Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bards been death cave reflected'.
Other Suggestions:
bards been death cave reflect
bards been death core reflect
Monsters
Mordenkainen's Fiendish Folio Volume 1
denizens of the Feywild. Sages believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an
injured and shorn of all hope. The devilkin steal treasures, weapons, and supplies, dooming an expedition to a slow death. The devilkin fly near their victims, taunting them with the items they stole
Ancient Black Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can
the lair, which is filled with the stench of death and decay.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10);{"diceNotation
":"10d10","rollType":"damage","rollAction":"Death Ray","rollDamageType":"necrotic"} necrotic damage. The target dies if the ray reduces it to 0 hit points.
The beholder can take 3 legendary actions
Adult Black Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims
infest the lair, which is filled with the stench of death and decay.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
death becomes a hero eternal.
Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins&rsquo
banners, each one made up of a group of interrelated families. Members of a banner live, work, and fight together, and each banner has a separate status within the legion that is reflected in the power of
Monsters
Fizban's Treasury of Dragons
discuss how they might reunite and restore Sardior, the Ruby Dragon.
2
A horde of revenant;revenants led by a death knight has one goal—destroying the ancient sapphire dragon who defeated
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
Monsters
Princes of the Apocalypse
dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where
snakes infest the lair, which is filled with the stench of death and decay.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the
Monsters
Icewind Dale: Rime of the Frostmaiden
her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily weakness, malformation
, injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
poetry and song. This is why every community has one or more binukots, bards who serve as living repositories of art, culture, custom, and law. The death of a binukot can result in the loss of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Web-Filled Cave This 10-foot-high cave is filled with web cables. Tucked in the northernmost alcove, not visible from either cave entrance, is a rotting quaggoth that choked to death on a vrock demon’s poison spores (see area 17). The dead quaggoth has no treasure.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through it. The cave appears to be a dead end, and the hook horrors fight to the death against any creatures that enter. Characters who take the time to search the cave spot a hole in the 10-foot-high
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
L1. Entry Cave The cave mouth opens into darkness from which a breezes blows, carrying the faint odor of death. Inside is a natural cave, its floor and ceiling uneven. The passage leads to the west
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Dead Spiders When the characters enter the cave, they see a passage leading deeper underground. From the cave entrance, a passage continues deeper beneath the hills and slopes downward. You travel
footprints you’ve been following continue through these caves. In the center of the floor in the first cave is a human-sized boot.
The ceiling is 15 feet high, but the webs cover the top five feet of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
than it already is. If all six candles are lit, a character who looks in the mirror and says the word “piggy” three times in a row sees the reflected candlelight reveal a wooden lever set into a
. Only a character who can see a lever reflected in the mirror can pull it. As this likely puts the lever out of the character’s reach, he or she can cast a mage hand or telekinesis spell, conjure an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cave the size of a cathedral and stacked to the height of a giant! Pathways wind through a glittering mass whose reflected light dazzles your eyes, like a million twinkling stars close enough to touch
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
into a cave the size of a cathedral and stacked to the height of a giant! Pathways wind through a glittering mass whose reflected light dazzles your eyes, like a million twinkling stars close enough
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
thrown into the arena (area 15a) without their weapons and forced to fight to the death against the nagas’ thralls. 15a. Arena The Ssethian Scourges sometimes have their thralls fight captives for their
amusement. This 40-foot-high cave has the following features: Ledge. A slope of dry land rises from a few inches above the water to a 20-foot-high ledge at area 15b.
Weapons. Shattered and abandoned
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Something to Lose In a noir story, things don’t necessarily end well. But any adventure carries a risk of death or failure, so what additional factors might be at risk for the characters? They should
have something to lose beyond hit points, vulnerabilities not reflected in game statistics: fear of a tarnished reputation, a threat to a friend or lover, a favorite business destroyed or taken over
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Lord of Fetid Obliteration Unless he has been summoned to area 19, the unhappy king of the Blacktongues is here. 21a. Hydra Den This cave has a 20-foot-high ceiling and is filled with water to a
depth of 30 feet. Lurking in the muddy water at the bottom of the cave is a trained hydra. The hydra refrains from announcing its presence or attacking until such time as Kuketh orders it to rise and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
giants 69–70 1d10 mind flayers 71–73 2d4 stone giants 74–76 1d12 cyclopes 77–80 A large cave in which stands a 50-foot-tall idol of Blibdoolpoolp 81–85 1d3 dao 86–90 1d4 beholders 91–93 1d4 behirs 94–96 1 death tyrant 97–99 1d3 purple worms 00 2d4 aboleths
vampire spawn 26–27 3d6 minotaurs 28–30 A 30-foot-tall inverted black pyramid floating 1 inch above the floor in a large cave 31–32 1d10 beholder zombies 33–34 1d4 mind flayer arcanists 35–36 1d6 + 2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Minotaur Caves These caves form the main living area for the minotaurs of the Maze Level. A 2-foot-thick layer of fog covers the floor throughout. 7a. Southern Cave Ceiling. The ceiling ranges in
Maku’s ritual (see area 8a). They spring out when they see or hear any creatures in this area, charging intruders and ignoring any attempts to parley. The minotaurs fight to the death and loudly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chest in this cavern. H17. Den of the Vampire Spawn The yips and barks abate as you descend the stairs leading to this cave in which hangs the faint whiff of death.
