud, bestial squeal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 15 +2
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
visual spectrum. One is Shargaas, the Night Lord, god of darkness, night, and stealth. The other is Yurtrus the White-Handed, Lord of Maggots, the fearsome deity of plagues and death.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blindness/Deafness
Blur
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th Level Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th Level Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Step. If the darkweaver is in dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself that is in dim light
or darkness. Darkweaver Webs A darkweaver’s web has a 50 percent chance of having 1d6 cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy