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Returning 35 results for 'before blocking doesn ceiling resumes'.
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Spells
Player’s Handbook
that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.Multiattack. The
that don’t please its patron fall away as its master’s desires become the purpose that drives it. The deathlock immediately resumes work on its patron’s behalf.
Whatever the goal
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Unusual Nature. The parasite doesn’t require air or sleep.Cling. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Cling"} to hit, reach 5 ft., one creature
the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite uses its hooks to attach to a wall or ceiling until suitable prey
Monsters
Strixhaven: A Curriculum of Chaos
.
Legendary Resistance (3/Day). If the archaic fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn’t require air, food, drink, or sleep.Multiattack. The
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The cone doesn’t function while the eye is closed or while the dreadnought is blinded.
Astral Entity. The dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise
diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane
Monsters
Strixhaven: A Curriculum of Chaos
Legendary Resistance (3/Day). If Beledros fails a saving throw, she can choose to succeed instead.
Unusual Nature. Beledros doesn’t require air, food, or drink.Multiattack. Beledros makes one
resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If she moves through a creature, it must succeed on a DC 23 Constitution saving
Equipment
the belt early, but doing so doesn’t recover any expended charges.
When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet
. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it
starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack
Juiblex
Legacy
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Monsters
Out of the Abyss
. Juiblex’s weapon attacks are magical.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of
its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without
Monsters
Fizban's Treasury of Dragons
physical laws affect them. They defy gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding
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
Monsters
Fizban's Treasury of Dragons
gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their
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
DC 18 Constitution saving throw if it doesn’t have the blinded condition. If the saving throw fails by 5 or more, the creature has the petrified condition. Otherwise, on a failed save, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
every surface — including the ceiling — and illuminates the darkness with brilliantly colorful bioluminescent patterns. On the other side of this exotic forest, the cavern narrows into a ravine. In a
, their pursuit level remains unchanged, as Ilvara waits to hear from the missing patrol. The drow pursuit resumes when the party leaves the grove. See chapter 2 for more information.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Rod of Seven Parts The walls and floor of this massive chamber alternate between gray, petrified stone and flexing muscle and flesh. Clinging to the ceiling is a serpentine monstrosity, like a
skinless snake. Its long, draconic snout drips with venom as it slumbers.
The creature sleeping on the ceiling is the hertilod (see appendix A) that swallowed the next rod piece. A character can move
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
them, my precious children! Make your father proud!” He then bolts as two oozes drop from the ceiling in front of you, their dark forms flowing in your direction with unsettling awareness and malevolence
.
The characters must contend with Princess Ebonmire and Prince Livid (see the “Royal Oozes” sidebar). These dimly intelligent oozes defend their master to the death, blocking the characters from
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, rising about a hundred feet up to the coral ceiling above. Bits and pieces of coral lay scattered about the floor of this chamber, apparently broken off from the surrounding walls and ceiling.
Assuming
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
skins. A cat-o’-nine-tails hangs beside them.
To the west the room widens to accommodate a statue that towers almost to the ceiling. The statue is an ogre-like figure, outfitted in flayed skins and
twenty-five-foot-high ceiling, a five-foot-wide opening can be discerned in the red light of the room.
The statue represents Xipe, “Our Lord of the Flayed Skins.” The chamber serves as the foyer to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, rough-hewn tunnels carved into the sides of cisterns. The underground river then resumes its natural course, eventually emptying into the Underdark. Creatures can walk along a stone ledge that hugs the
area 12 as it does elsewhere.
12a. South Water Collector The ceiling in this chamber forms a dome 20 feet higher than the floor around the cistern, which is 10 feet deep. Water pouring in from the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. A carrion crawler roams on the hunt, its tentacles probing the air for the scent of blood or decay. In tunnels or ruins, carrion crawlers scurry across the ceiling as they move toward food. In this
resumes patrolling its territory while waiting for its meal to ripen. Carrion Crawler
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 30 ft., climb
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
deliver unrefined ore to the foundry.
Map 5.2 includes an inset map that shows the foundry’s interior, which is one large, open space. The building has no ceiling, allowing heat and smoke to escape
, and green copper. Its heavy iron gauntlets are clenched into fists, and the ominous helm that forms its head turns slowly from side to side.