Five kobold vampire spawn (see
H12. Twelve shadows haunt this 30-foot-high cave. They swarm over members of the party but recoil from any character who presents a holy symbol of Mystryl. The shadows were born from those who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Dweomercore Hideout These caves are used by the mages of Dweomercore (level 9) to keep an eye on their neighbors. The caves’ inhabitants include a mage named Karstis. If death or capture seems
flesh golem stands watch in the middle of this 10-foot-high cave, facing the entrance.
Wights. Two wights are on guard at the south end of the cave (outside area 8b).
Crates. Three open crates
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z2. Guard Post Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears. Aziana
and Davanka, two werewolves in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
+1 Removed the sword stuck in the clay golem’s chest +1 L3: Guano-Covered Cave Defeated the cloaker +1 Used the tunnel ledge to access the areas to the north +1 L4: Littered Cave Avoided the
: Slimy Cavern Gathered or ate contaminated mushrooms −1 Recovered the elf corpse’s equipment +1 L8: Stinking Cave Defeated the trolls +3 Found the trolls’ loot +1 L9: Bat Corridor Disturbed the bats
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
words she called me “brother,” but when I looked into her eyes they reflected another name: “death.” It was the death of the aged that she saw in me. She loved her youth and enjoyed it. But I had
death. My army settled in the valley of Barovia and took power over the people in the name of a just god, but with none of a god’s grace or justice.
I called for my family, long unseated from their
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
fey creatures. Bards and archfey warlocks are often found among the Greensingers, and the Circles of Dreams works well for Greensinger druids. The Gatekeepers protect the natural world from unnatural
to release bound elementals. Barbarians are often found among the Ashbound, and Berserker and Storm Herald are logical paths. The Children of Winter believe that death is a natural part of life. This
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
dirt around the cave mouth.
Pressed into the dirt are the broken bones of the minotaur’s past victims—unlucky goblins, kobolds, and explorers who stumbled on the monster’s lair. Hoof Tracks. A
cavern is strewn with small animal bones and the shriveled-up carcasses of cave-dwelling bats and rodents. A dim orange glow emanates from the north.
Three Stirges hang asleep from the ceiling
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
N1), except the tunnel slopes down to area N13. N5: Eastern Boulder Cave Several boulders are scattered about this small cave, and three of them raise their heads to look at you as you enter. Crooked
grins full of rocky teeth appear in their faces as the creatures rumble what might be a greeting.
Three gregarious Galeb Duhr dwell in this cave. They are pleased to have company, and ask in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(or its death throes) triggers a cave-in, allowing defeated characters to barely escape. Juiblex then turns its attention to feeding on Araumycos and is one of the demon lords drawn into battle by Vizeran’s ritual in chapter 17.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
apparitions reflected in his piles of gold. Nib warns the characters not to take any of his gold, lest they be cursed like him. Any character who steals gold from Nib’s cave is haunted by 1d4 apparitions
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
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
northeastern alcove of this cave holds Murgaxor’s old collection of brined and preserved lab specimens from his decades researching life and death. If any creature other than Murgaxor moves more than
peryton stat block. T2. Collapsing Cave Gentle, white light emanates from within the mouth of this cave. The mouth is fifteen feet across and ten feet high, but the cave narrows as it deepens.
The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Disposal Cave The stench of death fills these caves, which the giants visit infrequently. 11a. Faces of Halaster Stone Faces. Giant-carved visages of Halaster cover the walls. Each face has a
remaining. The other dead human carries a set of thieves’ tools. 11b. Silt Pit Carved into the floor of the narrow tunnel leading to this cave is a large X (a warning sign). This cave contains a silt pit like the one in area 4.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Optional Rule: Shadowfell Despair A melancholic atmosphere pervades the Shadowfell. Extended forays to this plane can afflict characters with despair, as reflected in this optional rule. When you
character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: “I don’t believe I can make a difference to anyone or anything.” 4–5 Dread. The






