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Returning 35 results for 'before blessed during ceiling reflection'.
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Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
one of Vecna’s demiplanar unrealities or the Cave of Shattered Reflection. Walls and Floors Vecna’s Grasp is composed of magically reinforced obsidian. Each 5-foot-square section of obsidian has AC 20, a damage threshold of 30, 60 hit points, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
3. Empty Ceremonial Chamber This chamber resembles a larger version of the entry, with arches meeting at the twenty-five-foot domed peak of the ceiling. A nine-foot-tall wooden platform stands
against the south wall, on which several bodies lie wrapped in funeral shrouds.
The wooden platform is used as a dais for religious rites. The faithful are brought here after death, blessed, and then
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Rainfall Caverns Water pours from the ceiling of these 20-foot-high caves like a heavy rain. Consequently, creatures in this area have disadvantage on Wisdom (Perception) checks that rely on
sight or sound. 10a. Venom Pool This cavern is flooded to a depth of 4 feet. The water glows green around an emerald that lies on the floor in the middle of the cavern. This gemstone has been blessed by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high ceiling braced by thick arches. The cracked walls are carved with damaged carvings of demons and enormous spiders.
Webwork. A giant spiderweb forms a false ceiling 40 feet above the floor
cast innately, the drow workers are blessed by Lolth with the ability to cast the mending cantrip at will, and they use their magic to repair small cracks and broken stonework. If they notice intruders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
time (see “Vlonwelv’s Pulpit”). Chandelier. The room has a 30-foot-high flat ceiling, hanging from which is a wrought iron chandelier shaped vaguely like a giant spider and anchored to the ceiling by a
mirror is one of Halaster’s magic gates (see “Gates”).
Etched into the bottom of the mirror’s stone frame are the letters T-U-O-Y-A-W (a reflection of W-A-Y-O-U-T). This gate’s rules are as follows
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Events d6 Event
1 A sudden gust of wind extinguishes any open flames.
2 A character sees their own reflection age in a puddle or pane of glass.
3 Books hurl themselves from a
that has fallen into ruin.
Ceilings. Ceilings inside the tower are 20 feet high and vaulted. The fourth floor is open to the sky, and a large portion of the third-floor ceiling has caved in where
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
troglodytes on a rudimentary level. Getting a message across in this way requires a successful DC 15 Charisma (Performance) check. 7a. Battle-Ready Troglodytes Ceiling. Stalactites dot the ceiling, which
troglodytes won’t divulge the secret door’s location, and they spit insults at anyone who dares to open it. 7h. Blessed Laogzed This dank cave contains a 5-foot-tall, 8-foot-diameter mud sculpture of a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Beholder Lairs The lair of a beholder is a reflection of the creature’s mind-set — designed to anticipate, and thwart, any plan that would-be invaders might devise. Each of its chambers is isolated
be empty, be filled with mud (causing anything trapped in it to eventually drown), or have spikes at the bottom. Door Trap. In a seldom-used cavern with a high ceiling, a beholder might erect a wall
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there takes 3 (1d6) fire damage. After 1 minute, the pillars cool. Lava Passage. The northeastern lava flow is only 4 feet lower than the ceiling of the passage through which it flows
upward. A natural pillar is the only feature of the upper level. In the center the lower level, a vortex of flame jets from the floor toward the ceiling. Numerous exits head off in different directions
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
). This room’s ceiling is 30 feet high. The walls to the left and right of the entrance bear small bas-reliefs of a new moon, a waning moon, a half moon, and a waxing moon. When the moon reaches one of
end of its turn. On a failed save, the creature has the prone condition. This room’s ceiling is 30 feet high. This vault holds much of the Moonstalkers’ gold and treasure, but not all of it. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Giant Mushroom Tower The cavern around Yggmorgus is huge, and the giant mushroom nearly fills it from floor to ceiling. You have no clear reference to judge the towering mushroom’s size at this
stench of rot and decay wraps around you, seemingly threatening to penetrate your flesh and pervade your soul.
Yestabrod’s Garden of Welcome is a pale reflection of the true horrors surrounding
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
unfolds; it’s simply a reflection of Iymrith’s mood. Storm giants who stride boldly toward the amphitheater with weapons in hand draw fire from the trebuchets (see area 1). The characters can let the storm
dealing 10 damage or more to the ceiling with a single attack or spell effect. The collapse renders the passage impassable until the sand and stone are cleared away, which requires 250 hours of work
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Healing Pools Healing pools are naturally occurring springs and tidal pools said to have magical curative properties because Pharika has blessed them. Sick or injured people come to the pools and
convince a priest to help you make it.
Healing Pools Map The healing pools shown in map 4.12 are located in an underground cavern, accessible through a wide hole in the cavern’s ceiling that leads to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
When a creature makes an exceptionally loud noise or otherwise attracts attention When the party spends at least 30 minutes in the same region Blessed Radiance The grace of the Upper Planes touches this
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
through a shattered chamber open to the outside. A waterfall pours through the collapsed ceiling and into the misty bog. Butterflies flit through the branches of trees draped in moss and vines, and
immediately. Waterfall. The ceiling once contained a canal that channeled water from the third tier to the second. Now the water falls straight into the room, creating the bog. Treasure. Submerged in the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mirror on the ceiling radiates an aura of necromancy. If the characters return Cithcillion’s bones to the slab, the reflection in the mirror is of him as he was in life. His reflected image opens its eyes
dimensions is carved into the ceiling directly above the slab. Scattered about it are skeletal remains intermingled with shards of glass.
