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Returning 35 results for 'bad barrier diffusing ceiling revive'.
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Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.
Regional Effects
The region containing a medusa’s lair is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
characters can use spells such as gaseous form and misty step to move past the iron sheet. Any character who examines the barrier discovers that it slides up into the ceiling. Coiled springs provide
30. Iron Barrier Ahead of you, the face of a snarling minotaur is etched into a sheet of iron that bisects the crawlway. Its eyes have been cut out, letting you see through the sheet, beyond which
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
throughout the area, around which a prisoner work gang toils in the sweltering heat. Smooth metallic columns rise to the ceiling, with open hatches set into their sides at ground level. Haggard prisoners
desperate to escape the monastery before its engines fail. They can steal a skiff and follow the marked trails out of the Barrier Peaks if left to their own devices.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. It is made from hundreds of heavy leather strips, each about the width of a human hand. The strips are fixed to the ceiling and are long enough to drag on the floor. The curtain extends from wall to
the dragon eggs hatch and the ravenous hatchlings emerge. The carcasses range from very fresh to several months old. The meat is only cold, not frozen, so the older items are slowly going bad. The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. It is made from hundreds of heavy leather strips, each about the width of a human hand. The strips are fixed to the ceiling and are long enough to drag on the floor. The curtain extends from wall to
the dragon eggs hatch and the ravenous hatchlings emerge. The carcasses range from very fresh to several months old. The meat is only cold, not frozen, so the older items are slowly going bad. The smell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Jibber-Jabber Ettin. An ettin inhabits this dripping cave.
Stalactites. Needle-sharp stalactites stud the 30-foot-high ceiling.
Fungi. Barrelstalk, bluecap, and ripplebark fungi grow in
aboleth and knows nothing about its conflict with the kuo-toa.) The water in the river has started to taste bad. (The ettin has not yet been poisoned by the water, which the aboleth has tainted with its
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
area 12 as it does elsewhere.
12a. South Water Collector The ceiling in this chamber forms a dome 20 feet higher than the floor around the cistern, which is 10 feet deep. Water pouring in from the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
supports keeping an unstable section of a ceiling in place. The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
that the characters will accumulate the gold required to revive a party member. At the DM’s discretion, Fazzir might waive any of the fees on the Sacred Services Handout for those he believes show
the other side.
Murder Holes. Guards atop the gatehouse can thrust spears down at invaders through holes in the ceiling of the archway.
Gatehouse Services The gatehouse offers the following
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high, arched ceiling and contains three 1-foot-thick, magic curtains of translucent, shimmering green seawater. Each watery curtain stretches from floor to ceiling and wall to wall. Sound passing
no farther falls to the floor inside the curtain. Spell effects that would not reasonably pass through the watery curtain are stopped by the barrier as though it were a solid wall. For example, a magic
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Cerulean Hall Blue crystal pillars reach toward this gaming hall’s ceiling. All is quiet except for the clinking of coins and shuffling of cards. Walking between tables is a lean, blue-scaled devil
paraphrase the following: “Not bad. You are clever—I acknowledge that much. But I wonder how you would fare against the master of this chamber. I hereby challenge you to a dragonchess match: winner takes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
umber hulk under the effect of a polymorph spell made permanent with a wish spell. The umber hulk reverts to its true form and attacks when its scorpion form is reduced to 0 hit points. 23b. Bad
Monster. A giant two-headed rat (use death dog statistics) is trapped here. This rodent is the size of a human and is hostile toward all intruders.
Meat Chute. In the ceiling near the north wall is a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bolted into the wall about three feet above the floor. Ten oiled chains are secured to the bars, leading up to a hole bored in the ceiling. Another solid stone door is in the middle of the east wall
stones, and make sure no one disturbs the Delvers, who are entombed here. The Believers watch the moving stones carefully, because it’s a bad sign when they move, and they have to figure out what it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. When the first character enters the room, Muiral becomes visible as he casts a wall of force spell, using the barrier to cut off that character from the rest of the party. He then engages the
across the ceiling.
East Statue. This statue depicts Lolth in her drow form, kissing a scourge as stone spiders crawl across her body.
3b. Nave Altar. An altar of pale gray stone carved to look like a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
Unfettered. The living spell can move through any barrier, even a wall of magical force.
Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.
