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Returning 35 results for 'before being drops 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
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens
smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until 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
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Find Traps
Legacy
This doesn't reflect the latest rules and lore.
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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
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
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
Monsters
Van Richten’s Guide to Ravenloft
Aberrant Rejuvenation. When the emissary drops to 0 hit points, its body melts away. A greater star spawn emissary instantly appears in an unoccupied space within 60 feet of where the lesser emissary
and just as readily appear as people, animals, or other creatures—the more unassuming, the better. Should it reveal its true form, an emissary appears as a roughly bipedal mass of agitated organs
Monsters
Ghosts of Saltmarsh
, unless the damage is radiant or from a critical hit. On a success, the drowned assassin drops to 1 hit point instead.Multiattack. The drowned assassin makes two hand crossbow attacks or two dagger attacks
succeed on a DC 12 Constitution saving throw or contract bluerot (see the “Bluerot” sidebar).
Reveal (1/Day). The drowned assassin removes its mask, revealing its rotting face. Each
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Thrym. When the cradle drops to 0 hit points, its body shatters into shards of ice. The scion instantly appears in the space the
much damage only. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue.
If the statue takes
Monsters
The Wild Beyond the Witchlight
solar eclipse or while she is within 60 feet of a symbolic representation of one. Otherwise, Endelyn disappears in a cloud of inky smoke when she drops to 0 hit points, along with anything she was
” veil. The outermost layers of her dress open to reveal a marionette theatre, and she manipulates her puppets using an arrangement of artificial hands that nestles in the folds of fabric. She
Magic Items
Baldur’s Gate: Descent into Avernus
on its own. The pit fiend won’t reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If
Monsters
Mordenkainen Presents: Monsters of the Multiverse
weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to
of the following lair actions; it can’t take the same lair action two rounds in a row:
Green Slime. A green slime (see the Dungeon Master’s Guide) appears on a spot on the ceiling that
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
you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its
Juiblex
Legacy
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Monsters
Out of the Abyss
a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.Juiblex can
Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.
Regional Effects
The region containing Juiblex’s lair is warped by its
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the ceiling can avoid piercer drops by steering clear of the stalactite formations, and attempts to do so are automatically successful. If no such attempts are made, a single piercer drops on the
first light-carrying creature to cross the cavern. Whether it hits or misses, this piercer can’t attack again until it makes the long, slow climb back to the cavern ceiling. After the first piercer drops, avoiding the cavern’s stalactite formations becomes a simple matter.
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->Player’s Handbook
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Boxed In As the characters make their way through a 10-foot-high tubular passage, a tremor shakes the area and drops part of the ceiling on them. Each party member must succeed on a DC 13
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->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->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->D&D Beyond Basic Rules
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
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->Borderlands Quest: Goblin Trouble
the ceiling all along this area. The webs are flammable. Burning them up drops the dead spiders entangled within them. Entangled Spiders. Characters who inspect the ceiling can make a DC 12 Wisdom
for several minutes before the passage turns north and leads up a set of natural stone steps. A group of caverns continues out ahead of you.
The ceiling of these caverns is choked with webs, and the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
7. Gorgon Maze As they follow the path, the characters are drawn into a maze within the larger maze of the magical garden. The curving path you follow suddenly twists to reveal a proper maze cut out
and drops to the ground. A character can spot the gem with a successful DC 15 Wisdom (Perception) check. A character can pick the diamond up before the start of the gorgon’s next turn, but if not picked
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
7. Gorgon Maze As they follow the path, the characters are drawn into a maze within the larger maze of the magical garden. The curving path you follow suddenly twists to reveal a proper maze cut out
and drops to the ground. A character can spot the gem with a successful DC 15 Wisdom (Perception) check. A character can pick the diamond up before the start of the gorgon’s next turn, but if not picked






