Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'build bar diffusing cave records'.
Other Suggestions:
build bar diffusing cure records
built bar diffusing call record
built bar diffusing cast record
build bar diffusing call records
built bar diffusing care record
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the creature.
As servants of Lolth, chitines love spiders. They rear spiders and similar arachnids, such as cave fisher;cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons
with duties related to that rank, and all are expected to sacrifice themselves to protect the colony’s choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build
Monsters
Mordenkainen's Fiendish Folio Volume 1
only to replicate in others the emotions that created them.
Nettlesome Pranksters. Mites prefer to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows
frustration and antipathy build. When adventurers enter the dungeon, the mites go to work to exploit the added chaos. They use their magic to drag visitors into their web of anger and frustration, luring explorers deeper into the site and into situations and locations that promise to yield up the most havoc.
Monsters
Fizban's Treasury of Dragons
to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that
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
Monsters
Fizban's Treasury of Dragons
individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and
residence in a nearby cave, attacking the clan’s herd of giant goat;giant goats.
6
An assassin and a young emerald dragon train together to master the art of stealth.
Fire, Psychic
Monsters
Fizban's Treasury of Dragons
surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
records rooms (area H2) at all hours. Behind a desk sits a court clerk (commoner). Uncomfortable wood benches line the walls. A copper plaque mounted above each bench says, in Common, “Please have a
courthouse or instructs them to wait. The clerk holds a key to the records rooms (area H2). H2. Records Rooms The doors to these rooms are locked. Inside, shelves lining every available inch of wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
records rooms (area H2) at all hours. Behind a desk sits a court clerk (commoner). Uncomfortable wood benches line the walls. A copper plaque mounted above each bench says, in Common, “Please have a
courthouse or instructs them to wait. The clerk holds a key to the records rooms (area H2). H2. Records Rooms The doors to these rooms are locked. Inside, shelves lining every available inch of wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
records rooms (area H2) at all hours. Behind a desk sits a court clerk (commoner). Uncomfortable wood benches line the walls. A copper plaque mounted above each bench says, in Common, “Please have a
courthouse or instructs them to wait. The clerk holds a key to the records rooms (area H2). H2. Records Rooms The doors to these rooms are locked. Inside, shelves lining every available inch of wall
Monsters
Fizban's Treasury of Dragons
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
build, assuming its location is clear of creatures and hazards. Multiple characters can combine their efforts to reduce the completion time. Each Underdark outpost is basically a fortified encampment
. It can take one of the following forms: A small cave, roughly 20 feet square, with one or more gated or barricaded exits A walled compound, up to 20 feet square, within a much larger cavern A island with boats or rafts A hard-to-reach ledge, pinnacle, or promontory accessed by ladders and/or ropes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
build, assuming its location is clear of creatures and hazards. Multiple characters can combine their efforts to reduce the completion time. Each Underdark outpost is basically a fortified encampment
. It can take one of the following forms: A small cave, roughly 20 feet square, with one or more gated or barricaded exits A walled compound, up to 20 feet square, within a much larger cavern A island with boats or rafts A hard-to-reach ledge, pinnacle, or promontory accessed by ladders and/or ropes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
build, assuming its location is clear of creatures and hazards. Multiple characters can combine their efforts to reduce the completion time. Each Underdark outpost is basically a fortified encampment
. It can take one of the following forms: A small cave, roughly 20 feet square, with one or more gated or barricaded exits A walled compound, up to 20 feet square, within a much larger cavern A island with boats or rafts A hard-to-reach ledge, pinnacle, or promontory accessed by ladders and/or ropes
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
done so.) In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the
Phandelver’s Pact. The mace was lost when Wave Echo Cave and its mine vanished from history. (Characters might find the mace in part 4, “Wave Echo Cave.”) Developments Because Iarno and his rat familiar share a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Treasure. The chest at the east end of the cave contains a beaten copper tankard (10 gp), a crowbar, a set of manacles, a bar of soap, five wooden holy symbols of Malar, a shoddy cloak made from a
attacking. 16c. Werebat Nursery This cave contains two goblin werebats (see appendix A) in humanoid form, as well as seven of their young. The young werebats are noncombatants worth 0 XP. Each has AC 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Treasure. The chest at the east end of the cave contains a beaten copper tankard (10 gp), a crowbar, a set of manacles, a bar of soap, five wooden holy symbols of Malar, a shoddy cloak made from a
attacking. 16c. Werebat Nursery This cave contains two goblin werebats (see appendix A) in humanoid form, as well as seven of their young. The young werebats are noncombatants worth 0 XP. Each has AC 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Treasure. The chest at the east end of the cave contains a beaten copper tankard (10 gp), a crowbar, a set of manacles, a bar of soap, five wooden holy symbols of Malar, a shoddy cloak made from a
