

The hot waters in the geyser cave make it difficult to see dangers within the cave, as well (see Steam and Boiling Water above). On initiative count 20, a creature over or within 5 feet of the water must make a DC 15 Dexterity saving throw or take (4d6) fire damage and be knocked prone, or take half as much damage on a success and isn’t knocked prone. Geyser Cave: Unsurprisingly, geysers of scalding hot water regularly take place in the Geyser Cave.Any creature passing through steam must also succeed on a DC 10 Constitution saving throw or take (2d6) fire damage. The air over any water in the cave is heavily obscured and any area within 30 feet of the water is lightly obscured as well. Steam:Another side effect of the boiling water is its steam.Any creature that touches or attempts to wade through the water takes (2d6) fire damage. Boiling Water: All of the water in and around cave is boiling hot.The narrow passages on the north and northwestern end are tighter, as low as 4 feet high at some points. However, the ceilings over the magma lake are 100 feet high. The majority of the cave has 60 foot high ceilings.

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Fire immune creatures will hide in the lava, which offers full cover, then work to push those that aren’t immune to it into it. The creatures immune to fire that live in the cave use the lava to their advantage. Furthermore, flammable objects in the same range that aren’t being worn or carried ignite. And a creature that starts its turn within 5 feet of lava automatically takes (2d6) fire damage. Checks made to avoid exhaustion due to Extreme Heat start at DC 10 when within 30 feet of lava. The creature can be restored to life only by means of a true resurrection or wish spell. The armor is destroyed if the penalty reduces its AC to 10 or less.Ī creature whose hit points are reduced to 0 from the magma is completely dissolved. Nonmagical armor worn by a creature submerged in lava takes a permanent and cumulative -3 penalty to the AC it offers. Nonmagical ammunition made of metal that hits the lava is destroyed on contact. If its penalty drops to -5 or less, it is destroyed. A weapon takes a permanent and cumulative -3 penalty to damage rolls as long as it is submerged in the magma. Metal items are also quickly destroyed by the magma’s intense heat. Any flammable, nonmagical object that the creature is wearing or carrying is immediately destroyed by the magma. If a creature remains within the magma, it takes an additional (10d10) fire damage at the start of each of its turns. When a creature touches the magma, it immediately takes (4d10) fire damage or (10d10) fire damage if it is completely submerged. Creatures of his cave suffer no penalty when swimming through magma and lava. Towards the center of the magma pools, the lava can be as much as 30 feet deep, requiring that a creature swim its way through with a similar penalty to movement. Near the lava’s “shores” a creature at half speed through the lava. The magma is very difficult to move through.

Boiling Water:All of the water in and around cave is boiling hot.Third door on right is crushed by cave-in.Leads to cell with single bucket for poop and bones. Leads to room with table and three barrels. Second door on left is crushed by cave-in.Staircase leads to stone hallway with three hallways branching off on both the left and right.
