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Returning 35 results for 'before both death ceiling reside'.
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Human
Legacy
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Species
Basic Rules (2014)
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
(except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans can be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to inspire and strengthen the side of good or to rescue heroes from certain death.
Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the
over, and one ki-rin might safeguard an area that encompasses several nations.Lair of Luxury
On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prisoners. The githyanki and the dragon fight intruders to the death. Treasure. Raajna’s plate armor is set with six red spinels (100 gp each) and two peridots (500 gp each). 21b. Warriors’ Quarters This
area extends under area 22, as indicated on map 16. The rough-walled chamber contains the following: Warriors. Ten githyanki warriors (five females and five males) reside here. If they have not been
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A17. East Hall in Ruins The earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain (see the
Basic Rules). The stench of death hangs heavy here, becoming stronger as the characters move toward area A19.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
its side. The winter wolves, who served Garagai as faithful friends, look after the mammoth. Although Norsu feeds on plants, not meat, it delights in killing humanoids to avenge Garagai’s death
. Slaying the mammoth is a tall order, so characters would be wise to flee from Norsu or try to reason with it. Norsu and the winter wolves reside in an ice lodge built by Garagai. The wolves try to entice
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
wealthiest citizens of Sharn. Common folk are cremated after death, but members of the Sixty Families and others with sufficient wealth have their remains interred in the tombs and tunnels of this necropolis
. Few people reside in this area. Among its major features are Aureon’s Holt, a temple of the Restful Watch, where Sovereign priests conduct funerals and serve as the caretakers of the tombs. Warden
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Dripping Death Whether finished stone or rough rock, the walls of these 10-foot-high areas glisten with dark, dripping water. Each of these keyed areas holds a gray ooze that pours through cracks in the ceiling to attack any creatures that enter.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
chair is bolted to the floor. The chair’s armrests and legs are fitted with iron shackles.
One corner of the room has gaping holes in the floor and ceiling, through which passes a large iron ladder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
adventurers and left here. Anyone who inspects the corpse discovers that the basilisk died from wounds consistent with weapon attacks and destructive spells. Two centipedes reside in the corpse. If the
Temple Ceiling. The ceiling is 60 feet high.
Petrified Creatures. Eleven lifelike statues in a variety of poses are clustered together in the south end of the room. (These statues are petrified
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to poison damage automatically succeed on this saving throw. A creature who succeeds on this saving throw is immune to the effects of the area’s toxic fumes for 24 hours. All creatures that reside in
Unless otherwise stated, room ceilings are 15 feet high and vaulted, and tunnel ceilings are 10 feet high and flat. Lighting Geometric grooves are carved into the outpost’s ceiling and walls. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
invaders and in return providing services such as excavating new living spaces and disposing of trash. If it’s unlucky, the tribe is enslaved by the other humanoids, and the kobolds serve similar roles but under threat of death.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
death. My army settled in the valley of Barovia and took power over the people in the name of a just god, but with none of a god’s grace or justice.
I called for my family, long unseated from their
words she called me “brother,” but when I looked into her eyes they reflected another name: “death.” It was the death of the aged that she saw in me. She loved her youth and enjoyed it. But I had
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
later report any secrets it learns to Dezmyr Shadowdusk. It leaves the niche only if attacked and fights to the death to defend its lair. Treasure Stashed on a shelf inside the nothic’s ceiling niche
8. Nothic’s Niche Fissure. A nothic hides in a 5-foot-wide natural fissure in the 20-foot-high ceiling.
Furnishings. A rectangular stone table with ten chairs stands at the center of the room. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Hall of Death Characters entering this hall for the first time feel as though they’ve crossed a planar threshold of some kind, but a successful DC 20 Intelligence (Arcana) check is needed to
confirm that this part of the dungeon resides in the Shadowfell. All color has been drained from this hall, which greets visitors with the stench of death (see “Into the Shadowfell”). The hall’s other
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through it. The cave appears to be a dead end, and the hook horrors fight to the death against any creatures that enter. Characters who take the time to search the cave spot a hole in the 10-foot-high
ceiling (marked C on the map), which requires a successful DC 12 Strength (Athletics) check to climb up into. It leads to area 4.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Minotaur Caves These caves form the main living area for the minotaurs of the Maze Level. A 2-foot-thick layer of fog covers the floor throughout. 7a. Southern Cave Ceiling. The ceiling ranges in
height from 20 to 30 feet and is covered with stalactites.
Minotaurs. Stalagmites and floor-to-ceiling columns of rock are scattered across the area, the fog flowing slowly around them. Seven
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Death from Above Fungi. Gardens of barrelstalk, bluecap, timmask, and trillimac fill the cavern. Between the garden patches meander paths that lead to and from the various exits.
Piercers
. Stalactites cover the ceiling of the wide tunnel that leads south (to area 5). Eight piercers lurk among them.
Any character who searches for tracks along a path can make a Wisdom (Survival) check. On a
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Vampire Dens The stench of death pervades these filthy dens. 13a. Mad Spawn Brek, a vampire spawn who succumbed to despair and madness after falling out of Keresta’s favor, is crouching on the
ceiling in the northeast corner of this otherwise empty room, muttering to himself. He believes intruders to be figments of his imagination until they attack. 13b. Resting Spawn The floor of this room
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
be utterly destroyed. If the characters finish off Strahd in his coffin, read: Strahd can’t hide his surprise as death takes him into the black abyss. Surprise turns to rage, and the Pillarstone of
Ravenloft trembles with fury, shaking dust from the ceiling of the vampire’s tomb. The shudders abate as Strahd’s burning hatred melts away, replaced at last with relief. The dark orbs of his eyes wither
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
chanting mysteriously stops. The chanting stops as you peer into this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and a
to form an octagonal dais that also rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais. The altar is carved with hideous
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
31. Approach to Madness The Far Realm has twisted these rooms, causing the lines where floor, walls, ceiling, and pillars meet to appear warped. 31a. Warped Foyer This chamber is lined with twisted
creature comes to the doors, the more uneasy it feels.
Slaadi. Four invisible death slaadi stand in front of the double door leading to area 32. The slaadi serve at the pleasure of Dezmyr and Zalthar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features are as follows: Ceiling. The 30-foot-high ceiling is supported by two thick stone columns that have rusty iron torch brackets mounted to them.
Vampires in the Fog. The floor is heavily obscured
18-foot-tall abominable yeti that serves as her protector.
The haughty Keresta welcomes the characters to their doom and promises them a swift death. If asked about Lord Vanrak Moonstar or Umbraxakar
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the death tyrant dies or moves its lair elsewhere, these effects end immediately. A cluster of tiny lights descended from a dark crevice in the ceiling. These motes cast an eerie glow on the great
Death Tyrant Lairs Death tyrants often lurk deep in the Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Kollema Hall Features Kollema Hall is a historic structure dedicated to the respected Strixhaven professor, Magister Kollema—an innovator in the magical study of history. After his death, the
domed ceiling. The ceiling above each balcony is 20 feet high. Doors. At night, all exterior doors to the hall are locked and sealed with arcane lock spells. Only Lorehold College faculty members
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
energy woke again. The dead beholder was reanimated as a diabolical Undead known as a death tyrant. This creature, and other Far Realm Aberrations that fell from the comet, still hunt within the tower
than the rest of the abbey. It was protected from time’s ravages during the centuries it was trapped in a pocket dimension. The spire still has wooden floors and a ceiling. The circular stairs within are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan — live on after death, becoming the patron ancestors of the Tairnadal. Upon reaching adulthood, a Tairnadal elf forms a bond with one of these ancestors and strives to follow in
Tairn, the Silaes Tairn, and the Valaes Tairn. All three lines roam the northern plains of Aerenal, having left the forest long ago, but the Valaes Tairn now reside mostly in Valenar, being the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
thrown into the arena (area 15a) without their weapons and forced to fight to the death against the nagas’ thralls. 15a. Arena The Ssethian Scourges sometimes have their thralls fight captives for their
Thrall. Agorra Duskaxe, a female duergar, stands guard just inside the entrance.
Steamer. Water dripping from a crack in the ceiling falls into a cylindrical metal contraption at the center of the cave
Monsters
Fizban's Treasury of Dragons
beings and their creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.
Gleaming Gold
Upon hatching, topaz
from the ceiling, giving the place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
buried under a patch of buttery mold. A brass key hangs around its neck.
A patch of green slime (see chapter 5 of the Dungeon Master’s Guide) clings to the ceiling above the entrance and drops on the
of his demonic mistress. Instead, it led to his sudden and horrific death. Xopal (area 14) occasionally ventures into the cavern to harvest poisonous toadstools from his corpse. To remove the brass key
Monsters
Fizban's Treasury of Dragons
creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.
Gleaming Gold
Upon hatching, topaz dragon wyrmling;topaz
state but are hung with the dragon’s collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended from the ceiling, giving the
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
21. Lord of Fetid Obliteration Unless he has been summoned to area 19, the unhappy king of the Blacktongues is here. 21a. Hydra Den This cave has a 20-foot-high ceiling and is filled with water to a
moldering hay and the rotting body of a giant toad. Unless it has been drawn elsewhere, Kuketh the death slaad lounges on the hay in bullywug form.
When not bossing around its subjects, Kuketh






