Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bad build diffusing cave relatively'.
Other Suggestions:
bad build diffusing cure relative
bad build diffusing call relative
bad build diffusing cure relatives
bad build diffusing come relative
bad build diffusing cure relatively
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the creature.
As servants of Lolth, chitines love spiders. They rear spiders and similar arachnids, such as cave fisher;cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons
with duties related to that rank, and all are expected to sacrifice themselves to protect the colony’s choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build
Monsters
Mordenkainen's Fiendish Folio Volume 1
only to replicate in others the emotions that created them.
Nettlesome Pranksters. Mites prefer to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows
frustration and antipathy build. When adventurers enter the dungeon, the mites go to work to exploit the added chaos. They use their magic to drag visitors into their web of anger and frustration, luring explorers deeper into the site and into situations and locations that promise to yield up the most havoc.
Monsters
Curse of Strahd
return the courtesy, the duchess commissioned the legendary toymaker Fritz von Weerg to build a clockwork effigy of Pidlwick as a gift for Strahd's family. Although the duchess's heart was in the right
Ideal. “I wish I could make people happy.”
Bond. “I would like to find someone—anyone—who isn't afraid of me and who enjoys my company.”
Flaw. “When I'm upset, I do bad things.”Poison
Monsters
Fizban's Treasury of Dragons
without excavation or magic, as the dragon can simply open doorways in walls whenever necessary.
The lair has the following features:
Disguised Entrances. An otherwise unremarkable cave (shown at the
top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout
Young Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels
deep dragon refuses to leave the cave where the dragon’s best friend—an adventurer who won the dragon’s respect and affection—lingers as a ghost.
Poison, Psychic
Fighter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively
Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
communities are threatened.
Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
Monsters
Fizban's Treasury of Dragons
open doorways in walls whenever necessary.
The lair has the following features:
Disguised Entrances. An otherwise unremarkable cave (shown at the top of the map) provides the main access to the lair
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dragonmarked Characters Here are examples of characters with the Mark of Warding. Artificer House Agent. Some people want to build a better mousetrap. Better isn’t enough for you — you want to build
. Criminal Rogue. It’s not that you’re a bad person. You’ve just never met a lock you didn’t want to open. It’s like they speak to you, whispering “Free me! Free me!” You’re not even in it for the gold
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Luthic. He predicts that the war will end with Luthic the only deity standing, as the cave mother ascends to rule her warrior children.
Life in the Tribe
Orcs survive through savagery and force of
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
Monsters
Fizban's Treasury of Dragons
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1a. Pool Bypass A relatively small cave branches off the main tunnel. If the characters are shadowing Droki, read the following boxed text aloud to the players. Droki stands before a tall yet narrow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Kuo-toa Refuge Slime. Every surface of this 30-foot-high cave is coated in slime.
Kuo-toa. Two kuo-toa whips, twenty adult kuo-toa, and ten young kuo-toa (Small noncombatants) reside here. One
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters see a well-traveled and relatively dry track (at the point marked A on the map) leading from the coast. It disappears into the marshland interior. Once they are within 40 feet of the
the hidden entrance marked D on the map). They also note, as they approach by sea, a 15-foot wide, 6-foot high sea cave entrance on the northeastern tip of the promontory (marked E on the map). A
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
build, assuming its location is clear of creatures and hazards. Multiple characters can combine their efforts to reduce the completion time. Each Underdark outpost is basically a fortified encampment
. It can take one of the following forms: A small cave, roughly 20 feet square, with one or more gated or barricaded exits A walled compound, up to 20 feet square, within a much larger cavern A island with boats or rafts A hard-to-reach ledge, pinnacle, or promontory accessed by ladders and/or ropes
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Nib’s Cave A miser toils inside a cave, spinning his gold into gifts for those who visit him. When the characters happen upon Nib’s cave, read: Cozy torchlight radiates from a cave in the wooded
hillside. Twenty feet from the cave is a tree with a weathered sheet of parchment nailed to its trunk.
