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Returning 35 results for 'before blessing during ceiling resist'.
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before blessings during curling result
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Holy Symbol Impromptu Blessing A married couple asked Fazzir to give them a blessing for safe travel for a romantic getaway. Fazzir needs two assistants to perform the ceremony. To conduct the ceremony
the other side.
Murder Holes. Guards atop the gatehouse can thrust spears down at invaders through holes in the ceiling of the archway.
Gatehouse Services The gatehouse offers the following
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
features are prevalent throughout the Whorlstone Tunnels.
Ceilings and Floors. The average ceiling height is 50 feet, dropping to 25 feet in narrow tunnels.
Narrow Tunnels. The narrowest tunnels are
complex, creating spiral patterns on the walls and ceilings. These spirals are what give the complex its name. Because of these weird spiraling patterns, saving throws to resist faerzress-induced
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
graceful and quiet like a drow. Its face is clearly demonic, with bestial features, glowing red eyes, an elongated doglike snout, and a mouth full of sharp teeth. Blessing on the House. The ritual to
the role set for it and not challenging authority. Draegloths instinctively resist this sort of treatment, but most of them take out their frustration on their house’s enemies. A draegloth that can’t
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
prepare if necessary. What’s Left Unsaid Secretary Wei’s true goal is to search the buried Yun dynasty ruins for any sign of Dragon’s Blessing—a magical reagent of particular importance to the emperor
. She has no interest in the Mountain Cloud Empress’s diaries, but she suspects that such secret writings would be held alongside other state secrets, like any stashed trove of Dragon’s Blessing. Wei does
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who allows the possession forgoes the saving throw to resist the effect, and you can allow the player to continue running the character. While possessed, the character gains the following
, either as a ghost or when in possession of a host, Fidelio’s ghost is laid to rest. “Victory at last!” says the ghost as it fades away. Afterward, Tyr bestows a blessing of protection (see
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the canyon, a wide archway admits visitors to the grand hall that serves as the main lair. Regal statues stand bathed in sunlight admitted by huge shafts in the ceiling—wide enough for the dragon to
partially collapsed chamber most easily accessed by way of a shaft in the ceiling. (A narrow gap in the fallen stones filling an old passageway might allow a Small or nimble character to squeeze in or out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Central Cavern This 180-foot-diameter spherical cavern has a domed ceiling and a bowl-shaped floor. Along its perimeter are stone ledges (area 16a) that don’t quite encircle the chamber. Any
once it leaves the sphere, which is generated by the mithral spindle. No saving throw is allowed to resist the shrinking effect, and nothing short of divine intervention can suppress the spindle’s magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, revealing a stone-tiled foyer with a 40-foot-high ceiling. The area contains the following features: Braziers. The foyer is heated and dimly lit by two 6-foot-tall, 6-foot-wide stone braziers filled with
planetar dies by its own hand or at the hands of the characters, Torm bestows on each character a blessing of protection (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). This
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
guardian.
6 Consult with a hermit who lives in the temple.
7 Stop cultists from performing a destructive ritual in the temple.
8 Restore the temple to receive the patron deity’s blessing
its architecture.
Abandoned Temple Map The abandoned temple shown in map 4.8 is partially collapsed, with overturned pillars, and parts of the ceiling sunken in to prevent passage to some areas
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
succeeds on a DC 14 Wisdom (Medicine) check can tell they are hundreds of years old and belonged to humans and dwarves who met violent ends. Ropers. Three ropers cling to the ceiling in the southeast part of
, then mutters, “Nothing. There’s no Dragon’s Blessing here.” If the characters press the scholar on this, Zhong Yin brushes off their questions, encouraging the party to complete its investigation and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
automatically recorded in the magical ledger in the clerk’s office (area A15). Ceilings The ceiling in the public parts of the casino is 50 feet high and festooned with hanging stalactites. The
try to usher them out. If those individuals resist, the guards attempt to apprehend the intruders and take them to the holding cells (area A17). Lights and Music The casino is lit by programmed
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Mogis assaulting the building.
