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Returning 35 results for 'bed bards down cave rest'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to
Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
Spider Climb. The cave fisher can climb difficult surfaces, including upside down on
Magic Items
Acquisitions Incorporated
through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.
Map of the Moment
Starting at rank 3, you can use an action to make a DC 15
d8
Landmark
1
The Ancient Sarcophagus of Gerald Smith
2
A tree labeled “This tree”
3
“The Last Resting Place of My Rich Brother that is Also a Bear Cave
Bard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation
still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer
Monsters
Curse of Strahd
":"1d4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Curse (Recharges after a Long Rest). Madam Eva targets one creature that she can see within 30 feet of her
Short or Long Rest). Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy
, often a natural cave or an old bear den, and it might have supplementary dens elsewhere in its territory that it uses temporarily when it goes on long forays for food.
In good times, a bugbear gang
Monsters
Fizban's Treasury of Dragons
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my
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
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
coming! Everyone must hide!” It then flees. The characters can follow the fleeing ghost to an old burrow, where it disappears. Within the burrow, Udhask’s skeletal remains lie next to a stone bed
climb 30 feet to an overlooking cave filled crystals and fungi (area 18). The stream runs through the higher cave before pouring into this one. Treasure Udhask’s skeleton appears to be reaching under
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the rest and carefully protected. Once
behind from a kill, eating everything that’s edible and using the rest to make tools or adornments.
Kobolds shed teeth as they wear out and grow new ones their entire lives. Many wear their own
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->Waterdeep: Dungeon of the Mad Mage
44. Acolytes’ Quarters This circular room has a domed ceiling 30 feet high and contains the following features: Furnishings. Six stone beds rest with their headboards against the walls. A shallow
niche stands empty above each bed. At the foot of each bed is a stone chest that has been smashed open.
Smashed Statuary. Alabaster statuettes of dwarf kings lie smashed on the floor. (The statuettes once stood in the wall niches. The duergar destroyed them, then broke into the chests and looted them.)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
waters) 12 Enormous kelp bed (roll again on the table to determine what’s hidden in the kelp bed) 13 Undersea cave (empty) 14 Undersea cave (sea hag lair) 15 Undersea cave (merfolk lair) 16 Undersea cave
(shallow waters) or hunter sharks (deep waters) circling around it (50 percent chance that the ship contains treasure; roll randomly on the treasure tables in chapter 7) 4 Bed of giant oysters (each
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
8. Hark’s Hoard A large round rock fills the low, 4-foot-diameter tunnel leading to this cave. The boulder fits snugly in the tunnel and must be pushed into the cave to clear the passage. Moving the
boulder out of the way requires a successful DC 11 Strength (Athletics) check. The sound of the rolling boulder is loud enough to be heard by the creatures in area 9. The cave has an 8-foot-high
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
smells of cheap spices. A large fireplace dominates the west wall. A bed of hot coals fills the hearth with smoke and orange light. Suspended above the coals is a covered iron cauldron.
Duergar Cook. An
-stained natural cave roughly 50 feet square. The cave contains nothing of interest. Turning the handle on the faucet opens a valve that allows fresh, cold water from an underground stream to pour
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
, who was killed in Salt Cave. A character who searches the bed finds a book beneath the pillow called Sea Devils, which contains all the information about sahuagin found in the Monster Manual. A huer
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
14. Cave Bear Den These caves smell like an animal den — not surprising, given that Qurrok keeps his cave bears here. 14a. Adult Cave Bears Two adult cave bears (use the polar bear statistics) rest
here. These mates attack anyone they don’t recognize, defending their young in area 14b. Gnawed bones cover the den’s floor. 14b. Young Cave Bears Two cave bear cubs (use the black bear statistics
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
took her spellcasting focus — an opalescent conch — as a trophy. The banshee demands that the characters retrieve the conch and bring it to the cave, which will set her spirit to rest. It tries to kill the characters if they refuse, pursuing them as far as it can if they flee.
T1. Haunted Cave Rough-hewn steps climb a 7-foot-high tunnel that passes all the way through a 30-foot-tall natural pillar of rock. A damp, 8-foot-high cave encrusted with lichen is connected to this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing
songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K50. Guest Room A large bed sits in the center of this room, its four corner posts supporting a black canopy trimmed with gold tassels. Several comfortable divans are placed about the room. There is
a banded door in the west wall and a smaller unbanded door in the east wall. There is no danger in this area during the day. But if the characters try to take a short rest here during the night, the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
any ice or quartz crystals in that region.
Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice.
Thriving Wildlife. Animal
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
the clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region.
Positive Energy. Any creature that finishes a long rest within 6 miles of the lair
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1J. Lizardfolk Sleeping Room The ten dominant lizardfolk guards rest in this chamber, because it gets more warmth from the forge (area 1H) than area 1K does. They sleep on reed pallets that are
spread across the floor in no apparent pattern, and each keeps meager belongings beneath its “bed.” Despite the lack of order, the room is clean and dry. It is empty during the day, but ten lizardfolk sleep here at night.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1J. Lizardfolk Sleeping Room The ten dominant lizardfolk guards rest in this chamber, because it gets more warmth from the forge (area 1H) than area 1K does. They sleep on reed pallets that are
spread across the floor in no apparent pattern, and each keeps meager belongings beneath it's “bed.” Despite the lack of order, the room is clean and dry. It is empty during the day, but ten lizardfolk sleep here at night.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crate contains hundreds of harmless, chirping cave crickets, feeding from a 1-foot-deep bed of bat guano mixed with maggot-ridden offal. The cave crickets are used by the drow to feed the bats in area
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, which also contains a bed and brazier. A badly disheveled dwarf lies bound and unconscious on the cold stone floor.
This room formerly belonged to the priest in charge of Dumathoin’s temple (area 19
rescue him, and he offers to tag along for the duration of their stay in Wave Echo Cave. Nundro doesn’t know any more about the layout than the characters, so he hasn’t much to offer in the way of useful
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter The characters can return to the sanctum in Sigil to rest and confer with Alustriel and Tasha before they head to the Cave of Shattered Reflection. If the characters don’t return
to the sanctum, they find their way to the cave without trouble from their position in Pandesmos. The majority of this chapter takes place in Vecna’s Grasp, a small cave network where the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Dry Cave This dry, 20-foot-high cavern stands empty and serves as a good place to rest on this level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
agents include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty and are experts in observation, stealth, innuendo, and combat
’ Alliance fights the things that the shopkeeper in his bed has never even heard of. We remove threats before the town mayor even knows about it. We make bad things go away. That’s what we’re good at.”
Rameel Jos
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Where’s Skabatha? All of Loomlurch’s denizens are aware of Granny Nightshade’s daily routine, which is as follows: After waking from a long rest, she putters about in her garden (area L5) for 1d3
hours. Most of her day is spent in the kitchen (area L13), with occasional visits to the study (area L14). Before going to bed, the hag spends 1 hour conducting an inspection of the sewing room (area L9
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Threats abound within the caves. The characters can take only Short Rests within them. To take a Long Rest, they must first exit any cave they’re in. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
rest of the marauders there. The marauders in the cave include Brughor Axe-Biter, an orc with 18 hit points; four bugbears; and an ogre named Gog. Gog fights until slain, while the rest flee if Brughor
characters find the camp, read the following: The faint smell of smoke hangs in the air as you ascend a rugged ridge on the lower slopes of the hill. Fifty yards away, a cave mouth opens up at the