The parchment nailed to the tree is one of Granny Nightshade’s wanted posters (see “Wanted Posters
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
keeps order, a relatively easy job until the sahuagin arrived. Marciano refuses to answer questions shouted through the door unless a character first succeeds on a DC 15 Charisma (Persuasion) check to
destroyed more property. Seven days ago, some of the fishers in the town took weapons and their boats to Salt Cave to see if the raiders were in the caves. The fishers have not returned. Five days ago
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, but characters can smell the toxic fumes and hear a faint hissing. It takes 1 minute for the gas to build up in a creature’s system, after which the creature must succeed on a DC 15 Constitution
characters encounter one of Halaster’s scrying eyes (see “Halaster’s Lair”) in this otherwise empty cave. The scrying sensor watches them until they leave, then disappears. 20b. Poisoned Miners Three
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
how to bring it to life through your adventures. Creating Atmosphere. Threatening traps and monsters alone don’t create exciting D&D adventures. This book provides techniques to help you build
attention for both of us. We’ve found no trace of Vhorishkova since arriving, but I feel her watching. It’s like she’s everywhere.
It’s bad here, Uncle. Not snake-headed hogs bad. Like, full Delmunster
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. What better way to think of the big bad monster at the center of a web of even bigger and badder plans than as the CEO of a megacorporation, using every resource to dominate the market? What is an
these hired helpers to prominence for their importance to the campaign story. And, of course, for comic effect. When the characters are relatively low level, an Acquisitions Incorporated style of play can
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Klarg’s Cave The leader of the goblinoids insists on keeping the bulk of the raiders’ stolen goods in his den. The Cragmaws’ plunder from the last month of raiding and ambushing caravans is here
. Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Into the Underdark Little Lockford is situated in the Underdark, but the tunnels leading to the settlement are well traveled and relatively easy to navigate. Stone signs illuminated by continual
The characters enter a small cave containing a stone throne fit for a gnome. The throne, which looks like it was carved from a stalagmite, is a mimic that attacks anyone who sits on it. 7–12 A deep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Jibber-Jabber Ettin. An ettin inhabits this dripping cave.
Stalactites. Needle-sharp stalactites stud the 30-foot-high ceiling.
Fungi. Barrelstalk, bluecap, and ripplebark fungi grow in
aboleth and knows nothing about its conflict with the kuo-toa.) The water in the river has started to taste bad. (The ettin has not yet been poisoned by the water, which the aboleth has tainted with its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Archpriest’s Chambers These caves are coated in slime. 21a. Making a God Kuo-toa. Noolgaloop, a kuo-toa archpriest, is building a statue in the middle of this 30-foot-high cave while two kuo-toa
spider, to be fashioned into wings Enough wood to build a chariot (a large raft or a zurkhwood mushroom would suffice) A weapon worthy of a kuo-toa god If the characters refuse to help, the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
build a city. Ephara and Nylea are almost polar opposites, and there is no shortage of bad blood between the god of the cities and the god of the hunt. Nylea resents the construction of every
those who build new cities and those who free others from tyranny. Ephara knows that not all threats to a city come from outside it, and she encourages her followers to watch out for tyranny and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
mysterious black obelisk in the farthest cave (see area 16). The other group is a budding cult of derro demon worshipers led by a renegade member of the Council of Savants. Sensing that the demon lords are
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, a rival goblin gang that often deals in illicit arms. Rumors swirled that Krenko killed Dargig, the youngest of the three brothers, after a weapons drop went bad. The remaining two brothers, Rikkig
Krenko’s freedom, and are desperate to make him pay. GUILDLESS VILLAINS
Not every villain in a Ravnica campaign is a member of a guild, and not every scheme originates in the guildhalls. As you build
Monsters
Fizban's Treasury of Dragons
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
tucked into chests stacked on gold-chased shelves.
Clifftop Path. A second exit from the cave allows the dragon quick access to the lair and leads to a narrow path bordered on the right by a sheer 50
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
around its base. Set into the hill are three caves.
The frozen creek emerges from the west cave, which has a low-hanging mouth.
The center cave—an eight-foot-high passage hewn from the rock—is
moderately blocked by a tight stand of conifers and two massive fallen logs.
The northeast cave has a big, yawning mouth, and flickers of light emanate from within. The tracks of your quarry head