10 Offer Heliod a burnt sacrifice to gain his blessing.
11 Offer Heliod a mass sacrifice to prevent him from smiting a nearby settlement.
12 Find a
climbing stairs on the outside of the tower. Floor-to-ceiling windows on the temple’s fourth level reveal a crypt with hundreds of funeral urns placed in niches on the wall and in decorative columns
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all the way to the ceiling of the space that contains it. A teleport trap is invisible to the senses, and a permanent Nystul’s magic aura spell prevents divination spells such as detect magic from
it is wearing or carrying to another teleport trap (or the nearest unoccupied space). There is no saving throw to resist the teleportation effect, and the destination varies from trap to trap. Once a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
experienced the vision in area 17 recognize this hall as the same one seen in that vision. The hall contains the following: Shadows. The 40-foot-high vaulted ceiling is buttressed by eight stone columns
sense, with a successful DC 20 Wisdom (Insight) check, that it’s of divine origin. (The moonlight is a blessing from Selûne, though there’s no way for the characters to confirm this.) Three successful
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
areas in between. When the adventurers enter the warehouse, read: In the areas where the walls and ceiling didn’t collapse, this warehouse contains no crates, no boxes, no barrels, and no wares of any
other kind. Directly in front of the missing door, the walls, ceiling, and floor have fallen away to reveal a deep sinkhole fissure. Inside the ruin, a hempen rope anchored firmly in the rubble
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) bound inside it. This spirit tries to kill whoever released it. The spirit disappears if it succeeds or if it’s reduced to 0 hit points. G22. Chamber of the Codicil This chamber has a domed ceiling
of it, they don’t need the rest of the book. Mounted on her roc, the Frostmaiden takes to the sky to cast her nightly spell G23. Auril’s Blessing Beyond the door is a small room filled with mist
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, with the additional effect that creatures other than Undead that attempt to ascend the dais are subject to the spell’s fear effect (save DC 16). Chemosh’s Blessing. The first character who succeeds on
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->Candlekeep Mysteries
to which they’re attached. Any creature that touches one of these paintings is magically transported to its extradimensional space—a cube-shaped stone chamber 30 feet on a side. A creature can resist
. Forest Within this painting’s extradimensional space, the walls are painted to depict a forest of trees and shrubbery, the floor is covered with a thin layer of dirt, and the ceiling is painted to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
effort (see “Resisting the Rhyme”). After a few minutes, Ebder begins humming the melody as well, though he is unaware of it at first. Moments later, the hatch in the ceiling of the upper floor (area
, emphasize the concentration needed to resist humming the melody. When you think it’s appropriate, introduce event 2. Talking to the Residents Each of the Firefly Cellar’s residents offers their own
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the party enters this section of the mine, the jelly begins stalking the group, instinctively waiting for an opportunity to attack a lone target. Low Ceiling. Because of the low ceiling in this area
cling to the ceiling. The monsters find scant living prey in the mines and are ravenous. Since the characters are probably looking at the skeletons on the floor, the stirges are likely to get the drop
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
skeptical of the characters, but she wants the draconians to leave so the clan can reclaim the cave. If the characters are willing to help, Reka gives Grasha her blessing to lead them to the lair. If
cavernous 40-foot-high ceiling, and its lower chamber opens to the surface above. The lair also has the following features: Blue Crystals. Glowing blue salt crystals line the cave’s walls, most densely in
Compendium
- Sources->Dungeons & Dragons->Divine Contention
, vaulted ceiling. The mosaic floor is littered with rubble, and a pool of murky water floods the far side of the chamber. Strange fungi cling to the moist walls.
To the north, an arched hallway
hit points. The saving throw DC to resist its Possession power is now DC 20. When it possesses a creature, it gains access to their knowledge, class features, and proficiencies. Legendary Resistance (3
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
creature that steps inside the corridor triggers a trap. When the creature touches the corridor floor, the floor tiles depress, and a slab of stone lodged in the ceiling lowers to the ground, sealing
damage on a successful one. The stone slab seals off the corridor until the next dawn, when the slab rises into its ceiling cavity and the trap resets. In the meantime, a creature can use an action to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: Altar Room A long room stretches ahead, its walls carved with motifs of rolling waves. A ceiling supported by twin pillars glows with faint blue light.
