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Returning 16 results for 'been barriers diffusing ceilings remote'.
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Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
coterminous. When its influence is weak, a plane is remote. The state of a plane can be important for performing epic rituals, creating of eldritch machines, or interacting with extraplanar entities. Whether or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and passageways are 12 feet high, with flat ceilings and floors unless the text says otherwise. All doorways are 8 feet high and arched; being upside down turns them into concave, 4-foot-high barriers
to walk on ceilings and climb over the tops of doorways. Furnishings that weren’t securely bolted to the walls or floor lie in disarray, or in shards, on the ceiling. Illumination. All rooms
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
influence. When the influence of a plane is especially strong it is said to be coterminous. When its influence is weak, a plane is remote. These states can be important for epic rituals, the creation of
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
drawn lurking dangers from more remote parts of the bayou. As he grows more proficient in his ability to siphon creatures’ energy to power his magic, Murgaxor is practicing lesser forms of the magic that
easily traversable but devoid of significant features or creatures): Building Ceilings. The ceiling of Wiltroot Hall (area W1) is 40 feet high. The ceilings of the observation huts (areas W2, W7, W9, W10
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
initiation, though, take place in sanctums: remote headquarters like the one shown in map 12.1. A sanctum is a temple, meeting place, and residence for one or more of the group’s hierophants, as well
natural, but the cult members have widened the narrow passages and shored up the crumbling cave walls with masonry. Stalactites hang from the ceilings, but most of the stalagmites have been cleared to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ettercap Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests. Fine strands of silk stream from glands
ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
Web Walker. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour
, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Underdark, perhaps in imitation or in honor of Karontor, “the king that crawls.” Their limbs are long and sinuous, and their grip is strong enough for them to climb walls and ceilings. Fomorian
addition, the prone condition does not grant advantage on attack rolls against the fomorian.
Spider Climb. The fomorian can climb difficult surfaces, including upside down on ceilings, without
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
falling block traps or weak ceilings supported by a single pillar, which the beholder can disintegrate after it passes that point to deter pursuit. Eyes in the Sky Because a beholder’s paranoia knows no
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
colony’s entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially
, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Spiral Features Tyrant’s Spiral has the following features: Ceilings. Unless noted otherwise, caverns have 30-foot-high ceilings. Gaseous Light. Harmless, luminous gases shed dim light throughout the
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
of basalt blocks and 10-foot-high ceilings roofed with slate. The smaller buildings (area B6a) are littered with ropes and loading hooks and contain stairwells that lead to the hold’s main storage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Locations in the Abyssal Prisons are identified on map 5.3. Map 5.3: Abyssal Prisons Light. Dim light radiates from the walls, floors, and ceilings in this sector, a manifestation of strengthened
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When






