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Returning 35 results for 'binding burns diffusing cave realms'.
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classes
Sword Coast Adventurer's Guide
of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian
Greyhawk.
Arcana Domain Spells
Cleric Level
Spells
1st
detect magic, magic missile
3rd
magic weapon, Nystul's magic aura
5th
dispel magic, magic circle
7th
arcane eye, Leomund's secret chest
9th
planar binding, teleportation circle
Classes
Sword Coast Adventurer's Guide
of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian
Greyhawk.
Arcana Domain Spells
Cleric Level
Spells
3rd
detect magic, magic missile, magic weapon, Nystul's magic aura
5th
dispel magic, magic circle
7th
arcane eye, Leomund's secret chest
9th
planar binding, teleportation circle
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
.
Fleeting Fancies
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be
wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
fiendish overlords, daelkyr, and other powerful evils. These coils also harbor sealed portals connecting to these creatures’ native realms. Expeditions into the depths of Khyber often incorporate elements of
supernatural horror, given the pervasive evil of the creatures in these subterranean realms. Thanks to the strange demiplanes embedded within Khyber, these adventures also might cross the streams
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
fiendish overlords, daelkyr, and other powerful evils. These coils also harbor sealed portals connecting to these creatures’ native realms. Expeditions into the depths of Khyber often incorporate elements of
supernatural horror, given the pervasive evil of the creatures in these subterranean realms. Thanks to the strange demiplanes embedded within Khyber, these adventures also might cross the streams
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
fiendish overlords, daelkyr, and other powerful evils. These coils also harbor sealed portals connecting to these creatures’ native realms. Expeditions into the depths of Khyber often incorporate elements of
supernatural horror, given the pervasive evil of the creatures in these subterranean realms. Thanks to the strange demiplanes embedded within Khyber, these adventures also might cross the streams
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emits a cold, blue flame. As long as the flame burns, the berserkers can’t be killed inside their lair (see area Q5). The berserkers share their cave with two white dragon wyrmlings, which hatched from
Story of the Cave This cavern complex was hollowed out by dwarf prospectors and miners looking for precious gems and metals. That effort bore no fruit, and the cave was abandoned. The Tribe of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emits a cold, blue flame. As long as the flame burns, the berserkers can’t be killed inside their lair (see area Q5). The berserkers share their cave with two white dragon wyrmlings, which hatched from
Story of the Cave This cavern complex was hollowed out by dwarf prospectors and miners looking for precious gems and metals. That effort bore no fruit, and the cave was abandoned. The Tribe of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emits a cold, blue flame. As long as the flame burns, the berserkers can’t be killed inside their lair (see area Q5). The berserkers share their cave with two white dragon wyrmlings, which hatched from
Story of the Cave This cavern complex was hollowed out by dwarf prospectors and miners looking for precious gems and metals. That effort bore no fruit, and the cave was abandoned. The Tribe of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Goat Cave A large campfire burns in the middle of this cave. The fire illuminates wall carvings that depict stone giants heaving boulders over their heads. Sitting around the campfire are two
-foot-high ledge overlooking the canyon. To the northwest is a sunken side-cave containing sixteen mountain goats, which the stone giants occasionally eat. A 10-foot-high ledge traps the goats inside the cave. The goats are nonthreatening.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Goat Cave A large campfire burns in the middle of this cave. The fire illuminates wall carvings that depict stone giants heaving boulders over their heads. Sitting around the campfire are two
-foot-high ledge overlooking the canyon. To the northwest is a sunken side-cave containing sixteen mountain goats, which the stone giants occasionally eat. A 10-foot-high ledge traps the goats inside the cave. The goats are nonthreatening.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Goat Cave A large campfire burns in the middle of this cave. The fire illuminates wall carvings that depict stone giants heaving boulders over their heads. Sitting around the campfire are two
-foot-high ledge overlooking the canyon. To the northwest is a sunken side-cave containing sixteen mountain goats, which the stone giants occasionally eat. A 10-foot-high ledge traps the goats inside the cave. The goats are nonthreatening.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
casting then sent his considerable power out to surround the overmatched wizard, binding it to himself. Argent energy flew from the human’s outstretched hand only to fizzle into nothingness as the
in the Forgotten Realms. They need to be, as their powers come from years of careful study and practice. Some wizards apprentice and study with an experienced master, while others attend formal
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
casting then sent his considerable power out to surround the overmatched wizard, binding it to himself. Argent energy flew from the human’s outstretched hand only to fizzle into nothingness as the
in the Forgotten Realms. They need to be, as their powers come from years of careful study and practice. Some wizards apprentice and study with an experienced master, while others attend formal
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
casting then sent his considerable power out to surround the overmatched wizard, binding it to himself. Argent energy flew from the human’s outstretched hand only to fizzle into nothingness as the
in the Forgotten Realms. They need to be, as their powers come from years of careful study and practice. Some wizards apprentice and study with an experienced master, while others attend formal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-shaped island. Twenty-five bullywugs and six giant frogs slip in and out of the shacks.
Bonfire. A bonfire burns at the northern tip of the island, giving off pungent smoke. (The bullywugs keep it
necessities. They and the giant frogs are quick to respond to calls for aid from area 19. Harmless cave fish swim in the deep water around the island. The pool at the island’s center is closed off by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-shaped island. Twenty-five bullywugs and six giant frogs slip in and out of the shacks.
Bonfire. A bonfire burns at the northern tip of the island, giving off pungent smoke. (The bullywugs keep it
necessities. They and the giant frogs are quick to respond to calls for aid from area 19. Harmless cave fish swim in the deep water around the island. The pool at the island’s center is closed off by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
feet to the arena floor (area 15a). Two flat stones command a view of the arena and are used as thrones by the nagas. 15c. Steamy Den This cramped, steam-filled cave contains the following: Duergar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
feet to the arena floor (area 15a). Two flat stones command a view of the arena and are used as thrones by the nagas. 15c. Steamy Den This cramped, steam-filled cave contains the following: Duergar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-shaped island. Twenty-five bullywugs and six giant frogs slip in and out of the shacks.
