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Returning 35 results for 'before black deciding caves run'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
, twisting tunnels open up within it. One of these passageways serves as the lair’s only entrance, and a large central chamber serves as the meenlocks’ den. Inside the warren, black moss
its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby.
Telepathic Torment
Up to four meenlocks can telepathically torment one
Monsters
Keys from the Golden Vault
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
Monsters
Princes of the Apocalypse
Lair
Ogrémoch is normally found in the depths of elemental earth, choosing caverns with black crystals and jagged rock spikes to serve as his throne room. He can enter the Material Plane
his dominion over the rock and stone around him to take lair actions on the Elemental Plane of Earth, or in any elemental earth node (including the Black Geode, described in chapter 5). On initiative
Monsters
Planescape: Adventures in the Multiverse
time using its shadow web.
Reel. The darkweaver pulls each creature it has grappled up to 60 feet toward itself.Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other
lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed.
A
Sage
Legacy
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Backgrounds
Basic Rules (2014)
master in your fields of study.
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead
information.
2
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3
Unlocking an ancient mystery is worth the price of a civilization.
4
I overlook
Backgrounds
Baldur’s Gate: Descent into Avernus
Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to
back.
d6
Flaw
1
I am easily distracted by the promise of information.
2
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons’ black
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
, 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
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
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons’ black-and
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Middle Path Many DMs find that using a combination of the two approaches works best. By balancing the use of dice against deciding on success, you can encourage your players to strike a balance
between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don’t run your game — you do. Dice are like rules. They’re
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Saving the Delegates A few delegates from Mirabar and their possessions remain to be found: Deseyna Norvael is in the Howling Caves (area N17). Rhundorth is in the Black Geode (area G15). Teresiel is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Features The following features are common throughout the Caves of Hunger: Ceilings. Most cavern ceilings are 30 feet high and made of smooth ice. Tunnel ceilings range from 10 to 15 feet
high unless otherwise noted. Darkness. All areas are cast in complete darkness unless otherwise noted. Echoes. Sound travels quickly here. All Wisdom (Perception) checks to hear sounds in these caves
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Keepers of the Flame leaves the characters in a position where they can at least avoid arrest in the city. Deciding the next step for the characters depends on what information or quests the characters
, or Stonespeaker Hgraam for a meeting with the Deepking, use the following section to run an encounter in the Deepking’s palace.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Goblins Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large — sometimes
sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers of Maglubiyet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
3. East Caves After a few unfortunate run-ins with the monster in area 3a, the goblins avoid this tunnel. The goblins refer to the monster as the Blob. 3a. The Blob Stalactites and stalagmites crowd
down into a hollow central cavity. Lying near the base of the stalagmite are the badly corroded remains of two goblin scimitars. A black pudding has taken residence inside the stalagmite’s hollow core
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Tepui’s Fate When the Drought Elder’s minions in the Crystal Caves have been dealt with, the characters have a chance to talk to Yarana. If Yarana died during the encounter with the aboleths
magical affliction affects Chimagua, and the guardian will die in the coming weeks if the affliction is allowed to run its course. Yarana knows how to heal the great spirit, though.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Elakdras’s remains, but they’ve had a falling-out in Challidax’s lair, splitting their followers into rival factions. Into the Ice Caves. The adventurers enter the frosty cave complex where the
dragon lairs. There they run afoul of the feuding frost giants and other denizens as they try to retrieve the magical ritual.
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
Artum Gresit-Hughes Tiefling, Male, 48 (Commoner) The event organiser is run off his feet, supervising staff in the banquet hall, kitchen and stables. "The lilac-skinned tiefling has a long green quill tucked behind one ear. He’s wearing a black apron over a navy velvet evening jacket."
