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Returning 35 results for 'bat blows diffusing ceiling ranger'.
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Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
speed.A Brass Dragon’s Lair
A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Lair Actions
On initiative count 20 (losing
initiative ties), the dragon takes a lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action
to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. The werebats awaken if they are attacked or otherwise disturbed.
Rack. A crude
anywhere in these caves, all the werebats in the three sections of area 12 quickly join the fray. Mobar (see area 14) remains where he is. 12a. Werebats in Bat Form Werebats. Three goblin werebats (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. The werebats awaken if they are attacked or otherwise disturbed.
Rack. A crude
anywhere in these caves, all the werebats in the three sections of area 12 quickly join the fray. Mobar (see area 14) remains where he is. 12a. Werebats in Bat Form Werebats. Three goblin werebats (see
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The howling wind that blows through the caves sounds like a moaning crone, which is bone-chilling enough to deter most would-be explorers. The wind blows out candles and other small flames but is
otherwise harmless. Ice Everywhere. Slippery ice covers every wall, ceiling, and floor (see “Slippery Ice” in the Dungeon Master’s Guide). Characters with crampons strapped to their boots can traverse
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The howling wind that blows through the caves sounds like a moaning crone, which is bone-chilling enough to deter most would-be explorers. The wind blows out candles and other small flames but is
otherwise harmless. Ice Everywhere. Slippery ice covers every wall, ceiling, and floor (see “Slippery Ice” in the Dungeon Master’s Guide). Characters with crampons strapped to their boots can traverse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. The werebats awaken if they are attacked or otherwise disturbed.
Rack. A crude
anywhere in these caves, all the werebats in the three sections of area 12 quickly join the fray. Mobar (see area 14) remains where he is. 12a. Werebats in Bat Form Werebats. Three goblin werebats (see
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The howling wind that blows through the caves sounds like a moaning crone, which is bone-chilling enough to deter most would-be explorers. The wind blows out candles and other small flames but is
otherwise harmless. Ice Everywhere. Slippery ice covers every wall, ceiling, and floor (see “Slippery Ice” in the Dungeon Master’s Guide). Characters with crampons strapped to their boots can traverse
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
L1. Entry Cave The cave mouth opens into darkness from which a breezes blows, carrying the faint odor of death. Inside is a natural cave, its floor and ceiling uneven. The passage leads to the west
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Cave of Crystals Xorn. Three xorn feast on crystals near the western edge of the cavern, while harmless bats flutter below the 30-foot-high ceiling.
Difficult Terrain. A thick mix of mud and bat
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
L1. Entry Cave The cave mouth opens into darkness from which a breezes blows, carrying the faint odor of death. Inside is a natural cave, its floor and ceiling uneven. The passage leads to the west
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
L1. Entry Cave The cave mouth opens into darkness from which a breezes blows, carrying the faint odor of death. Inside is a natural cave, its floor and ceiling uneven. The passage leads to the west
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Cave of Crystals Xorn. Three xorn feast on crystals near the western edge of the cavern, while harmless bats flutter below the 30-foot-high ceiling.
Difficult Terrain. A thick mix of mud and bat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Cave of Crystals Xorn. Three xorn feast on crystals near the western edge of the cavern, while harmless bats flutter below the 30-foot-high ceiling.
Difficult Terrain. A thick mix of mud and bat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
directions, but most lead west toward the drow fortress.)
Bat Alarm. Hundreds of bats cling to the 30-foot-high domed ceiling. The drow use the bats as an alarm of sorts, knowing that the creatures become
covered by a 2-foot-thick layer of fog that obscures mounds of bat guano. (If the fog is cleared away, drow, quaggoth, and giant lizard tracks can be seen in the guano. The tracks go in all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
directions, but most lead west toward the drow fortress.)
Bat Alarm. Hundreds of bats cling to the 30-foot-high domed ceiling. The drow use the bats as an alarm of sorts, knowing that the creatures become
covered by a 2-foot-thick layer of fog that obscures mounds of bat guano. (If the fog is cleared away, drow, quaggoth, and giant lizard tracks can be seen in the guano. The tracks go in all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
directions, but most lead west toward the drow fortress.)
Bat Alarm. Hundreds of bats cling to the 30-foot-high domed ceiling. The drow use the bats as an alarm of sorts, knowing that the creatures become
covered by a 2-foot-thick layer of fog that obscures mounds of bat guano. (If the fog is cleared away, drow, quaggoth, and giant lizard tracks can be seen in the guano. The tracks go in all
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and the opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet
). If that causes someone to look up, describe how the ceiling is covered with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet in area
). If that causes someone to look up, describe how the ceiling is carpeted with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet in area
). If that causes someone to look up, describe how the ceiling is carpeted with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet in area
). If that causes someone to look up, describe how the ceiling is carpeted with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and the opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet
). If that causes someone to look up, describe how the ceiling is covered with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and the opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet
). If that causes someone to look up, describe how the ceiling is covered with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
warriors (Ryld and Llauzdrar).
Bats. Harmless bats flutter around, disturbed by the drow’s presence.
Stumps. The floor is dotted with the stumps of felled zurkhwood stalks and the occasional bat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
warriors (Ryld and Llauzdrar).
Bats. Harmless bats flutter around, disturbed by the drow’s presence.
Stumps. The floor is dotted with the stumps of felled zurkhwood stalks and the occasional bat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
warriors (Ryld and Llauzdrar).
Bats. Harmless bats flutter around, disturbed by the drow’s presence.
Stumps. The floor is dotted with the stumps of felled zurkhwood stalks and the occasional bat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
werebats (see appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. They awaken if they are attacked or otherwise disturbed.
Niches. Three
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
werebats (see appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. They awaken if they are attacked or otherwise disturbed.
Niches. Three
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin






