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Returning 35 results for 'before body down ceiling reveals'.
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before body down calling rivals
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
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Monsters
Icewind Dale: Rime of the Frostmaiden
False Appearance. While the ice piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.
Spider Climb. The ice piercer can climb difficult surfaces, including
ground below.
A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That
Monsters
Mordenkainen Presents: Monsters of the Multiverse
with its body, making them look like irregularities in the surface. The creature might instead attach itself to a nearby wall or a ceiling, using the remnants as bait; any creature that stops to
False Appearance. If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the trapper
Find Traps
Legacy
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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
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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
Ancient Brass Dragon
Legacy
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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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack, a catoblepas reveals the extent of its horrific nature. The creature’s serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its
tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act while the catoblepas feasts on its body.
Blighted Territory
A catoblepas’s nature as a creature of
Magic Items
Icewind Dale: Rime of the Frostmaiden
The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
Every shield
its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A humanoid that
Magic Items
Lost Laboratory of Kwalish
Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
effect.
Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
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
Juiblex
Legacy
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Monsters
Out of the Abyss
Juiblex’s body, and the corpse is obliterated after 1 minute.
Eject Slime (Recharge 5–6). Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it
flesh-and-blood creatures form Juiblex’s extended physical body, while the demon lord slowly digests and savors their identities over time.Juiblex’s Lair
Juiblex’s principal lair is
Monsters
Fizban's Treasury of Dragons
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
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of
or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s body, where the corpse is dissolved after 1 minute.
Eject Slime (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Eject Slime"}. Juiblex spews out a corrosive slime
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
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge
that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss
Monsters
The Book of Many Things
powerful snakelike tails for their lower body, snakes for hair, and a petrifying gaze. The first hierophant medusa was transformed by the power of the Euryale card when that individual was inspired by
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
Monsters
Fizban's Treasury of Dragons
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
, requiring no spell components and targeting any body of water in that region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
phylactery (hidden in area 39) will preserve its life force if its skeletal body is destroyed. A detect magic spell reveals auras of abjuration magic around the crystal pillars, which grant the dracolich a
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
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
is sleeping in his casket. Treasure Sergei’s embalmed body is clothed in shining +2 plate armor. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is inside the coffin
K85. Sergei’s Tomb A portcullis is closed in the archway into this tomb. Lifting it requires a successful DC 25 Strength check. White marble steps descend to a tomb that has a vaulted ceiling thirty
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.
whistlers are hostile. Ceiling. The ceilings within the Drought Elder are 20 feet high. Darkness. The interior of the Drought Elder is not illuminated; its occupants rely on darkvision to see. Area
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.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
L1. Entry Cave The cave mouth opens into darkness from which a breezes blows, carrying the faint odor of death. Inside is a natural cave, its floor and ceiling uneven. The passage leads to the west
, narrowing as it proceeds.
A body is sprawled on the floor 60 feet into the passage. When the characters get close enough to take a good look at the body, read the following: The corpse of a human
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->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
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->Waterdeep: Dungeon of the Mad Mage
(Medicine) check can identify the body parts as belonging to three separate trolls, which were torn apart and partially devoured by the behir. The tracks on the ceiling belong to the behir and fade out halfway to area 14.
, sticky blood across the floor.
Bloody Trail. A trail of large, bloody claw marks meanders around the stalactites on the ceiling, then exits to the southwest.
When the characters pass through this area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reveals several grisly wounds on the corpse, including one on his neck where the skin has peeled outward, suggesting that something emerged from within. This human died after spider eggs hatched inside his body and the creatures swarmed out of him.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
reveals that the opulent bed is only an old straw mattress, and the delicious treats are just ordinary rations. The walls, floor, and ceiling of the room are quite bare. A dispel magic spell will
13. Snarla’s Sanctum Unlike the room you just left, this place is beautifully decorated. The floor is covered by fine rugs, the walls by erotic tapestries and shimmering curtains, the ceiling by an
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the mines. Glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons—many crushed under fallen debris
, into which a flight of stairs has been cut. Passages lead out of this area to the north, south, and west.
The damaged buildings are described in areas 14 and area 15. Minerals in the ceiling are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Night and Day Timekeeper. Four pillars support the 20-foot-high ceiling. An iron ring 20 feet in diameter is suspended from iron brackets affixed to the tops of the pillars so that it hangs
. Directly above the ring and the disk is a 10-foot-deep, dome-shaped concavity in the ceiling.
Statues. Nestled in alcoves are two life-size statues of robed human wizards, their faces obscured
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
won’t leave it under any circumstances.
Secret Door. The walls, floor, and ceiling are covered in 5-foot-square steel tiles. One tile conceals a secret door in the east wall at floor level.
11c
. Trobriand’s Body The body of a frail man in dark robes lies atop a stone slab near the south wall. The man has long, wavy hair and a thick beard the color of iron, and he wears a metal ring on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the ceiling of area 35. Magical darkness fills the mouth and the shaft. A detect magic spell or similar effect reveals auras of evocation and illusion magic within the shaft. A successful dispel magic