Actions
Force Blade. Melee
move through a space as narrow as 1 inch wide without squeezing. The living spell can’t detach from a solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of iron to drop from the ceiling in the doorway, sealing off the east exit. Any creature in the doorway when the wall drops must make a DC 15 Dexterity saving throw. On a successful save, the
creature is pushed to one side of the barrier or the other (its choice). On a failed save, the creature is pinned under the wall, falls prone, and takes 44 (8d10) bludgeoning damage. A pinned creature is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
downward. The floor has been cut into hundreds of shallow steps, but the walls and ceiling are still natural rock. About sixty feet down, a rushing stream spills from a narrow crack to the south and
first chamber of the Glitterhame proper is bisected by the stream and has a number of routes leading away from it. The descending fissure opens up abruptly into a very high cavern, its ceiling easily
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the ten-foot-high vaulted ceiling of this dry cellar, the walls of which are lined by a dozen barrels on wooden braces. Half the barrels have brass spigots tapped into them. The room also contains two
The Vanthampurs store animal carcasses and other fresh meat in this room. Hanging in the middle of the room from the 10-foot-high ceiling are six 3-foot-long chains, each ending in a hook. Flayed boar
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the
trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
level’s map. Security Mechanism. Between each pair of floors is a metal aperture with a barrier that prevents a creature from traveling to floors it isn’t authorized to access. If a creature doesn’t
Crew, maintenance workers, and technicians Blue Passengers Lighting Unless otherwise stated, the ship’s lighting—glowing, fluorescent panes set into the ceiling—remains functional but is turned off
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
step. The maelephants (see Morte’s Planar Parade) of the Wall Watch patrol Curst’s perimeter: a high, corroded barrier lined with saw-toothed barbs and search towers. The elephantine warders turn their
gate-towns come knocking on their doors, residents feign ignorance or offer up false clues to throw off the nose of justice. Residents remain smugly aloof, fending off bounty hunters like bad suitors
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the
trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
areas in between. When the adventurers enter the warehouse, read: In the areas where the walls and ceiling didn’t collapse, this warehouse contains no crates, no boxes, no barrels, and no wares of any
other kind. Directly in front of the missing door, the walls, ceiling, and floor have fallen away to reveal a deep sinkhole fissure. Inside the ruin, a hempen rope anchored firmly in the rubble
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throughout this cold, spacious chamber. Soft blue lights blink across their upright faces, and wires snake from the towers along the floor and ceiling.
“You shouldn’t be here,” echoes a familiar voice in
the ship’s hull in this area. A dark, narrow tunnel extends from the opening and into the mountainside. If the characters follow the tunnel, it continues for 1 mile before exiting into the Barrier
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
magical barrier is active, the view port’s crystal is immune to damage. The ceiling is 30 feet high. Broken Control Helmet. The silver helmet once created a magical link between its wearer and the
that stretches from floor to ceiling. The cylinder of light continues upward into Landro’s leg.
Within the mushroom patch are two shriekers. The shriekers’ high-pitched screams might attract the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
anything in particular to the characters but feel like a bad omen. Lost and Found Prior to the vision, the characters were traveling to Vogler and had stopped to camp or rest near a forested path. After
tree visible from outside breaks through the ruin’s marble floor and stretches through the collapsed ceiling. Around it, broken statues line the remaining walls, standing in crumbling alcoves.
The
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. A crystal barrier, its curved surface swirling with light and colors, forms a strange sky overhead.
A single path leads away from this area toward the clearing in area C2. Portal. The portal
his size is Small. Bullywugs captured Nosey outside the demiplane and were planning to offer the puppy to their king as a gift, but Nosey escaped from them. Nosey suffers from a bad cold and sneezes
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
rising back up to the ceiling in the next 50 feet, and a rune of fear in its final 30 feet. Whirling Blades (Initiative 20). The blades attack each creature in the first 80 feet of the hallway, with a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
level, which has a transparent but impenetrable ceiling. The following locations are keyed to map 7.2. Damien Mammoliti Map 7.2: Spaceship Level 2 View Player Version S31: Drop Tubes (Violet) These drop
broadcasted content in this theater. Ship lighting in this room has been disabled, but the glowing screen fills the room with dim light. The ceiling is 20 feet high. Two mind flayers dwell here. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mention that his cantankerous father, Davian Martikov, owns the local winery and vineyard, the Wizard of Wines (chapter 12). There’s bad blood between Urwin and his father (whom Urwin and Danika refer
illuminate the rafters and cast ominous shadows on the peaked ceiling. The balcony floor is 15 feet above the taproom floor. A secret door at the south end of the western wall can be pushed open to reveal a






