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Returning 35 results for 'both before directly cavern reason'.
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both before direct cover region
Monsters
Icewind Dale: Rime of the Frostmaiden
upside down on ceilings, without needing to make an ability check.Drop. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Drop"} to hit, one creature directly underneath
shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish
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
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
main cavern. If he sees the characters and has any reason to want them dead, Halaster casts spells with a suitably long range at them through the Runestone, including Bigby’s hand, chain lightning
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
Monsters
Fizban's Treasury of Dragons
, the largest cavern serves as the dragon’s sleeping chamber. A raised section studded with sapphire crystals offers a vantage from which the dragon can keep an eye on the chamber’s access
to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Stone Passage. The dragon touches a section of stone up to 30 feet in any dimension. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
legend of the creatures’ origin is passed down from elder to hatchling, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to
don’t worship Tiamat directly, they recognize her as the dragon-goddess of all chromatic dragons, and as the master of their racial god, Kurtulmak. KURTULMAK: GOD OF KOBOLDS
The god of kobolds was
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Central Cavern This 180-foot-diameter spherical cavern has a domed ceiling and a bowl-shaped floor. Along its perimeter are stone ledges (area 16a) that don’t quite encircle the chamber. Any
creature knocked off a ledge goes tumbling down the inward-sloping rock walls to the bottom of the cavern (area 16b), which is strewn with rocks, bones, and the bodies of two dead umber hulks. At the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
drow in their refuge. The constant fear of punishment, from one’s mistress or another, more powerful drow, keeps most slaves obedient, even when they aren’t directly supervised. The great cavern of
advantages over each other, they all live under the heel of House Baenre and the Matron Mother, who rules the city in Lolth’s name. On a large plateau high above the cavern floor is Tier Breche, also
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
forge, to pump bellows, heft ingots, and carry barrels of quenching oil. The place is called the City of Blades, for good reason: the fine steel of the duergar is impressive, considering the quality of
handled. The duergar make their homes mainly beyond a great wall, which I never passed through. To the north, the floor of the cavern that contains the Darklake hovers dangerously low, such that in some
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
produced by the nearby elemental node. Unlike the members of the other three cults, the Black Earth cultists have easy access to the surface. This quarter of the temple complex lies almost directly
Urnrayle, the Prophet of Earth, chose the long-wrecked fortifications of Tyar-Besil as the headquarters of his cult for this very reason.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their presence makes nearby brigands reluctant to raid the village directly. Because so many big-city folk settled here, rumors persist of cached treasure buried or otherwise hidden all over Beliard, but
aside from a sack of gold coins found walled away behind stones in a chimney, nothing has yet been found — nothing that has become public knowledge, at least. Reason to Visit. Beliard was the last place anyone saw the missing delegation from Mirabar (described in chapter 3).
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
all visitors away. The reason for this sudden shift in the myconids’ behavior is that a blight has spread through the caves and is poisoning the myconids, twisting their gardens, and even laying low
surface through a cavern at the back of Seagrow Caves that the myconids avoid, but the vent has become blocked, and the fumes have spilled into the myconids’ caves. Besides this insidious poison
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
shoals. The waves crashing and splashing over the jagged rocks make it obvious, even to landlubbers, that any attempt to navigate the shoals can only end in disaster. In fact, there is no reason to pass
through the dangerous rocks, because the granite cliffs beyond them rise directly out of the water, offering no place to land or come ashore. Only the sandy area at the southernmost tip of the island
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
4. Bats and Prisoners A short tunnel leads to a sunken cavern that echoes with the sound of flapping wings. The sound emanates from a naturally formed pit in the cavern’s floor, which is covered with
Monsters
Fizban's Treasury of Dragons
, particularly art objects that are impressive but not irreplaceable.
Sleeping Chamber. At the heart of the lair, protected behind more thin crystal walls, the largest cavern serves as the dragon’s
issues that isn’t directly harmful to the creature.
Stone Passage. The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage
Monsters
Fizban's Treasury of Dragons
Features
The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the cliffs, 50 feet above the sandy
charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Cancellation. The dragon chooses an active spell of 5th level or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Dangerous Shrubbery A 20-foot-high dry ledge (area 4a) overlooks a 30-foot-high cavern filled with vegetation and ankle-deep mud (area 4b). This area’s features are as follows: Vegetation
. Luminescent, fern-like plants sprouting from the mud fill this area with dim light.
Severed Limb. Part of the ledge wall is stained with blood. Directly below the stain, a severed leg wearing a sturdy boot
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Piercer Aberrant Counterfeit Stalactite Habitat: Underdark; Treasure: Individual Piercers resemble stalactites, but each has a toothy maw and a single eye. They hang from cavern ceilings along routes
ability check.
Actions
Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.
Drop. The piercer falls. Dexterity Saving Throw: DC 11, one creature directly underneath the piercer
Monsters
Fizban's Treasury of Dragons
.
