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Returning 35 results for 'before beyond down ceiling reveals'.
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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
Magic Items
Dungeon Master’s Guide
whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.
No object created by a pot of pigment can have a value greater than 25 GP, and the
reveals they’re made from paste, cookies, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.
Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Marvelous Pigments
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor
a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or
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.
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
illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
Whenever a creature with an
Nolzur's Marvelous Pigments
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor
a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or
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
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals
Magic Items
Lost Laboratory of Kwalish
already been claimed, you gain an equivalent hoard.
Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond
your declared draws.
Jester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.
Key. A
Human
Legacy
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Species
Basic Rules (2014)
traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future
head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
Lasting Institutions
Where a
Juiblex
Legacy
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Monsters
Out of the Abyss
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
refuse to part with any of my possessions.”
41–60
“I’ll do everything I can to get others to eat and drink beyond their normal limits.”
61–80
“I
Monsters
Fizban's Treasury of Dragons
other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
chitin must succeed on a DC 18 Intelligence saving throw or take 17 (5d6) psychic damage. Spiracles. Holes in the walls allow fetid air to cycle through the Drought Elder’s interior. Peering through these spiracles reveals the Drought Elder’s body and an endless alien void beyond.
be climbed by any creature that succeeds on a DC 16 Strength (Athletics) check. However, traveling outside the carapace beyond area D3 or D5 attracts the attention of 1d3 whistlers every minute. These
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of a hand, amid stains of dried blood.
Distant Voices. Echoes of distant voices occasionally fill the room, emanating from 10-inch-long, 5-inch wide vents in the ceiling (see “Echoes” below
).
Secret Door. A secret door leading south is obvious from this side (no ability check required). It has two eye-holes bored into it at a height of 5 feet, allowing a creature to peer into area 2a beyond
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Crossroads The ceiling of this 30-foot-high cavern is studded with stalactites, and the floor is so uneven that it counts as difficult terrain. A search of the cavern reveals nothing dangerous or valuable.
Monsters
Fizban's Treasury of Dragons
the ire of druids and other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
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
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
’ answers are always short and vague, and there is a 20 percent chance that a spirit’s answer is wrong. The stairs at the west end of the hall descend 40 feet to area K33. An open archway to the east reveals a tower landing beyond (part of area K20).
K45. Hall of Heroes Dark alcoves line the walls of this long hall. The ceiling has fallen here, leaving rubble strewn across the floor. Overhead, the beams of Ravenloft’s roof are exposed. Lightning
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
10. Conservatory Gossamer drapes cover the windows of this elegantly appointed hall, which has a brass-plated chandelier hanging from the ceiling. Upholstered chairs line the walls, and stained-glass
. Alabaster figurines of well-dressed dancers adorn the mantelpiece. Close inspection of them reveals that several are carvings of well-dressed skeletons.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Thanks for the Memories Ceiling. This cavern has a 30-foot-high ceiling.
Gas Spores. Three gas spores float above a large sinkhole surrounded by rubble. Another ten gas spores float inside the
. Inspection of the remains accompanied by a successful DC 15 Intelligence (Medicine) check reveals that the beholder died from fire, force, and necrotic damage. Inspection also reveals a treasure (see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
a DC 15 Dexterity saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one. The trap mechanism is beyond the doors and inside the ceiling, so it can’t be disabled from outside.
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
specters can pursue their prey beyond the confines of the tomb, if necessary. Opening a sarcophagus lid requires a successful DC 17 Strength check and reveals treasure within (see “Treasure”). A character
Strength check to reveal a 4-foot-square hole in the floor, and in the ceiling of a similarly sized chamber directly below this one (area 5). If the characters move the sarcophagus but leave the chamber
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Surprise Audience When the characters emerge from the hatch, read or paraphrase the following: The space beyond is a windowless room with a wooden ceiling only four feet off the floor and a trapdoor
Garden Imperial Opera. The room has no doors, but the trapdoor in the ceiling can be pulled down to provide access to the stage above.
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
39. Southwest Chamber The walls, floor, and ceiling of this room are scorched. Strewn about are blackened pieces of furniture, shards of smoky glass, and charred splinters of wood and bone. A
character who examines the room thoroughly and succeeds on a DC 14 Intelligence (Investigation) check concludes that four separate fiery eruptions caused the destruction. A successful DC 19 Intelligence (Arcana) check reveals that the damage was likely the result of a meteor swarm spell cast in the room.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
dozens of glinting objects in the goo beneath their feet. Further inspection reveals the sparkling objects are precious gems. For every minute the adventurers spend in this cave, there is a 25 percent
chance they attract the attention of 1d4 giant spiders from area 11. The spiders scuttle along the walls and ceiling, avoiding the gooey floor. Treasure If the adventurers take 10 minutes to search through the goo, they can retrieve a total of twenty 50 gp gems.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, ending at an archway beyond which lies a shallow cave. Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Lynnorax’s Lair Ceiling. This room has a 40-foot-high, domed ceiling.
Dracolich. Lynnorax, an adult blue dracolich, faces the double door to the east and exhales lightning in that direction as
soon as it sees intruders.
Pillars. The four pillars that buttress the ceiling are carved out of black crystal and inscribed with arcane runes.
Lynnorax fights without fear, knowing that its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Antechamber Several traps and obstacles await visitors to these areas. The ceilings are 10 feet high throughout. 5a. Halaster’s Coin Columns. Six 10-foot-wide columns support the ceiling.
Gilded
door that opens into area 5d.
The statue holds five gold-painted stone coins in its outstretched hand. Close inspection reveals that one of the coins is loose and can be removed from the statue’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Beyond the curtain lies a 100-foot-high hexagonal chamber containing a giant-sized wooden table and stone chair. Dangling from the ceiling by iron chains are six crystal spheres with continual flame
spells cast on them. The illuminated spheres keep the room brightly lit. The tower’s second floor can be seen through a 20-foot-wide hole in the soaring ceiling.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
bed fitted with leather restraints. At the foot of the bed rests a closed iron chest, is lid sculpted with an emblem.
A wooden ladder leads up to a trapdoor in the ceiling. Thin streams of water drip
through the trapdoor’s rotting wood, forming a puddle around the base of the ladder.
The ceiling here is 9 feet high. The manacles are rusted and can be easily torn from the walls. The trapdoor in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-foot-high domed ceiling. A balcony runs the length of the west wall, fifty feet above the floor. In the center of the balcony, two dark shapes are slumped in tall chairs.
Benches coated with
centuries of dust lie about the floor in jumbled disarray. Beyond this debris, lit by a piercing shaft of light, an altar stands upon a stone platform. The sides of the altar are carved with bas-reliefs of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
12. Trapped Chest Water pours from cracks and seams in the rough walls of this cavern, whose floor is a muddy pool that flushes out into the tunnel beyond. Just above the pool’s surface, a large
treasure chest dangles from rusty chains embedded in the ceiling.
The chest is 6 feet long, 3 feet wide, 3 feet high, and suspended 1 foot above the surface of the 5-foot-deep pool. A keyhole shaped
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
— and that it is completely destroyed. Most of its buildings are empty shells and piles of wreckage. Looming beyond the town is a large, dark cavern. A narrow river winds down from the mountain and
empty streets. Investigating the Town. A successful DC 12 Wisdom (Survival) check reveals infrequent tracks belonging to different humanoid creatures. Some travel alone, while others go in small groups






