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Returning 35 results for 'both before don cave reside'.
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Species
Lorwyn: First Light
The changelings of Lorwyn are charismatic shapeshifters able to crudely mimic the forms of creatures and plants. Unlike most shapeshifters, however, their innate powers don’t allow them to
effect inexplicably charming.
Changelings from Lorwyn live in a vast, mystical cave called Velis Vel Grotto (see Lorwyn: First Light). Once per year, many changelings make a pilgrimage to the grotto
Monsters
Fizban's Treasury of Dragons
like to be the center of attention.
Emerald Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Seclusion. It’s safer if others don
paid for the information I glean, I don’t care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and
Monsters
Fizban's Treasury of Dragons
. (Any)
4
Order. An organized hoard makes me happy—and you don’t want to see me unhappy. (Lawful)
5
Preparation. Justice and righteousness do not guarantee victory. Planning and
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
Species
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some
Monsters
Mordenkainen Presents: Monsters of the Multiverse
over, and one ki-rin might safeguard an area that encompasses several nations.Lair of Luxury
On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the
lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don
Monsters
Fizban's Treasury of Dragons
happy—and you don’t want to see me unhappy. (Lawful)
5
Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)
6
Companionship. Sure
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
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
.
Shiftless, Savage Layabouts
When they’re not in battle, bugbears spend much of their time resting or dozing. They don’t engage in crafting or agriculture to any great extent, or
, often a natural cave or an old bear den, and it might have supplementary dens elsewhere in its territory that it uses temporarily when it goes on long forays for food.
In good times, a bugbear gang
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of
Species
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.
In their true form, changelings appear faded
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
entering the cave and climbing to the monastery’s entrance. A pier allows small boats to dock near the entrance. The monastery has long been a retreat for folk seeking enlightenment. The monks who reside here are peaceful.
island is the Najkir Monastery, which is tucked inside a sea cave on the south side of the island. A worn path hugs the cliffside, descending from the top of the cliff to a few feet above sea level before
Backgrounds
Ghosts of Saltmarsh
turn day into night.
7
Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
8
Love Story. You fell in love with a
nature.
2
My friends are my crew; we sink or float together.
3
I need long stretches of quiet to clear my head.
4
Rich folk don’t know the satisfaction of hard work.
5
I
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a
Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden. In their true form, changelings appear
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
M4. Wererat Den Scattered about this cave are pickaxes, shovels, and other mining tools. The northeast section contains four giant rats. The southwest section contains wererats in human form: one
male wererat for each party member (including Don-Jon Raskin but not sidekicks) plus a female wererat named Zeleen Varnaster — the leader of the Whiskered Gang. If Zeleen dies, another wererat takes over
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Kuo-toa Refuge Slime. Every surface of this 30-foot-high cave is coated in slime.
Kuo-toa. Two kuo-toa whips, twenty adult kuo-toa, and ten young kuo-toa (Small noncombatants) reside here. One
. (The caltrops are meant to discourage the aboleth from beaching itself in the cave. Characters can easily spot and avoid them.)
The presence of the aboleth has tainted the underground river and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the middle of the room.
If the party enters from the west, add: Across the room is another door, this one blocked by a barricade made from the remains of a wooden table.
Five bugbears reside in
this chamber. They are loyal minions of Nezznar. This room marks the front line in the Black Spider’s assault on Wave Echo Cave, and the bugbears are here to prevent ghouls, zombies, or other undead from
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
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
Orc
Legacy
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Species
Volo's Guide to Monsters
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
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
Monsters
Fizban's Treasury of Dragons
center of attention.
Emerald Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Seclusion. It’s safer if others don’t know I
information I glean, I don’t care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving
Monsters
Fizban's Treasury of Dragons
other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)
5
Wonder. Though I don’t wish to spend time in it, my soul sings at the sight of the vast
Monsters
Fizban's Treasury of Dragons
.
Emerald Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Seclusion. It’s safer if others don’t know I’m here
, I don’t care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving emerald dragons
Monsters
Fizban's Treasury of Dragons
the ire of druids and other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow
Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)
5
Wonder. Though I don’t wish to spend time in it, my soul sings at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stalagmites have been sawed off, and a lintel stone rests atop them. Chiseled into the lintel stone are the words “DON THE CRYSTAL CROWN” in Dwarvish. The rules of this gate are as follows: The gate
unoccupied space next to the gate located there. 11b. Trollwarp Cavern Stalagmites. This 20-foot-high cave contains ten stalagmites that been twisted by Halaster’s magic so that each bears a passing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
the land. The Uthgardt stalk the foothills of the Graypeaks and hunt wild game in Delimbiyr Vale. They also occupy several caves within Deadstone Cleft and look after the stone giants’ cave bear pets
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from the remains of a wooden table.
