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Returning 35 results for 'before being dealing ceiling reveal'.
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Spells
Player’s Handbook
would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals
Spells
Player’s Handbook
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
no longer Restrained.
The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
Find Traps
Legacy
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Spells
Basic Rules (2014)
would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Monsters
Strixhaven: A Curriculum of Chaos
creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything
. Because their knowledge cuts across the flow of time, archaics are careful how much they reveal to mortals and thus tend to speak in riddles.Poison, PsychicForce
Web
Legacy
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Spells
Basic Rules (2014)
their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the
spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Astral Dreadnought
Legacy
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Monsters
Mordenkainen’s Tome of Foes
resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within
critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage.Multiattack. The astral
Monsters
Mordenkainen Presents: Monsters of the Multiverse
diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane
silver cord instead of dealing damage.
Unusual Nature. The dreadnought doesn’t require air, food, drink, or sleep.Multiattack. The dreadnought makes one Bite attack and two Claw attacks.
Bite
spells
Elemental Evil Player's Companion
restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature
Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
. Turning Immunity. The avatar is immune to features that turn undead.
Actions
Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing
Monsters
Fizban's Treasury of Dragons
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Monsters
Fizban's Treasury of Dragons
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
cobwebs. The ceiling overhead is obscured by hanging strands of webbing.
Casual observation will not reveal that the ceiling, 20 feet overhead, is composed of badly fitting stones. The cobwebs must be
burned away for someone to be able to inspect the tunnel ceiling. Anyone who does so and succeeds on a DC 10 Intelligence (Investigation) check realizes that the ceiling is unstable and in danger of
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X3. Empty Barracks Shattered bits of wood cover the floor of this frigid, twenty-foot-square room. The ceiling in each of these rooms is 10 feet high. The wood is all that remains of guards’ bunks. A secret door set in one wall of each room can be pulled open to reveal area X2a or X2b beyond.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Distant Music This 30-foot-wide hallway has a 45-foot-high arched ceiling carved with spiders and webs. Band music can be heard coming from a large chamber to the west (see area 25). The east end
of the hall has collapsed, and a secret door in the north wall pushes open to reveal a hallway that leads to areas 21 and 18b.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
32. Hidden Trapdoor The staircase ends at a landing with a 6-foot-high ceiling of close-fitting planks with a wooden trapdoor set into it. The trapdoor is bolted shut from this side and can be pushed
open to reveal the den (area 3) above. Development Once the trapdoor has been found and opened, it remains available to characters as a way into and out of the dungeon level.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Observation Room This unoccupied room has four 2-foot-long, 6-inch-wide window slits that reveal starry space beyond. The githyanki observe incoming vessels from here. A secret trapdoor in the
floor opens into the ceiling of area 24. From here, it’s a 30-foot drop to the floor of that chamber. The trapdoor is a 3-foot-square stone slab that can be lifted with a singular or combined Strength of 15 or higher.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wooden ladders that lean against the walls. The ceiling here is 15 feet high. The bottles contain the dried-up remains of potions that lost their efficacy long ago. The ladders were once used to reach
the higher niches, but they can no longer support any weight. A secret door is set in the north wall. It can be pulled open to reveal a staircase landing (area X21).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X30. Preserved Library This stone library has twenty-foot-high walls and a thirty-foot-high vaulted ceiling. Covering the ceiling is a fresco that depicts angels being set ablaze in a hell. A black
, deteriorate and become brittle if taken from the room. The secret door in the center of the west wall can be pulled open to reveal an empty room (area X29). The one in the center of the south wall can be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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->Hoard of the Dragon Queen
can only be an ankheg’s head. Two tattered banners hang from the ceiling, and two leather chairs and a handful of braziers complete the comfortable parlor. This is very much a hunter’s bragging room
to reveal area 20. It can also be discovered by pulling on the edge of the wood panel between the tapestries.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
can only be an ankheg’s head. Two tattered banners hang from the ceiling, and two leather chairs and a handful of braziers complete the comfortable parlor.
This is very much a hunter’s bragging room
open to reveal area 20. It can also be discovered by pulling on the edge of the wood panel between the tapestries.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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->Curse of Strahd
K39. Hall of Webs This ancient hall is choked with spider webs broken by a single clear path down its center. The hall has an arched ceiling 20 feet overhead, hidden behind thick webbing. At the
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
ceiling, well hidden by the cobwebs. These items are explained in “Flight of the Vampire” below. Halfway down the hall on the south side is a narrow secret door that can be pulled open to reveal area K31
K27. King’s Hall This twenty-foot-high hall has a dark, vaulted ceiling draped with cobwebs. A low moan seems to travel the length of the corridor as it rises and falls, intoning sadness and despair
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
39. Chamber of the Second Sun This enormous chamber is thirty feet tall with mighty buttressing and a vaulted ceiling. Parts of the ceiling and walls have collapsed, and raw earth has spilled down
hole in the eastern ceiling, daylight and fresh air filter in. Above, through this gap, can be seen four baboons. They jump around the hole and scream in agitation, and as they do, dirt begins to slide
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface
webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Animated Ballistae Light. The arched, 30-foot-high ceiling of this long hall is studded with glowing red crystals that cast dim light throughout the hall. (Crystals pried out of their fixtures go
magic bolt of fire (+6 to hit) at a target it can perceive, dealing 16 (3d10) fire damage on a hit, but it can’t attack any creature directly above it. Treat each ballista as a monster with a challenge
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have
flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have
flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface
webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the gates open as they approach, allowing access to the tunnel beyond. If the characters arrive here unescorted, the gnomes refuse to open the gate. Tunnel The tunnel has a 30-foot-high ceiling, and
end of the tunnel is a smaller door made of stone reinforced with adamantine (see the “Doors of Blingdenstone” sidebar). Fifteen-foot-high ledges in alcoves flank the door. The ledges are currently unguarded, and the stone door opens easily to reveal the caves of Inner Blingdenstone beyond.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, brooding darkness. Empty iron sconces dot the walls. Hundreds of dust-laden cobwebs drape the hall, hiding the ceiling from view. Directly across from the window stand a set of double doors in the east
(Perception) check to find. Both staircases in the north wall lead down to area K19. The eastern double doors can be pulled open to reveal area K26 beyond. The single door in the east wall opens into area