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Mysterious Leadership The staff members of Rat’s Run include retired sailors as well as those working off debts to various overlords. The staff members report to a manager, who runs the establishment
and is loyal to its mysterious owner. Reigra Clawcroft For the past two hundred years, a Rakshasa named Reigra Clawcroft has owned Rat’s Run. Reigra was once a fearsome pirate captain who took the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Y2. Berserker Cairns Dirt trails run along two concentric rings of cairns that encircle the hillside. Each cairn is a ten-foot-high mound of slimy black rocks. These burial mounds predate the arrival
Compendium
- Sources->Dungeons & Dragons->Stranger Things
Troglodyte Caverns Have one character (group’s choice) make a DC 12 ability check — Intelligence (Nature) if they’re searching for the troglodyte caves, Wisdom (Survival) if they’re searching for the
thessalhydra’s tracks, or another skill that matches their actions. If the check succeeds, they have arrived at the troglodyte caves. Use the map to describe what the characters see. Let them pick in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Intrigue Though the village is small and unassuming overall, it’s also the site of a smuggling operation run out of Uskarn’s large port district. Several of Merrick’s deputies are in the pocket of
Griff Talsin (CE male human bandit captain), ostensibly a maritime merchant who trades in fine cloth and dry goods. Talsin is actually a black-hearted privateer who gets most of his wares from illegal
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall. The cracks in the floor were made by the golem in area X10. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple (area X5).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. In the Grip of Ghaunadaur A 15-foot-high tunnel containing an open pit connects two caves with 20-foot-high ceilings. 5a. Pudding Pit This naturally formed pit is 20 feet across and 20 feet deep
. At the bottom of the pit are three intelligent black puddings (see “Intelligent Black Puddings”) that used to be drow worshipers of Ghaunadaur. When they detect prey nearby, the puddings climb the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Y’zleth want it found and returned to the niche in the base of the altar. The thief and its kind live in caves that riddle the mountains (see “Geonid Caves”). The snakes warn the characters that they
might need to search several caves to find the figurine. As servants of Merrshaulk, Ssura and Y’zleth are opposed to other yuan-ti deities. In particular, they seek to thwart the machinations of yuan
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
make it back to Nandar Keep, Daphne fled to the Dripping Caves with the other villagers—a decision she has come to regret. If she learns that Lady Nandar is dead, Daphne becomes inconsolable. Dealing
peace): Pay a ransom of 1 gold piece per villager. (The total amount is 31 gp, minus 1 gp for each villager who has died since the characters arrived at the caves.) Give Hark a working lock. Hark
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Canyon Shrine Aside from the other dangers of the twisting canyons of Phoberos, followers of Mogis openly worship and offer sacrifices to their dark god in these places. Twisting cave systems run
that is holy to Mogis. Caves long used by bandits, minotaur raiders, and predatory beasts carve their ways through the craggy walls. Many of the caves are connected, but some are isolated. Ledges
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 14: The Labyrinth More of the components needed for Vizeran’s demon summoning ritual can be found in the depths of the Labyrinth — a snarl of twisting tunnels and caves extending
discovery of precious metals and gemstones led dwarves and others to excavate, extending its tunnels and expanding its caves. The results of those efforts saw an insignificant corner of the Underdark
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Entrance Level: General Features Map 6.5 shows the layout of the uppermost level of the fire giant stronghold. The floors, walls, and ceilings throughout the place are of black, reddish-black, dark
Ceilings. Passageways in the hall have vaulted ceilings 30 feet high. Caves, chambers, and rooms are 40 to 60 feet high. Doors. All doors are made of iron plates. A Medium or smaller creature must succeed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime During the break between episode 4 and episode 5, the characters are likely to be focused on deciding their next move. The urgency of seeking out the final orrery component at Horn
franchise, they can assign two franchise tasks to be run by staff in addition to any personal downtime activities they wish to engage in. If those downtime activities or franchise tasks involve
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Second Level: General Features Map 6.6 shows the layout of the second level of the fire giant stronghold. The floors, walls, and ceilings throughout the area are of black, reddish-black, dark gray
. Passageways have vaulted ceilings 30 feet high. Caves, chambers, and rooms are 40 to 60 feet high. Doors. All doors are made of iron plates. A Medium or smaller creature must succeed on a DC 15 Strength
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
together, but each had assumed he would be the one to run the business. Since none of the brothers would work for the others, each built his own tavern, and they all compete for customers. The five
taverns are called Stones, Even Keel, the River’s Mouth, the Grumpy Moose, and the Black-Bearded Brother. The taverns are old and poorly maintained. Characters who hang out in the taverns are likely to
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Faeries Known for their mischief, faeries resemble insects with humanoid features. Their size and shape may vary, but all have antennae, black eyes, chitinous skin, and insectoid legs and wings
player character. Shadowmoor faeries have Darkvision with a range of 120 feet. For suggestions on how to run a faerie nonplayer character, see chapter 3. BEN HILL Faeries in the realm of Lorwyn-Shadowmoor often delight in whimsy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
black energy run between the pillars and the cloud.
The cult fanatics are named Abberoch, Belora, Liana, Shanzo, Torfiana, and Uzalyn. They are performing a ritual designed to anchor one of
10. Ritual Chamber Purple Flames. Black wax candles set in niches along the walls of this 20-foot-high room burn with a purple flame, filling the room with dim light.
Cult Ritual. Six cult fanatics






