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Returning 35 results for 'both bonus diffusing cave refuse'.
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Cave Fisher
Legacy
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Monsters
Volo's Guide to Monsters
pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament.
Adhesive Filament. The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled
Monsters
Mordenkainen Presents: Monsters of the Multiverse
stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.
Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
Spider Climb. The cave fisher can climb difficult surfaces, including upside down on
Monsters
Guildmasters’ Guide to Ravnica
Aggressive. As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.
Siege Monster. The anarch deals double damage to objects and structures.Spiked Club. Melee
, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures.
Darkmantle
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Echolocation. The darkmantle can’t use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a
darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it
Monsters
Tales from the Yawning Portal
Echolocation. The darkmantle can't use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or
becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 11 Strength check as an action. On its turn, the
Monsters
Storm King's Thunder
: meld into stone, stone shape
1/day: stoneskin, time stop
Animate Golem. Once during this adventure, as an action, Kayalithica can point to one of the fossilized stone giants in this cave and cause it
- this magic weapon has no bonus to attack or damage rolls. A creature can attune to it, and the weapon enlarges or reduces to be an appropriate size for that creature.Multiattack. The giant makes two
Monsters
The Wild Beyond the Witchlight
knocked prone. If the target is prone, Envy can make one attack with its claws against it as a bonus action.Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite
commands, the lion is pleased and allows them to remain in its presence. Characters who fail to show it deference are instructed to leave the tower at once, and the lion attacks those who refuse.
Unicorn
Legacy
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Monsters
Basic Rules (2014)
another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8
a unicorn might include any of the following magical effects:
Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but
Magic Items
Wayfinder's Guide to Eberron
(Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.
Random Properties. A docent has the following properties:
Languages. The docent knows Common, Giant, and 1d4
additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
Skills. The docent has a +7 bonus to
Magic Items
Princes of the Apocalypse
Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
Water Mastery
until the next dawn.
Flaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: “I demand and deserve the largest share of the spoils, and I refuse to
Beholder
Legacy
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Monsters
Monster Manual (2014)
’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only 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
the lair.
Cobweb-Choked Tunnels. Adventurers who manage to access the other side of the cave’s crystal walls discover a network of dark, cobweb-choked tunnels extending deep into the earth, set
Monsters
Out of the Abyss
Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both
the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
24. Refuse Pile The characters notice a foul stench as they approach this cave. This chamber used to be a small residential area, with homes dug into the walls at various heights, but no one dwells
here now. The pile of refuse dominates the cave. It contains decomposing matter, including a pair of slimy, partially digested svirfneblin corpses. A successful DC 12 Intelligence (Investigation) check reveals that the gnomes were victims of some kind of ooze.
Monsters
Princes of the Apocalypse
, the dragon has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight
dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where
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
manage to access the other side of the cave’s crystal walls discover a network of dark, cobweb-choked tunnels extending deep into the earth, set with natural steps and shelves throughout. The
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
took her spellcasting focus — an opalescent conch — as a trophy. The banshee demands that the characters retrieve the conch and bring it to the cave, which will set her spirit to rest. It tries to kill the characters if they refuse, pursuing them as far as it can if they flee.
T1. Haunted Cave Rough-hewn steps climb a 7-foot-high tunnel that passes all the way through a 30-foot-tall natural pillar of rock. A damp, 8-foot-high cave encrusted with lichen is connected to this
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
intruders. Others might refuse to enter for any reason other than during funerary rites to inter a family member’s remains. Remains laid to rest within the grotto remain peaceful, and the power of the cave is anathema to Undead.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
CHA
3 (-4)
Skills Perception +2, Stealth +5
Senses blindsight 60 ft., passive Perception 12
Languages —
Challenge 3 (700 XP) Proficiency Bonus +2
Flammable Blood. If the cave
Adhesive Filament.