Close inspection of the floor reveals the shards of glass are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet of the ceiling. The following boxed text assumes that the characters can see underwater: Through the water looms a colonnade supporting an arched pediment above a long portico. Behind the
characters to the pit. P8. Sloping Cave Stalactites cover the ceiling of this cave, which slopes down toward the south. Embankments skirt the edges, and small, flat stones rise from the water, which is about
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
subjects. N3l. Library Floor-to-ceiling shelves line every wall of this windowless room, and the number of books contained here is nothing short of astounding.A brass oil lamp sits atop a large desk in
master bedroom. The furnishings have lost some of their color and splendor. A short pull-rope hangs from a wooden trapdoor in the ceiling. The baron and the baroness sleep in one bed at night. Nothing
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
prearranged signal. 4. Galley Stores From iron hooks set into the ceiling hang three long strings of sausages, a large ham, and a hunk of meat. Against the hull are three sacks. Set against the bulkhead beside
ceiling above.
In the gloom, you can see three hammocks — one at each end of the cabin slung between the bulkhead and one of the ship’s ribs, and the third hanging across the corner of the cabin from
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Then the illusion vanishes, revealing the mosaics’ actual state. 3. Viewing Room Grave niches and alcoves holding funerary urns line the walls of this chamber. The ceiling in the northern part of the
by rusted grates. An iron brazier, its sides sculpted with furious-looking faces, stands in the middle of the hall, midway along its length. Not far beyond, the ceiling has collapsed, burying whatever
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Greater Caverns Locations The following locations are keyed to map 6.3. Mike Schley Map 6.3: Greater Caverns View Player Version G1: Warren Tunnels The domed ceiling of this chamber drips with
. Blessed by Laogzed, the troglodytes are immune to the poisoned condition. Foul Welcome. Six troglodyte warriors lurk near the entry, waiting to ambush creatures arriving from the lesser caverns. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
where carved or painted stars cover the ceiling of a cave. On the planes that have hosted one of these rare events, elf priests consecrate and maintain temples devoted to the Mysteries. Often these
and unimaginable joy. THE BLESSED OF CORELLON
Ever changing, mirthful, and beautiful, the primal elves could assume whatever sex they liked. When they bowed to Lolth’s influence and chose to fix
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
afraid of my own reflection and avoid looking into mirrors. The Hall of Illusions terrifies me.”
Clapperclaw the Scarecrow
CHAPTER 2: HITHER
Despite the loss of its original head, this child
.”
Flaw. “My words are laced with veiled threats, even when I’m pretending to be nice.”
Gleam the Elf Acrobat
CHAPTER 4: YON
Gleam is blessed with kindness, grace, and the power of moonlight. She
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
afraid of my own reflection and avoid looking into mirrors. The Hall of Illusions terrifies me.”
Clapperclaw the Scarecrow
CHAPTER 2: HITHER
Despite the loss of its original head, this child
.”
Flaw. “My words are laced with veiled threats, even when I’m pretending to be nice.”
Gleam the Elf Acrobat
CHAPTER 4: YON
Gleam is blessed with kindness, grace, and the power of moonlight
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
information about the Crypt of the Talhund from his own scouting and from He of the Hidden Gemstone: Blessed Site. Talhundereth was once a significant holy site for followers of Dumathoin. Generations of their
this room and area P15 is movable. When the levers in areas P9 and area P13 are pulled at the same time, the wall lifts into the ceiling, turning areas P11 and P15 into one big room. Treasure. Each of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
course.
4: Sun Thick vines cover every wall in this chamber, which splits into three parallel hallways separated by walls that don’t quite reach the ceiling. The ceiling emanates a scorching, fiery
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Eye in the Sky The Mages of High Sorcery harness the magical power of the three moons of Krynn: Solinari the White, Lunitari the Red, and Nuitari the Black. Those blessed by the moons might show
spell on the door. Invisible Maze. If the characters move more than 5 feet toward the pedestal, they run into an invisible wall. The wall extends to the ceiling and is part of an invisible, shifting
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
square room, its walls, floor, and ceiling made of glowing crystal set with images of unblinking eyes. A crystal door stands closed, but you can just make out the long corridor beyond it, and a lone
and power of Savras.”
Flaw. “I never question orders.”
T3. Mirrors of Fortune The crystal floor, walls, and ceiling of this room are obscured by hanging mirrors whose brightness intensifies as
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing. Unattended
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
here, add: Crouching in the middle of the cavern is a gaunt gnoll with ravenous eyes and the foul stench of the grave coming from it. The creature does not cast a reflection.
Ranged attack rolls made
gp) is a Netherese art object. H34. City Debris This cave might contain a psychic haunting (see “Psychic Hauntings”). Large pieces of stone jut from the twenty-foot-high ceiling of this empty cavern
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
sovereign glue, and the mirror can’t be removed without destroying it. The mirror alters the reflection of any creature that gazes into it, rendering the reflection bereft of expression or emotion, except if
a creature smiles into the mirror. In that case, the creature’s reflection also smiles, and a secret door in the wall holding the mirror swings inward, revealing a hidden passage (area B9). Any






