Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'swarm of ranger duplicate visible'.
Other Suggestions:
start of range duplicate visible
start of range duplicates visible
share of ranger duplicate viable
swear of ranger duplicate viable
storm of range duplicate visible
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
destructive menaces delight in tormenting spellcasters and seek to destroy anything associated with them, particularly spellbooks, spell components, and familiars. If exposed to magic, a lone gremishka explodes into a destructive Swarm of Gremishkas (DMR);swarm of duplicate gremishkas.
. Response: The gremishka regains 15 Hit Points, then becomes a Swarm of Gremishkas (DMR);Medium swarm of Tiny creatures.Gremishkas are magically unstable creations of misguided magic-users. These wildly
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
anything associated with them, particularly spellbooks, spell components, and familiars. If exposed to magic, a lone gremishka explodes into a destructive swarm of duplicate gremishkas.Bludgeoning, Piercing, Slashing
Magic Resistance. The gremishka has Advantage on saving throws against spells and other magical effects.
Swarm (Swarm Form Only). The swarm can occupy another creature’s space and vice versa
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
Tomb of Annihilation
See Invisible. It can see invisible creatures and objects as if they were visible.
Innate Spellcasting. It can innately cast misty step at will, requiring no components. Its spellcasting ability is
":"Tail"} to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Summon Swarm (Recharge 5–6
associated with them, particularly spellbooks, spell components, and familiars. If exposed to magic, a lone gremishka explodes into a destructive swarm of duplicate gremishkas.Bludgeoning, Piercing, Slashing
Magic Resistance. The gremishka has Advantage on saving throws against spells and other magical effects.
Swarm (Swarm Form Only). The swarm can occupy another creature’s space and vice versa
monsters
magic-users. These wildly destructive menaces delight in tormenting spellcasters and seek to destroy anything associated with them, particularly spellbooks, spell components, and familiars. If exposed to magic, a lone gremishka explodes into a destructive swarm of duplicate gremishkas.
. Response: The gremishka regains 15 Hit Points, then becomes a Swarm of Gremishkas (Magical Allergy Transformation);Medium swarm of Tiny creatures.Gremishkas are magically unstable creations of misguided
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
Van Richten’s Guide to Ravenloft
Limited Spell Immunity. The swarm automatically succeeds on saving throws against spells of 3rd level or lower, and the attack rolls of such spells always miss it.
Swarm. The swarm can occupy
another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny gremishka. The swarm can’t regain hit points or gain temporary hit points.Bites. Melee
Gremishka
Legacy
This doesn't reflect the latest rules and lore.
Learn More
monsters
Van Richten’s Guide to Ravenloft
rapidly reforming into duplicate gremishkas. These spontaneously created Swarm of Gremishkas;swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws.
","rollType":"heal","rollAction":"Magic Allergy"} hit points.
5–6. The gremishka explodes and dies, and one swarm of gremishkas instantly appears in the space where this gremishka died. The swarm uses
Strahd von Zarovich
Legacy
This doesn't reflect the latest rules and lore.
Learn More
monsters
Curse of Strahd
/Day). Strahd magically calls 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm of bats;swarms of bats or swarm of rats;swarms of rats, provided that the sun isn
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
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->Ravenloft: The Horrors Within
swarm of duplicate gremishkas. Gremishka Tiny Monstrosity, Chaotic Evil
AC 14 Initiative +2 (12)
HP 31 (7d4 + 14)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 14 +2 +2
CON 15 +2 +2
Mod Save
INT 11 +0 +0
WIS 14 +2 +2
CHA 4 −3 −3
Resistances (Swarm Form Only) Bludgeoning, Piercing, Slashing
Immunities (Swarm Form Only
Compendium
- Sources->Dungeons & Dragons->Dungeon Masters: Ravenloft Play-Along Pack
spellcasters and seek to destroy anything associated with them, particularly spellbooks, spell components, and familiars. If exposed to magic, a lone gremishka explodes into a destructive swarm of
duplicate gremishkas. Gremishka Tiny Monstrosity, Chaotic Evil
AC 14 Initiative +2 (12)
HP 31 (7d4 + 14)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 14 +2 +2
CON 15 +2 +2
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
an unstable relationship with magic. Spells cast near a gremishka might rebound onto those nearby or cause the monster to explode, its scaly chunks rapidly reforming into duplicate gremishkas. These
. The gremishka surges with magical energy and regains 3 (1d6) hit points.