attacking. 16c. Werebat Nursery This cave contains two goblin werebats (see appendix A) in humanoid form, as well as seven of their young. The young werebats are noncombatants worth 0 XP. Each has AC 8
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
done so.) In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the
Phandelver’s Pact. The mace was lost when Wave Echo Cave and its mine vanished from history. (Characters might find the mace in part 4, “Wave Echo Cave.”) Developments Because Iarno and his rat familiar share a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
done so.) In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the
Phandelver’s Pact. The mace was lost when Wave Echo Cave and its mine vanished from history. (Characters might find the mace in part 4, “Wave Echo Cave.”) Developments Because Iarno and his rat familiar share a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, but characters can smell the toxic fumes and hear a faint hissing. It takes 1 minute for the gas to build up in a creature’s system, after which the creature must succeed on a DC 15 Constitution
characters encounter one of Halaster’s scrying eyes (see “Halaster’s Lair”) in this otherwise empty cave. The scrying sensor watches them until they leave, then disappears. 20b. Poisoned Miners Three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, but characters can smell the toxic fumes and hear a faint hissing. It takes 1 minute for the gas to build up in a creature’s system, after which the creature must succeed on a DC 15 Constitution
characters encounter one of Halaster’s scrying eyes (see “Halaster’s Lair”) in this otherwise empty cave. The scrying sensor watches them until they leave, then disappears. 20b. Poisoned Miners Three
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
periods, the waters surge up into the nearest halls and corridors before draining away.
Underwater Cache. The dragon stashes gold and gems in an underwater cave (at the bottom of the map), the entrance
Monsters
Fizban's Treasury of Dragons
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
gems in an underwater cave (at the bottom of the map), the entrance to which lies 40 feet below the surface of the subterranean pool.
Hatchery. The dragon has lovingly arranged the three small
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, but characters can smell the toxic fumes and hear a faint hissing. It takes 1 minute for the gas to build up in a creature’s system, after which the creature must succeed on a DC 15 Constitution
characters encounter one of Halaster’s scrying eyes (see “Halaster’s Lair”) in this otherwise empty cave. The scrying sensor watches them until they leave, then disappears. 20b. Poisoned Miners Three
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Klarg’s Cave The leader of the goblinoids insists on keeping the bulk of the raiders’ stolen goods in his den. The Cragmaws’ plunder from the last month of raiding and ambushing caravans is here
. Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Klarg’s Cave The leader of the goblinoids insists on keeping the bulk of the raiders’ stolen goods in his den. The Cragmaws’ plunder from the last month of raiding and ambushing caravans is here
. Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Klarg’s Cave The leader of the goblinoids insists on keeping the bulk of the raiders’ stolen goods in his den. The Cragmaws’ plunder from the last month of raiding and ambushing caravans is here
. Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north
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->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->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
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
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
rarely keep records or write down their thoughts. When orcs need to communicate in writing, they use crude symbols to convey basic information, such as “food stored here,” “danger close
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that structure in an adventure where the players control their characters’ actions, but you can use the encounters you plan to build tension toward a climax. Each encounter in an adventure is an
limited resources. Variety also contributes to a sense of escalating tension. Build variety into your encounters in three ways: Vary Encounter Type. Use a mix of social interaction, exploration, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that structure in an adventure where the players control their characters’ actions, but you can use the encounters you plan to build tension toward a climax. Each encounter in an adventure is an
limited resources. Variety also contributes to a sense of escalating tension. Build variety into your encounters in three ways: Vary Encounter Type. Use a mix of social interaction, exploration, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that structure in an adventure where the players control their characters’ actions, but you can use the encounters you plan to build tension toward a climax. Each encounter in an adventure is an
limited resources. Variety also contributes to a sense of escalating tension. Build variety into your encounters in three ways: Vary Encounter Type. Use a mix of social interaction, exploration, and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
painted frescoes line the walls deeper in the cave.
The wizards who escaped Zikzokrishka’s wrath used this cave as a scriptorium and hall of records. They recorded what they knew and continued their
H3. Hall of Rainbows The tunnel opens into a cave fifty feet long, thirty feet wide, and twenty feet tall. Bats chitter near the ceiling, and the floor reeks with mounds of their guano. Colorfully
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
painted frescoes line the walls deeper in the cave.
The wizards who escaped Zikzokrishka’s wrath used this cave as a scriptorium and hall of records. They recorded what they knew and continued their
H3. Hall of Rainbows The tunnel opens into a cave fifty feet long, thirty feet wide, and twenty feet tall. Bats chitter near the ceiling, and the floor reeks with mounds of their guano. Colorfully






