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Returning 35 results for 'blows blessed diffusing cavern remain'.
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Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
the dead god and its Great Cavern remain intact, the number of star lancers in the multiverse is finite and never-changing.
A star lancer resembles a shark, albeit one that has four wings and a long
innards of one of these dead gods, githyanki xenomancers found a vast cavern containing scores of winged creatures they had never encountered before. The cavern’s denizens used telepathy to question
Monsters
The Wild Beyond the Witchlight
.)
Gleam and Glister were born during such an event, and they are blessed with magical abilities tied to moonlight (Gleam) and sunlight (Glister), respectively. The twins are easily distinguished by
the masks they wear; Gleam wears a crescent moon mask, and Glister wears a sun mask.
Blessed by Corellon, the twins can each change their sex at the end of a long rest, though one twin rarely does so
Monsters
Baldur’s Gate: Descent into Avernus
., one target. Hit: 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Tusks","rollDamageType":"piercing"} piercing damage.
Trumpet (3/Day). The hollyphant blows air through its trunk
tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with
Monsters
Bigby Presents: Glory of the Giants
gazes into flames too deeply may see the Prince of Evil Fire, Imix, gazing back. Giants who fall to Imix’s corruption might leave their homes to join with likeminded cultists, but others remain
within their communities to pursue Imix’s destructive agenda.
A fire giant of Evil Fire forges a set of armor and weapons in flames blessed by Imix. The giant can then call on these magical flames
Adult Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
flying speed.A Silver Dragon’s Lair
Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned
spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15
Ancient Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
its flying speed.A Silver Dragon’s Lair
Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or
fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
initiative ties), the dragon takes a lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15
appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from
;s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
Images of Large or smaller monsters haunt the
Geryon (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
see.
Sound the Horn (1/Day). As an action Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
of his choice within 600 feet of him. The minotaur;minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3
Geryon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
minotaur;minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
of his choice within 600 feet of him. The minotaur;minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.
Cold, Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Beholder
Legacy
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Monsters
Monster Manual (2014)
ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
.
Eye Ray. The beholder uses one random eye ray.A Beholder’s Lair
A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs
; (see the Monster Manual) to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear, and they obey his commands. They remain until they die
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
appear, and they obey his commands. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3 legendary actions, choosing from the options below. Only one
Kobold
Legacy
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Species
Volo's Guide to Monsters
sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity. Kurtulmak is a hateful deity, one who despises
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sight or sound. 10a. Venom Pool This cavern is flooded to a depth of 4 feet. The water glows green around an emerald that lies on the floor in the middle of the cavern. This gemstone has been blessed by
half as much damage on a successful one. Water that leaves the cavern is no longer poisonous, and the water in the cavern ceases to be poisonous once the emerald is removed from it. Treasure. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell.
the purest souls can. Gazing toward that peak fills even the most jaded of travelers with awe. Optional Rule: Blessed Beneficence In contrast to the dissonance experienced by evil creatures here, good
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Runestone Caverns An immense central cavern (area 13a) has several smaller caverns extending off it (areas 13b through 13f). A howling wind echoes throughout this area, and its source can be
traced to a broad chasm (area 13g). 13a. Main Cavern Characters see a bright blue-white light ahead as they approach this cavern. The cave’s features are as follows: Runestone. The cavern is lit by a 10
Monsters
Fizban's Treasury of Dragons
suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the ocean’s steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)
6
Eradication. The peoples of
.
As an example, map 5.14 depicts a topaz dragon’s lair in a seaside cavern, but it could be reimagined as a grotto in the side of a coral reef rising from a shelf on the ocean floor, with the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wave Echo Cave Features The mine is cold, damp, and drafty. A noticeable breeze blows from area W1 toward area W16. Features of Wave Echo Cave are described below. Ceilings Tunnels are 10 feet high
come about two minutes apart, growing louder toward the northeast.
