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Returning 35 results for 'cage comes'.
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cast comes
core comes
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cave comes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
12. Cultist Hideout Droki enters this cavern from the east, via a narrow tunnel that comes up through a crack in the cavern floor (see the “Narrow Tunnels” section of the “Whorlstone Tunnels: General
large chamber. The light of campfires shows a natural platform where five derro are droning a cacophonous chant. A two-headed dog stirs inside a cage, while another derro nearby plays with a crossbow and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Common, “Psst. You there, I need your help.” The whisper comes from the basket that dangles from the top of the tower. If a character responds with anything louder than a whisper, a quick “Shush!” cuts
around the birdcage. While Sir Talavar is in it, he can’t cast spells, but he can use his Euphoria Breath. The cage is locked and can’t be destroyed, and its lock can’t be picked. A knock spell or similar
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the 2-foot-high wall into the hole, which is dark, but they don’t get an idea of how deep the hole is or what’s in it. If a character comes up to the stone wall and looks down inside the hole, this
grotesque menagerie.
The door to each cage is barred on the outside and features a small window through which the characters can see what’s inside. Seven of the cages are empty (though their doors are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their hut (area 5A) while the dwarves sleep in a cage behind it. If the dwarves are rescued, they behave and act as described in the “Prisoners of the Yakfolk” sidebar. Water Wheel Characters can try to
warn Kartha-Kaya. The boars pursue characters who flee from the barn. At night, the yakfolk retires to a nearby hut while its workers are locked in an iron cage next to the barn. If the prisoners are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
malodorous ogre with rotting, half-frozen skin and an empty right eye socket. It howls in despair at the sight of you. Another cage holds a pair of nervous goats. The third cage is empty. Leaning against a
. The zombie has been enslaved and browbeaten by the duergar and does as they command. Inside its cage, it can do no harm to anyone. If they haven’t already done so, the duergar from the bunker (area O1
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
show a duergar unfolding a spiked cage step by step.
The duergar would show off collapsible cages to prospective purchasers in this room. The chain devil in the adjacent prison (area G6) comes here to
are of duergar make. A character proficient in History also realizes the duergar clan that once used these marks is long gone, overwhelmed by mind flayers many generations ago. G3: Cage Workshop Stamps
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. A desk and several wooden crates stand against the left-hand wall. Opposite the entrance are two open doorways into smaller chambers and, between them, a large iron cage.
Valindra’s undead patrols
sometimes capture luckless explorers and bring them here. Prisoners are kept in the iron cage while Valindra questions them, then disposed of in the swamp. The cage is not in use when characters arrive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tentacles. This is where the aboleth in area P6 comes to feed on sacrifices. A kuo-toa archpriest armed with a trident of fish command and two kuo-toa attend their god here. They attempt to capture the
elemental water.
In the center of the cavern, a wrought-iron cage dangles from a rope lashed to a stalactite. Three-fourths of the cage hangs submerged in the pool that fills the middle of the cavern. A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
jabberwock on sight. Windows. Bloodybeak is too big to enter the palace’s hallways, so it comes and goes through the aviary’s great windows, which at present are magically sealed shut. A knock spell
is still alive, it comes running if it hears this sound. Treasure. Ringlerun carries a staff of power with 15 charges remaining. (The staff has 20 charges when fully charged. Five charges were expended
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the first time, read the following: This room smells like hay and musk. Three crates rest on the floor in one corner, and a portable cage on rollers sits beside them. Floor-to-ceiling bars form two
larger cages against the north wall. A wooden chest sits against the east wall near the biggest cage. Resting on the lid of the chest is a ring of keys.
A locked double door in the middle of the east
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. Along with the psychic damage comes a terrible sensation of having one’s brain
winch.
A floor-to-ceiling iron cage in the middle of the room contains an elevator shaft with chains running up and down away from it. The chains are in constant motion, and you hear loud mechanical
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fashioned in the shape of a scowling gargoyle, but the hand that opened the panel seems human enough. From beneath the mask comes a female voice: “Yes? What do you want?”
The monks listen to their
padlock securing a swinging gate. Inside, a number of prisoners huddle on miserable straw pallets.
The cage door leading into each of these pens is locked. Jurth (in area M18) holds the key. Forcing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
to aid the ship is made with disadvantage. Calm the Beast. A tiger being transported on the main deck in a large metal cage is frightened by the storm and trying to escape. Its keeper Bendari (N male
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
seals each door.
If the duergar hammerers have been defeated or lured elsewhere, add: Loud banging from one cell causes the bar on its door to tremble in its brackets. From another cell comes a gentle
tapping sound.
After its bar is removed, each iron door pulls open to reveal a cramped cell with no furnishings. The tapping comes from the cell of a doppelganger that was caught trying to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
health to avoid the threat of disease that comes from working with the dead. H3: Corpse Disposal The stench here is horrendous. Hundreds of humanoid and animal bones fill the chamber in charnel heaps
: Wailing Cavern The wailing wind that gusts intermittently through the mine rises to a continuous howl in this cavern. The elevator shaft in area H1 ends in this cavern’s ceiling, and the elevator cage might
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
are friendly toward the Guardians of Gorm but hostile to all others. If a character comes within 5 feet of the cage or disturbs its contents without first donning a mask of Gorm, the swarms erupt from
holy tomes that crumble when opened. B5: Treasure Room of Gorm In the center of this room stands a ten-foot-tall cage. Within the cage, a pile of coins and gems sparkles beneath a gigantic, droning
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
disturbance in area C1, each cage contains a sleeping owlbear. The cage doors are locked with latches on the outside, which can be undone or relocked as an action. If the owlbears are freed, they
) check. The DC is 7 plus the number of feet the target creature has sunk into the slime. A creature that comes into contact with the slime takes 11 (2d10) acid damage. The creature takes this damage again
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
whimpering comes from inside it.