5–6. The gremishka explodes and dies, and one swarm of gremishkas instantly appears in the space where this gremishka died
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->Mordenkainen's Tome of Foes
spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its
environment through its duplicate, its actual body is unconscious and can’t protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
points. It can see invisible creatures and objects as if they were visible. It can innately cast misty step at will, requiring no components. Its spellcasting ability is Wisdom. It has the Legendary
Resistance trait and the Summon Swarm action option (see below). It can’t use the Summon Swarm action while it is grappling a creature with its jaws. Legendary Resistance (3/Day). If the King of Feathers
Magic Items
Infernal Machine Rebuild
duplicate. You control this force as if it were the product of an unseen servant spell, except that it is visible.
Each time you see your own reflection, you must succeed on a DC 12 Charisma saving throw
+1 bonus to initiative rolls.
You are unable to hear any speech louder than a whisper.
17
An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate
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->The Book of Many Things
A large star or comet appears in the night sky, shedding as much light as the full moon.
2 A constant stream of meteors is visible in the sky, even during the day, always moving in the same
particular day (including livestock and wild animals) have a common feature, such as incandescent eyes, a fiery halo, or brightly glowing blood that is visible through the skin.
6 Locusts, cicadas, wasps
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->Rrakkma
Area Information Dimensions & Terrain This area appears to duplicate the same space as the cathedral the adventures just left (forty-five feet by one-hundred-ten feet). The main difference is the
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
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->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->Player's Handbook (2014)
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
Encounter 1–4 1d4 cultists of Rakdos 5–9 2d4 giant rats 10–11 1 gray ooze 12–14 1 kraul warrior (see chapter 6 for the stat block) 15–18 1 swarm of insects (centipedes) 19–20 1d4 zombies covered in fungus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lair actions. On initiative count 20 (losing initiative ties), N’ghathrod can take one lair action to cause one of the following effects:
N’ghathrod creates a magical duplicate of itself anywhere
aboard the ship. Formed out of psionic energy, this duplicate lasts until it is reduced to 0 hit points, until it is dispelled (DC 15), or until N’ghathrod takes another lair action. The duplicate has
Compendium
- Sources->Dungeons & Dragons->Divine Contention
an action lowers the weapons back into the cargo hold. Magic Statue. An 8-foot-tall, 4,000-pound stone statue of Drizzt Do’Urden, a famous drow ranger, stands near the front of the main deck, posed
the chest is covered by a swarm of insects spiders), which attack any creature who opens the chest, expect Xalti. The chest contains Xalti’s spellbook, which includes all the spells he has prepared
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
spider.
An open doorway is visible on one side of the hut, beneath which floats the upside-down, hollowed-out skull of a giant. Flanking the hut’s doorway are two iron cages that dangle like hideous
approaching. Only the howling of the skulls in area U2 or sounds of combat nearby are loud enough to be heard over the squawking. Inside each cage is a swarm of ravens that fiercely attacks Baba Lysaga and
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->Tasha’s Cauldron of Everything
insect swarm or a Small or larger insect, such as a giant centipede or giant spider, in the region. A creature begins a short or long rest. An Infested City Infested Effects d100 Effects 01–05
–10 A mass migration of insects begins, with waves of Tiny bugs crawling over everything in the region. Creatures cannot take a short or long rest in the region for the next 24 hours. 11–15 A swarm of