Wave Echo Cave is nowhere near an ocean, but a water-filled cavern deep in the mine connects to an underground hot spring. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell as long as they remain in an area of blessed beneficence. In addition, such a creature that finishes a Long Rest in the area gains the benefit of a Lesser Restoration spell. Gehennan Cruelty On the
Arcadia and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them Immunity to the Frightened and Poisoned conditions. Blessed Beneficence On the plane
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Medium creatures, formed by a drying underground stream and dimly lit by glowing lichen. Upon entering the cavern of the grove, characters leave the horrors of the Underdark behind. They find
every surface — including the ceiling — and illuminates the darkness with brilliantly colorful bioluminescent patterns. On the other side of this exotic forest, the cavern narrows into a ravine. In a
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gallery of Angels This cavern lies deep inside the Labyrinth and contains another ritual component that Vizeran needs. The passage you follow climbs upward as it corkscrews through stone, finally
emerging through the floor of a large cavern. The ceiling arches sixty feet overhead, bristling with stalactites that drip water onto stalagmites rising from the uneven and broken floor. Here and there
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a central column of rock before traveling back up. This column supports the cavern’s 30-foot-high roof. The cavern also has these features: Double Door. A double door is framed with carvings of worm
double door. Hiding behind each stalagmite is an invisible drow mage and an invisible quasit.
Rock Formations. Around the edges of the cavern are more stalagmites and stalactites. More of these
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins and ogres, and they are trying to remain as quiet as possible for reasons that might not be readily apparent to the characters. Directly below this cavern is another similarly sized cavern
fluttering bats. At the start of each of the bats’ turns, roll a d6. On a roll of 1–5, the bats remain agitated. On a roll of 6, the bats return to the lower cavern and are no longer agitated. The
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16. Ceilings. Tunnels are 10 feet high unless
underfoot shiver. Waves come about two minutes apart, growing louder toward the northeast.
Wave Echo Cave is nowhere near the ocean, but a water-filled cavern deep in the mine is connected to an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. High Ground This 30-foot-high cavern contains two 10-foot ledges — a smaller one to the west and a bigger one to the south. Five gargoyles perch on the north ledge. When the gargoyles detect
intruders, one of them flies north to warn the dao (in area 11) that visitors have arrived. If this gargoyle is wounded or waylaid, all the gargoyles attack. Otherwise, the gargoyles that remain speak to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
38. Zombie Horde Zombies. The stench of death fills this 20-foot-high cavern, which contains forty zombies in various states of decay. They shamble about aimlessly.
Sinkhole. A 70-foot-deep
elves, drow, tieflings, quaggoths, duergar, hobgoblins, troglodytes, and githyanki. Until Netherskull summons them, the zombies remain here and attack intruders on sight. You can expedite combat by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Entrance Tunnel The worm tunnel the adventurers are traveling through opens up atop a steep slope leading 15 feet down into the open cavern. The slope is difficult terrain. As long as the
adventurers aren’t calling attention to themselves, they can remain undetected here indefinitely. The troglodytes are too distracted by their standoff to notice them. Rubble is piled up along the walls on
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecna’s Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecna’s Link to
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
. There, the soul becomes housed in the body of a new, fully grown star lancer that rises magically from the cavern floor. As long as the dead god and its Great Cavern remain intact, the number of star
, githyanki xenomancers found a vast cavern containing scores of winged creatures they had never encountered before. The cavern’s denizens used telepathy to question the githyanki interlopers, who promptly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
met Halaster several times over the years and carved his visage after many of those occasions. Though the giants’ memories of him never last, the faces in this cavern remain. The giants have begun
using the cavern to store the bodies of creatures they’re forced to kill. With the duergar and the drow returning to Undermountain in force and the bullywugs on level 8 becoming more aggressive, such
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Main Cavern Githyanki twins named Arbez and Surlock are contained within crystal stalactites in this cavern. 3a. Arbez’s Watch The creatures in area 3b investigate any disturbance in this portion
of the cavern, which contains the following: Crystal Stalactite. A 10-foot-long crystal stalactite hangs above a pit filled with silvery mist. Encased in the stalactite is Arbez, a male githyanki gish
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
runs from 30 feet high in the north to 50 feet high in the south.
Floor. This cavern has a muddy, uneven floor.
Troglodytes. Eighteen adult troglodytes take cover behind a scattering of stalagmites
feet above the cavern floor and has four tunnels opening off it. A fiery glow spills out of the tunnel that leads to area 7d (see that area for details).
Secret Door. A secret door at the southwest
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature, and allied to druids, who count