Bonfire. A bonfire burns at the northern tip of the island, giving off pungent smoke. (The bullywugs keep it
necessities. They and the giant frogs are quick to respond to calls for aid from area 19. Harmless cave fish swim in the deep water around the island. The pool at the island’s center is closed off by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
feet to the arena floor (area 15a). Two flat stones command a view of the arena and are used as thrones by the nagas. 15c. Steamy Den This cramped, steam-filled cave contains the following: Duergar
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crunch loudly underfoot, and creatures have disadvantage on Dexterity (Stealth) checks made to move silently through this area. Z5a. South Cave Bianca, a white-haired werewolf in wolf form who is Kiril
Stoyanovich’s mate, sleeps here. She reacts quickly to sounds of alarm, attacking any intruders she sees. Z5b. North Cave Wensencia, a werewolf in wolf form, sleeps here with Kellen, a ten-year-old
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crunch loudly underfoot, and creatures have disadvantage on Dexterity (Stealth) checks made to move silently through this area. Z5a. South Cave Bianca, a white-haired werewolf in wolf form who is Kiril
Stoyanovich’s mate, sleeps here. She reacts quickly to sounds of alarm, attacking any intruders she sees. Z5b. North Cave Wensencia, a werewolf in wolf form, sleeps here with Kellen, a ten-year-old
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crunch loudly underfoot, and creatures have disadvantage on Dexterity (Stealth) checks made to move silently through this area. Z5a. South Cave Bianca, a white-haired werewolf in wolf form who is Kiril
Stoyanovich’s mate, sleeps here. She reacts quickly to sounds of alarm, attacking any intruders she sees. Z5b. North Cave Wensencia, a werewolf in wolf form, sleeps here with Kellen, a ten-year-old
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Forgotten Realms. The werewolves know that the tower has magical defenses, so they are cautious. Kiril tries to lure the characters outside for a final showdown, but pulls his pack into the woods
if the characters start lobbing spells or making ranged attacks from the tower. Development A captured werewolf can be forced to divulge the whereabouts of the children kidnapped by the pack. They are being held in a cave to the west (see chapter 15, “Werewolf Den”).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
puts out the fire for good. As long as the brazier’s cold fire burns, chardalyn berserkers inside the cave (areas Q3 through Q8, and the tunnels and chutes that attach to them) can’t drop below 1 hit
Cave Locations The cave’s chambers and tunnels were hewn from solid rock by dwarves long ago. The berserkers carry torches to see where they’re going. Characters without darkvision must rely on their
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Forgotten Realms. The werewolves know that the tower has magical defenses, so they are cautious. Kiril tries to lure the characters outside for a final showdown, but pulls his pack into the woods
if the characters start lobbing spells or making ranged attacks from the tower. Development A captured werewolf can be forced to divulge the whereabouts of the children kidnapped by the pack. They are being held in a cave to the west (see chapter 15, “Werewolf Den”).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Forgotten Realms. The werewolves know that the tower has magical defenses, so they are cautious. Kiril tries to lure the characters outside for a final showdown, but pulls his pack into the woods
if the characters start lobbing spells or making ranged attacks from the tower. Development A captured werewolf can be forced to divulge the whereabouts of the children kidnapped by the pack. They are being held in a cave to the west (see chapter 15, “Werewolf Den”).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
puts out the fire for good. As long as the brazier’s cold fire burns, chardalyn berserkers inside the cave (areas Q3 through Q8, and the tunnels and chutes that attach to them) can’t drop below 1 hit
Cave Locations The cave’s chambers and tunnels were hewn from solid rock by dwarves long ago. The berserkers carry torches to see where they’re going. Characters without darkvision must rely on their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
puts out the fire for good. As long as the brazier’s cold fire burns, chardalyn berserkers inside the cave (areas Q3 through Q8, and the tunnels and chutes that attach to them) can’t drop below 1 hit
Cave Locations The cave’s chambers and tunnels were hewn from solid rock by dwarves long ago. The berserkers carry torches to see where they’re going. Characters without darkvision must rely on their
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
realms, And never once a slave. O sing a song of Elturel When foes are at her door Her fields torn by cloven feet From some infernal shore. Arise the mighty Hellriders Take up your swift, keen
that “the Companion” referred to in the song is the name given to the artificial sun that burns over Elturel, protecting the city and its surrounding lands against undead. Characters who speak to Alan
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
realms, And never once a slave. O sing a song of Elturel When foes are at her door Her fields torn by cloven feet From some infernal shore. Arise the mighty Hellriders Take up your swift, keen
that “the Companion” referred to in the song is the name given to the artificial sun that burns over Elturel, protecting the city and its surrounding lands against undead. Characters who speak to Alan
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
realms, And never once a slave. O sing a song of Elturel When foes are at her door Her fields torn by cloven feet From some infernal shore. Arise the mighty Hellriders Take up your swift, keen
that “the Companion” referred to in the song is the name given to the artificial sun that burns over Elturel, protecting the city and its surrounding lands against undead. Characters who speak to Alan
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Drow. Two male drow (Altonrel and Rezz) and a female drow elite warrior (Balryn) stand watch atop a ridge of natural rock in the middle of this 30-foot-high cave.
Fungi. Barrelstalk and ripplebark
Auvryndar (25 gp). The supplies stored in this cave include a set of carpenter’s tools, a set of leatherworker’s tools, five sets of manacles, and enough rations to feed one humanoid for 90 days or the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a