At the rear of the chamber stands an altar
, each character in the room who washed themself in area C3 and who didn’t disturb the sarcophagi in area C5 gains the charm Habbakuk’s Blessing (a type of supernatural gift detailed in the Dungeon
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
statue of a giant braces the ceiling in Xeluan’s Tomb X4: Great Chamber Encircling this domed chamber is a fifteen-foot-high mezzanine supported by four limestone pillars. In the room’s center, a thirty
-foot-tall statue made of lustrous black rock reflects the torchlight. The statue depicts a giant, his face frozen in determination and his arms bracing the ceiling. A hole in the statue’s chest exposes
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-topped rock at the cavern’s center. Orchids bearing large white flowers wrap around the tree.
The ancient tree is a sacred plant that Chimagua cultivated. It rises 20 feet to the cavern ceiling. Night
death. If the creature is unaware of the pod’s effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the east, this large hall narrows to a raised area with an altar. The north side of the building is a tangle of fallen stone and beams. The south side holds two doors.
The ceiling here is 20 feet
age needs a new hope. Use this weapon to defend the destiny mortals have chosen. Banish the shadow of the Dragon Queen with the light of this most sacred weapon. With the blessing of the gods, ye
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
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
the Fool card.
This room is a version of the Surface of the Sun trap in chapter 4, but it differs from that trap in the following ways: Hotter Ceiling. Characters inside the room take 11 (2d10) fire
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
icicle-covered ceiling, disappearing as they touch the floor. Guests mill about, idly chatting.
Guests. At any given time during the gala, 1d6 nobles loiter in the foyer. You can add a named guest to
palatial ballroom. Above the dancing crowd spins a glittering chandelier that appears crafted from equal parts silver and frost. Icicles hang from the vaulted ceiling, sparkling in the light like
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and fissures on all sides. The ceiling is about a hundred feet high.
Three harpies nest on the highest ledges. These wicked creatures guard the cave for the Cult of the Howling Hatred. The bodies are
enters this chamber. The cultists avoid the area. Treasure If any character is currently under the blessing of Hendrel Foebreaker (area F10), the shining apparition of a stern dwarf warrior in golden mail
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
another passageway leading east. A second canal leads north from the eastern portion of the lake, and the glimmer of light comes from that direction, as well.
The ceiling of this cavern is a dome, at
cavern ceiling. The creature attacks swimmers or boaters who approach within 30 feet of its lair. C4. Drowning Chambers A dank, rotten smell pervades this chamber. The floor is perforated by eight
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from the ceiling above him.
The digger is a disciple of Ilvaash named Shalfi Lewin. Shalfi is chaotic evil and uses the stat block of an aberrant zealot (see appendix A) but also has a +7 bonus to
following blessing. This blessing adheres to the rules for blessings presented in the Dungeon Master’s Guide: Blessing of the Solipsistic Mind. You access esoteric truths from an ancient tome by focusing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spell
3 Charm Person
5 Misty Step
9 Summon Fey
13 Dimension Door
17 Mislead
You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it
Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness. Level 7: Iron Mind You have honed your ability to resist
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
ceiling. Occupying the center of the chamber is a colossal monument resembling a giant’s table, covered on all sides with intricate carvings and glyphs. Engraved on the floor in front of the entrance is a
back on him, he can resist returning to death with a successful DC 10 Wisdom saving throw. When he is whole again, he attacks. Tloques, having gained his power from his allegiance to Zotzilaha, isn’t
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
gem cannot benefit from the Blessing of Dumathoin described in the “Purifying the Crypt” section earlier in this chapter. P9: Historian’s Tomb The walls of this room are carved with images of open
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