Until recently, the kobolds confined a white dragon wyrmling in the cage and placed it under heavy guard. Those guards were not strong enough to stand against a sortie
(Perception) check. Under the scrutiny of detect magic, the door radiates a faint aura of abjuration magic. The door comes open, pivoting into the room, only if someone speaks the answer to the riddle. Once
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. The bottoms of these unlocked cages hang 3 feet above the floor. Necromancy magic on the cages restores 20 hit points per hour to an undead creature in a cage. A non-undead creature in a cage takes the
same amount of necrotic damage at the end of each minute it remains in the cage. Doors. If the 800-pound stone block holding these doors open is removed, they magically slam shut. It takes a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
environment are critical when it comes to properly locating a trap. A swinging log trap that’s meant to knock characters aside is a mere inconvenience on a typical forest path, where it can be easily
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dissolves any organic material that comes in contact with it. If a creature lowers itself into the water, attacks the ooze from above, and then exits the well, the gelatinous cylinder squirms up the
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
when it is released). Bear Pen. A sturdy timber gate, latched on the outside, seals a smaller cave to the east. The bear attacks any non-troglodyte that opens the cage door, then tries to escape
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, next to a large wooden cage containing a rust monster. Along the walls are piles of broken and rusted helmets, shields, and weapons. Hanging from hooks on the back wall are three mannequins made of
mannequins for target practice. The bathtub, which he has converted into a bed, is padded with straw and mangy furs. Wooden Cage. A simple latch holds the cage door shut. The rust monster can’t harm
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and the other in the hole itself. When a creature comes within 30 feet of either spore, both spores attack. Sinkhole. The sinkhole drops 75 feet down to a tunnel that runs 35 feet to the east, then
demons emerge, whichever comes first. The portal can be closed early through any of the following means: Closing the Book. A character within 5 feet of the altar can close the book as an action with a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Those who don’t shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll
down food. Vomiting hill giants are seen as vessels of a message from Grolantor. The clan separates the sickened giant from the others, often trapping the giant in a cage or tying the giant to a post. A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sinkers. When it comes to providing the quality and number of armaments required by organized forces and other factions in the Cage, the Doomguard is unmatched. Fraternity of Order. Consisting of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
worth 250 gp each. G4. Guard Barracks This one-story stone building attached to the mansion serves as quarters for twenty house guards. The main room contains ten bunk beds. Each comes with a pair of
corners. Bearskin rugs and overstuffed chairs fill the room. Lord Gralhund recently took up falconry as a hobby. In the middle of the room, resting on a table, is a cage containing a hooded falcon (use
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
cage that appears to trap foes or those who displease him. Worshipers of Khurgorbaeyag are sometimes overtaken by sudden onsets of depression, which they take as a sign that they have somehow
secret backstabbing and outright fights over the title. Most often, the victor in such a struggle comes from another family of the lasher caste, and any allies of the previous boss count themselves
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
distilled spirit constantly shifts in color. Made from a plant harvested on Limbo, each bottle contains a dead slaad tadpole. Eight Squared. This small-batch, amber hooch comes in a rectangular bottle
’ tireless work of processing Sigil’s dead Parakk Pest In the Cage, rat catching is a family business. Over the years, Parakk Pest has become a household name in the City of Doors. The tiered shack
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a large cage that holds a parrot, apparently asleep. Next to the hull hangs an unoccupied hammock. Beneath it is a brass-bound wooden sea chest.
The flagon is full of a rough, high-proof cider
reflection. The rot grubs attack anyone who comes near. Treasure. A paltry 2 gp can be found inside the garbage island with the rot grubs.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ring of lightning resistance. He has an Intelligence score of 14 (+2) and speaks Common, Elvish, and Giant. He wields a giant iron maul, the head of which doubles as a cage (see “Zalto’s Prisoner”). He
creature that ends its turn in the room takes 5 (1d10) fire damage, or 11 (2d10) fire damage if it’s wearing metal armor. A creature that comes into direct contact with the superheated shell of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Glabrezu. The bound glabrezu can’t free itself. It can’t cast spells or summon demons. It can attack only if a creature comes within 5 feet of it, which is why the undead are using pikes. When a battle
the larger room. To free a demon, a character must pick the lock on the cage door (requiring a successful DC 20 Dexterity check). A freed demon attacks everyone in the room. Keys. The Red Wizard has a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
not being paraded through city streets in cage-wagons, the monstrous attractions of the Sea Maidens Faire growl, chortle, stamp, snort, and roar in closed stalls. Two handlers (commoners with
Lolth’s teeth, have you no manners?” The sound is loud enough to be heard by Jarlaxle (if he is in area J29), and he comes to investigate. The room contains the following features: The sweet smell of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
greenery, and surrounded by flowering shamrocks.
Several leprechauns live inside this great oak. The interior is sized for Small creatures and is brightly lit by cage lanterns full of fireflies. At any
the central oak. The barkburrs attack any creature that comes within 20 feet of the tree. The Gardener doesn’t punish creatures that defend themselves against the barkburrs, knowing more barkburrs
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Five lizardfolk are always on duty here. If the characters make any noise in the nearby corridor, one of the guards comes out to investigate. On seeing intruders, he shouts to his comrades and then
wooden cage in which squawk a dozen irritable waterfowl.
The open barrels contain apples, pears, mixed nuts, and the carcass of a giant constrictor snake pickled in brine. The wicker basket holds






