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Returning 35 results for 'blocking bards diffusing cave relatively'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
monsters fall upon them.
Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to
Monsters
Fizban's Treasury of Dragons
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
top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout
Young Deep Dragon
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Monsters
Fizban's Treasury of Dragons
skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels
deep dragon refuses to leave the cave where the dragon’s best friend—an adventurer who won the dragon’s respect and affection—lingers as a ghost.
Poison, Psychic
Monsters
Fizban's Treasury of Dragons
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
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1a. Pool Bypass A relatively small cave branches off the main tunnel. If the characters are shadowing Droki, read the following boxed text aloud to the players. Droki stands before a tall yet narrow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1a. Pool Bypass A relatively small cave branches off the main tunnel. If the characters are shadowing Droki, read the following boxed text aloud to the players. Droki stands before a tall yet narrow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1a. Pool Bypass A relatively small cave branches off the main tunnel. If the characters are shadowing Droki, read the following boxed text aloud to the players. Droki stands before a tall yet narrow
Kobold
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Species
Volo's Guide to Monsters
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
book’s introduction. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. A character who uses an action to dig through
the cave-in can make a DC 15 Strength (Athletics) check. On a successful check, the character clears a passage through the cave-in large enough for a Medium creature to squeeze through. Exiting the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
book’s introduction. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. A character who uses an action to dig through
the cave-in can make a DC 15 Strength (Athletics) check. On a successful check, the character clears a passage through the cave-in large enough for a Medium creature to squeeze through. Exiting the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
book’s introduction. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. A character who uses an action to dig through
the cave-in can make a DC 15 Strength (Athletics) check. On a successful check, the character clears a passage through the cave-in large enough for a Medium creature to squeeze through. Exiting the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters see a well-traveled and relatively dry track (at the point marked A on the map) leading from the coast. It disappears into the marshland interior. Once they are within 40 feet of the
the hidden entrance marked D on the map). They also note, as they approach by sea, a 15-foot wide, 6-foot high sea cave entrance on the northeastern tip of the promontory (marked E on the map). A
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
) and the creatures currently in the cave. Fire Crystal. Destroying the orange crystal blocking the western fissure allows the noxious fumes to escape the cave and stops the blight that is harming the
leads up ten feet to a higher cave area in the north. Water burbles down from that upper cave and collects in a large pool. Two small mushroom-like people are working amid the mushrooms near the pond
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
) and the creatures currently in the cave. Fire Crystal. Destroying the orange crystal blocking the western fissure allows the noxious fumes to escape the cave and stops the blight that is harming the
leads up ten feet to a higher cave area in the north. Water burbles down from that upper cave and collects in a large pool. Two small mushroom-like people are working amid the mushrooms near the pond
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
) and the creatures currently in the cave. Fire Crystal. Destroying the orange crystal blocking the western fissure allows the noxious fumes to escape the cave and stops the blight that is harming the
leads up ten feet to a higher cave area in the north. Water burbles down from that upper cave and collects in a large pool. Two small mushroom-like people are working amid the mushrooms near the pond
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters see a well-traveled and relatively dry track (at the point marked A on the map) leading from the coast. It disappears into the marshland interior. Once they are within 40 feet of the
the hidden entrance marked D on the map). They also note, as they approach by sea, a 15-foot wide, 6-foot high sea cave entrance on the northeastern tip of the promontory (marked E on the map). A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters see a well-traveled and relatively dry track (at the point marked A on the map) leading from the coast. It disappears into the marshland interior. Once they are within 40 feet of the
the hidden entrance marked D on the map). They also note, as they approach by sea, a 15-foot wide, 6-foot high sea cave entrance on the northeastern tip of the promontory (marked E on the map). A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
keeps order, a relatively easy job until the sahuagin arrived. Marciano refuses to answer questions shouted through the door unless a character first succeeds on a DC 15 Charisma (Persuasion) check to
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->Sleeping Dragon’s Wake
keeps order, a relatively easy job until the sahuagin arrived. Marciano refuses to answer questions shouted through the door unless a character first succeeds on a DC 15 Charisma (Persuasion) check to
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->Sleeping Dragon’s Wake
keeps order, a relatively easy job until the sahuagin arrived. Marciano refuses to answer questions shouted through the door unless a character first succeeds on a DC 15 Charisma (Persuasion) check to
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->Keys from the Golden Vault
Into the Underdark Little Lockford is situated in the Underdark, but the tunnels leading to the settlement are well traveled and relatively easy to navigate. Stone signs illuminated by continual
The characters enter a small cave containing a stone throne fit for a gnome. The throne, which looks like it was carved from a stalagmite, is a mimic that attacks anyone who sits on it. 7–12 A deep
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Into the Underdark Little Lockford is situated in the Underdark, but the tunnels leading to the settlement are well traveled and relatively easy to navigate. Stone signs illuminated by continual
The characters enter a small cave containing a stone throne fit for a gnome. The throne, which looks like it was carved from a stalagmite, is a mimic that attacks anyone who sits on it. 7–12 A deep
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Into the Underdark Little Lockford is situated in the Underdark, but the tunnels leading to the settlement are well traveled and relatively easy to navigate. Stone signs illuminated by continual
The characters enter a small cave containing a stone throne fit for a gnome. The throne, which looks like it was carved from a stalagmite, is a mimic that attacks anyone who sits on it. 7–12 A deep
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
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
mysterious black obelisk in the farthest cave (see area 16). The other group is a budding cult of derro demon worshipers led by a renegade member of the Council of Savants. Sensing that the demon lords are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
mysterious black obelisk in the farthest cave (see area 16). The other group is a budding cult of derro demon worshipers led by a renegade member of the Council of Savants. Sensing that the demon lords are
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
13. Umberlee’s Chosen Accompanied by two sea lions that he keeps as pets, Gar Shatterkeel resides in this underwater cave while he contemplates his next move and communes with Umberlee. When the
, blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
mysterious black obelisk in the farthest cave (see area 16). The other group is a budding cult of derro demon worshipers led by a renegade member of the Council of Savants. Sensing that the demon lords are
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->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
Orc
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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
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
13. Umberlee’s Chosen Accompanied by two sea lions that he keeps as pets, Gar Shatterkeel resides in this underwater cave while he contemplates his next move and communes with Umberlee. When the
, blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come