Six bugbears reside in this chamber. They are loyal minions of Nezznar. This room marks the front line in the Spider’s assault on Wave Echo Cave, and the bugbears
Cave Locations The following locations are keyed to map 4.1. Mike Schley Map 4.1: Wave Echo Cave View Player Version W1: Cave Entrance The entrance tunnel leads into a large natural cavern supported
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
living space and do other menial tasks. Most of Luthic’s faithful reside in this area, close to the whelping pens where young orcs are kept until they grow old enough to contribute to the tribe. When
they’re not being worked, slaves are housed in a small adjoining chamber and watched over by a group of cave bears that Luthic’s worshipers keep as pets. Many of Luthic’s priestesses have their quarters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
whichever ship is docked commands the anchorage from aboard his ship. The anchorage is sheltered inside a sea cave. It’s damp and echoing, but at least the cave keeps out the daily rain. The pirates
whatever it takes to get strangers off their guard, then kill or capture them. The roof of the cave looms 60 feet above the water, on average (this varies a bit with the tide). It’s 50 feet above
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
diminution and growth respectively 2A. Dragon’s Ledge A ledge about 30 feet above the floor of the cavern has a cave-like nook at the back. On the elevated area, the female dragon hides and watches. If roused
Cave The place contains some remnants of carcasses, a few broken boxes with spoiled provisions, some split sacks containing moldering grain, casks of wine turned to vinegar, and ale barrels that have
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Lizard Pens The cliff opens into a dark cave whose mouth is barred by a heavy metal grill. Behind the grill, two large lizards with saddles strapped to their backs hiss menacingly. Outside the cave paces
successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools or wrench apart the bars with a successful DC 20 Strength (Athletics) check. Two hook horrors reside within, guarding the kagu
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
on the map to the mouth of a sea cave (area M2), ending at the monastery’s entrance (area M4). Goats often wander the walkway. M2: Sea Cave Seawater flows through this cave. A walkway along its
carved into the cave’s east wall. The building’s stained-glass windows overlook the dock and the cave mouth.
The water in this cave is 20 feet deep. The uneven ceiling rises roughly 30 feet above
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two doses of antitoxin (100 gp). 22. Cave of the Giant Lizards If the party arrives here directly from the marsh, read: A cave entrance yawns thirty feet wide and fifteen feet high. The marshy ground
turns to mud near the cave,
and tracks from large creatures pass in and out. Inside
the cave, the floor consists of thick mud, and you find it impossible to move at normal speed.
The cave
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
successful DC 10 Intelligence check. The brake can be repaired with spare parts from the supply shed. 4. Upper Shaft Inside the mine, the cave opens into an enormous, 250-foot-deep pit. The dwarves left a
later, the second mechanism releases a 5-foot-diameter stone sphere that drops into the cave (marked T on the map) and rolls into the wooden claw across the tunnel mouth, which is demolished by the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
would rather not do or that they’re unable to perform, such as chasing kobolds out of a narrow cave or retrieving something from deep within a lake. (Stone giants are poor swimmers; they dislike
and as a warning system against intruders. They also don’t mind sharing their caves or warrens with cave bears, fire beetles, and other beasts that mean them no harm. They keep their other subterranean
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Intrigue and treachery abound, blanketed behind the sumptuous veils of high society: masked balls, gambling houses, and private banquets. The Lady of Pain doesn’t reside in the ward that bears her name, but
sourced from among the faithful cause their numbers to dwindle. Intent on improving their reputation and converting new members to their sinister fold, the fanatics of the Infinite Well don insincere smiles
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
feet above the floor. Pushing the stone in causes the portal to pivot, revealing an opening 10 feet wide and 10 feet high. 8. Hydra Cave A hydra lurks in either the north or the south alcove of this
living thing. 9. King Snurre’s Treasure Cave The chamber to the west of the hydra’s lair is filled with stuff, much of which is valueless or nearly so—a pile of 2,800 cp, three mounds of 4d4 worthless
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
decay. A layer of earth, mixed with rotting vegetation and the remains of cave animals, covers the floor. Several varieties of mushrooms and fungi grow on the detritus, as well as a few saplings
. To the edge of the niche are two large nests made of hair, dry fungus, and refuse.
Creature. Balsag the bugbear and his two giant rat “hounds,” named Grip and Fang, reside in a natural stone






