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Returning 35 results for 'before been dominated 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.Enslave
(Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1
Monsters
Spelljammer: Adventures in Space
Material Plane, as well as on the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber
hulks and used them to build sleek, spidery ships capable of traversing the multiverse.Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the
multiverse.Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi
Bugbear
Legacy
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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
Eberron: Rising from the Last War
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
after the possession ends.Quori
Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations
Kobold
Legacy
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Species
Volo's Guide to Monsters
dominated by his emotions—intelligent, but not wise. Arrogant and prone to gloating, he carries grudges, has a huge chip on his shoulder, and spends a lot of time fashioning elaborate revenge scenarios
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
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->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
Orc
Legacy
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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
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
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->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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Daelkyr ruins linger in these areas, remnants of the ancient war against the goblins and orcs that once dominated Khorvaire. Dragonshard Fields The Shadow Marches hold deposits of Eberron dragonshards
, the source of House Tharashk’s wealth. These fields aren’t as rich as those in Q’barra, but there’s gold to be made by those willing to hunt for shards in the dangerous swamps. Vvaraak’s Cave The
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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 cover a
Cave Fisher A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider’s webbing, which
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Quarters Troglodytes. Unless they’ve been drawn elsewhere, twelve enslaved troglodytes rest atop sawed-off stalagmites in the middle of this 40-foot-high cave.
Pictographs. The walls bear pictographs
can. 24a. West Sentries Three enslaved troglodytes guard this 30-foot-high cave. Shattered shields, broken spears, and torn nets (trophies taken from the kuo-toa) lie heaped against the walls. None
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Material Plane through a fey crossing in a magical cave on Sybarate, the Cave of Echoes. When Caerwyn’s life reached its inevitable end, Porphura worked one last undertaking. She raised a tomb inside their
home and sealed off the palace from the rest of the garden, so the pair could rest undisturbed together forever. Porphura then laid down beside Caerwyn for the last time and let the magic that sustained her own life finally unravel.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
passages have steeply sloping ceilings that create stalactite-covered chambers rising 20 to 30 feet above the floor. Light Areas H1 and area H2 are outside. The rest of the cave complex is dark unless
General Features The Cragmaw cave slopes steeply upward. The entrance is at the foot of a good-sized hill, and the caves and passages are inside the hill itself. Ceilings Most of the caves and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Tharden wears a pair of boots of striding and springing. In his haste to explore the rest of Wave Echo Cave, Nezznar overlooked them.
1. Cave Entrance Whether the characters follow Gundren’s map or receive directions to Wave Echo Cave from another source, their initial approach leads them to a narrow tunnel whose entrance is hidden
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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 cover a
Cave Fisher A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filament, much like the strands of a spider’s webbing, which the
Monsters
Fizban's Treasury of Dragons
, ideally mountain lakes, where they take advantage of existing caves and tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the
is set beneath a mountain ridge between two deep tarns, with streams flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair
Goblin
Legacy
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Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
lucky if their only punishment is demotion to the pariah caste. Sometimes another creature assumes control of a goblin tribe, by killing or subjugating the current boss and cowing most of the rest of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
intruders. Others might refuse to enter for any reason other than during funerary rites to inter a family member’s remains. Remains laid to rest within the grotto remain peaceful, and the power of the cave is anathema to Undead.
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
Monsters
Fizban's Treasury of Dragons
tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the water and cultivate the fish that are their preferred food.
Amethyst
flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair, one in the rock face just above one tarn and one below the surface of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to the invisible duergar. 4b. Something Wicked Two fomorians dumped here by Halaster rest at the back of this 20-foot-high cave. These hideously misshapen giants are new to Undermountain and believe
should be eradicated or enslaved. 4a. Invisible Spies Silt. The floor of this 20-foot-high cave is covered in a 2-inch-thick layer of fine silt in which can be seen giant-sized bare footprints and smaller
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
3. Sea Hag Coven In this cave, strategically separated from the rest of the complex, a coven of three sea hags carry out their own gruesome plans in alongside those of their anchorite allies
. Accessing the Cave In order to access this cave, a creature must swim through a submerged tunnel teeming with scary-looking fish. The fish have strange glowing eyes and large teeth, but they are just normal
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Sword Coast and the North Running along the Sea of Swords from north of Amn to the Sea of Moving Ice, the Sword Coast is a narrow band of territory dominated by the city-states of the area that
territory marked by the Cloud Peaks and the Troll Mountains to the Trade Way. The Savage Frontier is the name given to the rest of the unsettled or sparsely settled territory in the North, not including the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful DC 12 Strength (Athletics) check, a character can use an action to knock the statue off its high shelf, causing it to shatter on the floor. 13d. Cave of Rest The stone giants come here to rest when they’re tired. The cave is devoid of furnishings and ostentation.
tasked with carving abstract designs into the roof of this empty cave. To reach the ceiling, Obsidia rides on her brother’s broad shoulders. She is using a chisel to smooth out some of the rough spots
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
they detect intruders, the goblins cry out “Bree-yark!” and begin shooting arrows. Their cries of alarm put the rest of the cave complex on alert, but no reinforcements arrive. 1b. Hot Mud Bath A male
1. Main Cavern Characters who follow the villagers’ tracks arrive at a yawning cave mouth, 12 feet wide and 20 feet high. Beyond the cave mouth is a vast cavern with a forest of stalagmites in its
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
leavings in area 11. The toads rest on small ledges from 8 to 12 feet above the cave floor, and they will hop down and savagely attack anything that touches it. Treasure. The creatures have one item of
. Guard Cave Two frost giants rest here. One giant watches down each passage while the other sleeps on a heap of skins. Each has a weapon and four rocks to hurl. Treasure. There are four sacks in the