Topaz Dragon Lair Features
The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the
the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Cancellation. The dragon chooses an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. 25. Slimy Cavern This uneven, naturally formed cavern is about twenty feet in diameter.
Two patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) hang at a point
on the ceiling roughly halfway between the two passage mouths. They drop on characters (or smugglers) who pass below, landing with a distinctively soggy slap. 26. Natural Cavern This roughly circular
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Contests A contest is a kind of ability check that matches two creatures against each other. Use a contest if a character attempts something that either directly foils or is directly opposed by another
Constitution Stamina and health Endure a marathon, grasp hot metal without flinching, win a drinking contest Intelligence Memory and reason Recall a bit of lore, recognize a clue’s significance
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
little reason to pay attention to what is spoken there. Gods can speak directly to their oracles. They can appear in the dreams of mortals or manipulate natural phenomena to create omens. They can
on an enormous scale. They often seem to be walking across the dome of the sky, with their feet disappearing just below the horizon. Any part of a god’s body that isn’t directly lit takes on the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary
ceilings, without needing to make an ability check.
Actions
Drop. Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from the piles around the room, instructs Obsidia and Rhodos (see area 13a) to do the same, and sets out to destroy the invaders. Attempting to reason with Speleosa while she’s hurling rocks is no
Speleosa, the invisible faerie dragon flies into the cavern, becomes visible momentarily as it casts the hallucinatory terrain spell, and turns invisible again as a bonus action. Characters who have
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
guide them to a deserted pier where they can dock quietly. He warns them that they have to keep a low profile and head directly to the only inn in the city devoted to outsiders. The Ghohlbrorn’s Lair is
. Despite vents dug into the walls and ceiling of the city’s great cavern, fumes from smelters and forges linger at ground level (as does the gas tapped in Laduguer’s Furrow). Visitors might contract the illness known as grackle-lung (see the Grackle-lung sidebar).
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and other useful items, but if they
hatred of gnomes, city kobolds often go out of their way to target gnomes’ houses and shops. Even in such cases, the kobolds’ fear of retaliation usually prevents them from trying to directly harm
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fight in the war, how and why did they remain on the sidelines? Did they oppose the war? Did they do something to avoid conscription, or was there a reason they were considered unsuitable for service
comrade and work out the details with the player on the spot. The Personal Impact table provides ideas for plot hooks that could directly involve a player character in a scenario. Personal Impact d6
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
into thin air for no reason, then return in a fury if the characters try to call her back. If the party manages to converse with Ilda, they might learn that yuan-ti dwell in the innermost parts of the
divination magic, which is how he discovered the mysterious pool in this cavern complex. He excavated these chambers around the pool, and kings and wizards came bearing tribute. When he died after many
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Should They or Shouldn’t They? The characters must proceed carefully, since they have no evidence that directly implicates the Gralhunds in the attack in Trollskull Alley. Their two basic choices are
learned to the constables there. Shortly thereafter, the characters receive a visit from Barnibus Blastwind and Saeth Cromley (see appendix B), who have no reason to suspect the characters are lying
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
large building. Assuming the characters are cooperative, the grippli guards take the visitors directly to her. If the party seems trustworthy, she speaks to them. She prefers Primordial (it’s easier on
expressed interest in excavating and restoring the previous site of the grippli village, a mile from its present location. Pond Mother saw no reason to refuse them, since their motives were seemingly
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
handle at any moment. She might vanish into thin air for no reason, then return in a fury if the characters try to call her back. If the party manages to converse with Ilda, they might learn that yuan-ti
: Diderius’s passion was powerful divination magic, which is how he discovered the mysterious pool in this cavern complex. He excavated these chambers around the pool, and kings and wizards came
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
methods the rival can bring to bear against the characters. Goals. An effective rival has a clear reason for interfering with the characters’ lives. Think about what the rival wants, how and why the
characters stand in the way, and how the conflict could be resolved. Ideally, a rival’s goal directly involves the characters or something they care about. Assets. Think about the resources the rival can
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
evil serpentfolk are here for a particular purpose, and as a rule they have no quarrel with anyone who doesn’t directly threaten their plan or try to impede what they’re doing.) The ground throughout
by far the largest structure in the community. The ground level contains a pool of water in the center, directly beneath an opening in the roof of the same size. The marshy ground around the pool
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, the angel chose to establish the Solar Bastion rather than return to his god’s service. A powerful and immortal Celestial, Hilarion sees no reason for additional tiers of leadership in the organization
. All members of the Solar Bastion report directly to him, and the knights are largely self-directed in choosing missions. Hilarion and the rest of the organization represent a pool of resources
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
characters might have good reason to seek out healing pools when a malady is beyond their ability to treat. Medical tests that are being conducted near healing pools could also present opportunities for
convince a priest to help you make it.
Healing Pools Map The healing pools shown in map 4.12 are located in an underground cavern, accessible through a wide hole in the cavern’s ceiling that leads to






