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Returning 35 results for 'before being dim ceiling replaced'.
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before being dim calling replaces
before being dim calling replace
Monsters
Out of the Abyss
this action. His statistics and capabilities are otherwise replaced by those of the new form.
Create Green Slime (Recharges after a Long Rest). The Pudding King creates a patch of green slime. The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.Acid, Poison
Monsters
Van Richten’s Guide to Ravenloft
achievement, Elise is a confused, frustrated soul who never wished for her current circumstances.
Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies
, even if it is replaced with another heart. Elise is horrified by what Dr. Mordenheim did to her and tries to avoid the doctor and all strangers, fearing they might kill her to learn the Unbreakable
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.
Shadow Sword. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9
summoner dies, or until its summoner dismisses it as an action.Drow shadowblades steal down the dim passages of the Underdark, bound on errands of mayhem. They protect enclaves and Underdark cities from
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.
Shadow Sword. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9
will: dancing lights, darkness
1/day each: faerie fire, levitate (self only)Drow shadowblades steal down the dim passages of the Underdark, bound on errands of mayhem. They protect enclaves and
Monsters
Storm King's Thunder
, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced
row:
Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can
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
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of
-evil creatures in the mist, warning such creatures of the danger.
Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.Fire
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
creatures in the mist, warning such creatures of the danger.
Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.Fire
Monsters
Waterdeep: Dungeon of the Mad Mage
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness
, the dragon has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now
Monsters
Fizban's Treasury of Dragons
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
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Ruined Dwarven Temple These rooms once formed a temple dedicated to the dwarven god Dumathoin, the Keeper of Secrets under the Mountain, but Halaster has destroyed and replaced most of their
original contents. 23a. Defaced Dwarves Light. The walls climb 15 feet, then angle inward to create a peaked, 30-foot-high ceiling. The sloped upper walls have red glowing crystals set into them. These
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Ruined Dwarven Temple These rooms once formed a temple dedicated to the dwarven god Dumathoin, the Keeper of Secrets under the Mountain, but Halaster has destroyed and replaced most of their
original contents. 23a. Defaced Dwarves Light. The walls climb 15 feet, then angle inward to create a peaked, 30-foot-high ceiling. The sloped upper walls have red glowing crystals set into them. These
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Ruined Dwarven Temple These rooms once formed a temple dedicated to the dwarven god Dumathoin, the Keeper of Secrets under the Mountain, but Halaster has destroyed and replaced most of their
original contents. 23a. Defaced Dwarves Light. The walls climb 15 feet, then angle inward to create a peaked, 30-foot-high ceiling. The sloped upper walls have red glowing crystals set into them. These
Monsters
Fizban's Treasury of Dragons
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
Monsters
The Book of Many Things
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
creatures when viewed from the corner of the eye or through dim light or fog.
Gathered Knowledge. Within the lair, creatures have advantage on ability checks made to discover or recall information
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of Fire traits. She has immunity to cold damage. Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies, even if it is replaced with another heart. Elise is
-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim light in a 10-foot radius. Within Elise’s undying body beats Dr. Mordenheim’s greatest creation: the Unbreakable Heart
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Ceilings, Lighting, and Walls Ceilings in the Donjon Sphere are 10 feet high. Magic panels in the ceiling radiate dim light. The walls, which contain most of the sphere’s machinery, are covered in panels of smooth, invulnerable metal sheeting.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of Fire traits. She has immunity to cold damage. Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies, even if it is replaced with another heart. Elise is
-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim light in a 10-foot radius. Within Elise’s undying body beats Dr. Mordenheim’s greatest creation: the Unbreakable Heart
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of Fire traits. She has immunity to cold damage. Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies, even if it is replaced with another heart. Elise is
-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim light in a 10-foot radius. Within Elise’s undying body beats Dr. Mordenheim’s greatest creation: the Unbreakable Heart
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Ceilings, Lighting, and Walls Ceilings in the Donjon Sphere are 10 feet high. Magic panels in the ceiling radiate dim light. The walls, which contain most of the sphere’s machinery, are covered in panels of smooth, invulnerable metal sheeting.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
thatched roof is replaced every decade. The building’s other features are described below: Ceilings. The first floor’s ceiling is 20 feet high. The second floor’s ceiling is 10 feet high. Doors. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Ceilings, Lighting, and Walls Ceilings in the Donjon Sphere are 10 feet high. Magic panels in the ceiling radiate dim light. The walls, which contain most of the sphere’s machinery, are covered in panels of smooth, invulnerable metal sheeting.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
thatched roof is replaced every decade. The building’s other features are described below: Ceilings. The first floor’s ceiling is 20 feet high. The second floor’s ceiling is 10 feet high. Doors. The
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
thatched roof is replaced every decade. The building’s other features are described below: Ceilings. The first floor’s ceiling is 20 feet high. The second floor’s ceiling is 10 feet high. Doors. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Bullywug Sentries Ceiling. This swampy cavern has an uneven 30-foot-high ceiling.
