Mesmer Cave (5e Hazard)

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Mesmer cave.jpg

Mesmer Cave[edit]

Mesmer Caves are a strange arcane anomaly. While they may appear as dark caves most of the time, the Mesmerizing Gems within will illuminate with colorful radiance if a party of adventurers happen to pass by the cave entrance, casting the inside in a glow of iridescent dim light. Every humanoid within 30 feet of the entrance which can see it must succeed on a DC 17 Wisdom saving throw or be charmed until the radiance ends. If the charmed target is more than 5 feet away from the cave's center, the target must move on its turn toward the cave's center by the most direct route, trying to get within 5 feet, guided by the cave's glow. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns, or if warned by a character immune to the mesmer cave's charm. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to the mesmer caves' charm for the next 24 hours. The cave's center can be found between 90 and 120 feet from the caves entrance. At the center will be the corpse of a deceased sorcerer whose magic has seemingly seeped into cave, creating the mesmerizing gems lining its walls. However, having served their purpose of guiding adventurers to the lost sorcerer's remains, the glowing orbs will only remain lit for another minute before plunging the adventures in complete darkness.

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