Bonus Actions
Adhesive Filament. The cave fisher extends a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature the filament adheres
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Troglodyte Incursion The floor drops down 10 feet at each ledge. Kobolds use this portion of the cave as a trash dump. Along with normal sorts of refuse, such as broken pottery, rotted baskets
) and parchment (books rendered illegible by water damage). A strong, foul smell hangs in the air. Troglodytes that live deeper beneath the ground have made incursions into the cave through narrow
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Emherst Upon the cave-threaded, wooded rise known as the Fox’s Theater stands the idyllic village of Emherst—and beneath it lies the true Emherst. On the surface, Emherst is an elaborate, immersive
” week. As actors refuse to break character, outsiders find the performances changing around them to incorporate their interactions with the community. Ruthless competition for prime roles leads to tragedy, the appearance of tragedy, or individual breaks with reality.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
5. Troglodyte Incursion The floor drops down 10 feet at each ledge. Kobolds use this portion of the cave as a trash dump. Along with normal sorts of refuse, such as broken pottery, rotted baskets
) and parchment (books rendered illegible by water damage). A strong, foul smell hangs in the air. Troglodytes that live deeper beneath the ground have made incursions into the cave through narrow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Light of the Dead The earthen floors of these caves are covered by a 2-foot-thick layer of fog. 2a. Will-o’-Wisp Two columns of rock support the roof of this 15-foot-high cave, the walls of which
minotaurs. As the characters move through the cave, the will-o’-wisp flies into the tunnel that leads northwest out of this area and illuminates itself. It whispers, “Follow me!” in Elvish, trying to stay at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(“Axallian”), which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 6c. Giggles The earthen floor of this 20-foot-high cave is slightly concave
!” The first time a character reaches this intersection, a faint call for help is heard coming from the tunnel opening to the north, which ends at a cave-in. The cry for help is an illusion, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
The Fouled Stream Adventure for Level 1 Characters Situation. An alien fungus in a cave is polluting the stream that flows past the village of High Ery. The fungus has spawned vile creatures in and
around the cave. Hook. The folk of High Ery are noticing fungal growths on the riverbanks and a layer of scum on the water. The characters might live in the village, or a contact in the Free City of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V3) and the refuse pit (area V4). V3. Firelit Cave This cavern is slightly sunken, as all tunnels leading to it slope down gradually. A bonfire in the middle of this cave keeps it lit and
around its base. Set into the hill are three caves.
The frozen creek emerges from the west cave, which has a low-hanging mouth.
The center cave—an eight-foot-high passage hewn from the rock—is
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Ogre Lair Locations The following locations are keyed to map E. E1: Entrance Flies buzz around the rotting carcass of some unrecognizable beast outside the cave mouth.
The carcass conceals a hidden
stomps out of the cave to investigate. The encounter in that area then occurs here. E2: Ogre Mercenary’s Den Helge C. Balzer Thick, lumpy bearskins cover the floor of this cave, but they’re hardly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
-sloping tunnel that descends 100 feet before opening onto area 1 of the lower level (see map 6.4). 11. Cave of Bones This place is the disposal area for unwanted bodies and similar refuse tossed into
combat here and rush to aid his comrade (and vice versa). 2. Guardroom Ice Cave One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
defenders. As a bonus action, Y’demi or the spectator can make the kites attack intruders. Damaging an inert kite also activates it, as does attacking the line of entrails that attaches the kite to
peryton stat block. T2. Collapsing Cave Gentle, white light emanates from within the mouth of this cave. The mouth is fifteen feet across and ten feet high, but the cave narrows as it deepens.
The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling
Cave Fisher A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filament, much like the strands of a spider’s webbing, which the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
or lowering the nearby portcullis (see area 37). The hole in the west wall leads to a naturally formed alcove. The half-submerged pile of refuse that fills it is a shambling mound, which the cultists
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Archpriest’s Chambers These caves are coated in slime. 21a. Making a God Kuo-toa. Noolgaloop, a kuo-toa archpriest, is building a statue in the middle of this 30-foot-high cave while two kuo-toa
spider, to be fashioned into wings Enough wood to build a chariot (a large raft or a zurkhwood mushroom would suffice) A weapon worthy of a kuo-toa god If the characters refuse to help, the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
if they refuse. A sloping tunnel leads down to a cave containing a mound of copper coins sprinkled with silver, gold, and platinum coins. Stacked neatly against the wall behind the hoard are several
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
Monsters
Fizban's Treasury of Dragons
is set beneath a mountain ridge between two deep tarns, with streams flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair
magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Ashen Grotto Adventures Here are sample adventure hooks to bring characters to the Ashen Grotto or to give them missions to pursue within the cave. Greedy Usurpers Giants who wish to inter their dead
in the Ashen Grotto ask the characters to help them remove a rival faction claiming it for themselves. The friendly giants respect the grotto’s traditions and refuse to shed another giant’s blood