Fireflies. Harmless fireflies flit over strange fungal plants that sprout from the swamp, filling the cavern
with eerie dim light.
Bullywugs. Three bullywugs use their Swamp Camouflage feature to hide in the swampy tunnel leading to area 19.
The bullywugs watch the tunnel that leads to level 7. When they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gaping hole in the ceiling that leads outside. The hole lets in bright sunlight during the day and dim moonlight at night. The light doesn’t extend beyond the room. Iymrith uses this hole to enter
2. Entrance Chamber Partition walls made of tight-fitting sandstone blocks support the ceiling of this chamber, which contains a 20-foot-high hill of sand. Twenty feet above the top of the mound is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Bullywug Sentries Ceiling. This swampy cavern has an uneven 30-foot-high ceiling.
Fireflies. Harmless fireflies flit over strange fungal plants that sprout from the swamp, filling the cavern
with eerie dim light.
Bullywugs. Three bullywugs use their Swamp Camouflage feature to hide in the swampy tunnel leading to area 19.
The bullywugs watch the tunnel that leads to level 7. When they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gaping hole in the ceiling that leads outside. The hole lets in bright sunlight during the day and dim moonlight at night. The light doesn’t extend beyond the room. Iymrith uses this hole to enter
2. Entrance Chamber Partition walls made of tight-fitting sandstone blocks support the ceiling of this chamber, which contains a 20-foot-high hill of sand. Twenty feet above the top of the mound is a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gaping hole in the ceiling that leads outside. The hole lets in bright sunlight during the day and dim moonlight at night. The light doesn’t extend beyond the room. Iymrith uses this hole to enter
2. Entrance Chamber Partition walls made of tight-fitting sandstone blocks support the ceiling of this chamber, which contains a 20-foot-high hill of sand. Twenty feet above the top of the mound is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Bullywug Sentries Ceiling. This swampy cavern has an uneven 30-foot-high ceiling.
Fireflies. Harmless fireflies flit over strange fungal plants that sprout from the swamp, filling the cavern
with eerie dim light.
Bullywugs. Three bullywugs use their Swamp Camouflage feature to hide in the swampy tunnel leading to area 19.
The bullywugs watch the tunnel that leads to level 7. When they
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Temple Features Unless otherwise specified, the temple has the following features. Ceilings The temple’s passages and rooms are 20 feet high everywhere except area T13, where the ceiling is 30 feet
high. Dim Light Eerie green light emanates from goat skulls embedded in the temple’s walls. These skulls cast Dim Light throughout the temple. Doors and Secret Doors Temple doors are unlocked and made
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Temple Features Unless otherwise specified, the temple has the following features. Ceilings The temple’s passages and rooms are 20 feet high everywhere except area T13, where the ceiling is 30 feet
high. Dim Light Eerie green light emanates from goat skulls embedded in the temple’s walls. These skulls cast Dim Light throughout the temple. Doors and Secret Doors Temple doors are unlocked and made
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Ravenloft trembles with fury, shaking dust from the ceiling of the vampire’s tomb. The shudders abate as Strahd’s burning hatred melts away, replaced at last with relief. The dark orbs of his eyes wither
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Temple Features Unless otherwise specified, the temple has the following features. Ceilings The temple’s passages and rooms are 20 feet high everywhere except area T13, where the ceiling is 30 feet
high. Dim Light Eerie green light emanates from goat skulls embedded in the temple’s walls. These skulls cast Dim Light throughout the temple. Doors and Secret Doors Temple doors are unlocked and made