Shield Guardian. The construct blocking passage into
Kobold
Legacy
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Species
Volo's Guide to Monsters
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
.
A kobold’s cautious nature doesn’t mean it can’t get angry. The blood of dragons flows in its veins, and like a raging drake, a kobold that is pushed too far or has its back
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
ceiling, glistening like a glob of jelly.
Three myconid sprouts named Bispo, Valup, and Popple work here gathering fertilizer for use in area B2. The bulbous object is a stirge nest, which characters can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sets down his lantern and hides. The following descriptive text assumes this is the case: An enormous chamber with a twenty-foot ceiling has been carved out of the rock here. A lighted lantern rests
jumble does collapse. Then, a 10-foot section of the tunnel is buried in the heap, blocking passage. Removing the debris takes a few hours of work. Moving Stones. This area was a large storage cellar and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
until the trick is reset by shoving the prop back into the coffin, which also contains the jester’s ashes. Ramp. A portion of the ceiling can swing down on a hinge, forming a ramp leading from area
B14 to this chamber. A small handle bolted to the ceiling of this room allows the ramp to be easily raised and lowered by a creature that can reach it. B28: High Priest’s Burial Room Scorch marks from a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creature that steps on the pressure plate triggers the trap. Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. Countermeasures. A successful DC 20 Wisdom (Perception
with leaves and dirt to look like solid ground. This type of trap is useful for blocking off the entrance to a monster lair, and usually has narrow ledges along its sides to allow for movement around
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
blood, and the scent of iron hangs thick in the air.
Twenty stirges hang from the ceiling of this cave. Bright light or any noise louder than a whisper disturbs the stirges, causing them to attack. L3
side of the cave.
The ceiling of this soiled cave is 50 feet high. This cave once hosted dozens of bats, but a cloaker that dwells here devoured them. The hungry creature hides among the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
hides hang from the stalactites above, flapping in a chilly draft. Sounds of flowing water echo from the far side of the cave.
The ceiling of this soiled cave is 50 feet high. This cave once hosted
on a DC 18 Intelligence (Investigation) check or who makes physical contact with one of them discerns their false nature. Crushing Ceiling Trap. A 20-foot-wide section of the ceiling over the skeleton
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
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
center of this chamber. Scattered around it are the skeletal remains of an elf. An inset in the ceiling above the slab holds a mirror the same size as the slab.
A detect magic spell reveals the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Clammersham Palace Ceiling. This cavern has a 90-foot-high ceiling.
Palace. Atop a 20-foot-high plateau of twisted scrap metal rises a rambling palace made of jagged metal plates welded together
successful DC 15 Dexterity check, whereupon the music resumes playing. Zox plans to use the Simulacrux (see area 2a) to create enough scaladar to build new things and comfortably control what he now
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Derro Lair Locations The following locations are keyed to map 3.3. Jason A. Engle Map 3.3: Derro Lair View Player Version D1: Guardroom The far wall of this room and much of the ceiling have
: Overseer’s Room The walls and ceiling of this devastated room have mostly collapsed, and falling rock has smashed all the furniture except a sturdy chest in the south corner. Vials of blood, pouches
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
notices the trip wire and the stone block in the ceiling above it that is poised to fall when it is triggered. A character who searches carefully and who makes a successful DC 14 Wisdom (Perception
attempt to disarm it fails. When the trap triggers, the ceiling stone falls onto the creature. That creature must make a successful DC 14 Dexterity saving throw or take 18 (4d8) bludgeoning damage. B. Open
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
rising back up to the ceiling in the next 50 feet, and a rune of fear in its final 30 feet. Whirling Blades (Initiative 20). The blades attack each creature in the first 80 feet of the hallway, with a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X34. X30. Eastern Elevator The elevator shaft terminates in this room. A large stone wheel
door swings into a 5-foot-wide tunnel that leads to a similar door blocking entry to area X29. Torture Closet. The small room to the south contains an array of torture devices, including whips, mallets
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
level, which has a transparent but impenetrable ceiling. The following locations are keyed to map 7.2. Damien Mammoliti Map 7.2: Spaceship Level 2 View Player Version S31: Drop Tubes (Violet) These drop
broadcasted content in this theater. Ship lighting in this room has been disabled, but the glowing screen fills the room with dim light. The ceiling is 20 feet high. Two mind flayers dwell here. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between






