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Returning 35 results for 'beyond being diffusing ceilings ranger'.
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Species
Lorwyn: First Light
Boggarts are Small, squat goblinoids found in the realm of Lorwyn-Shadowmoor. They possess bestial physical features, including horns and animal- like snouts. Beyond these commonalities, boggart
Druids. A Lorwyn boggart might alternatively find a calling as a Ranger, especially the Fey Wanderer subclass, or as a Wizard, especially the Diviner subclass, as boggarts have proven fond of
Monsters
Adventure Atlas: The Mortuary
ceilings, without needing to make an ability check.Multiattack. The animated coffin makes two Slam attacks.
Slam. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Slam
skitter along steep inclines, walls, and ceilings, and the coffin’s spacious interior bristles with retractable spikes. Like their inanimate counterparts, animated coffins range from plain wooden
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without squeezing.
Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack. The choker makes two Tentacle attacks
choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.
Chokers tend to set their ambushes alone, rather than working in concert, but where one
Monsters
Van Richten’s Guide to Ravenloft
’t function until the start of the nosferatu’s next turn.
Spider Climb. The nosferatu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
capable of considering more than their next meal. In these instants, nosferatu recollect glimpses of what they once were, beings who knew pride, intention, and a world beyond the shadows. They might even
Monsters
Domains of Delight: A Feywild Accessory
on ceilings, without needing to make an ability check.
Web Walker. Yarnspinner ignores movement restrictions caused by webbing.
Web Weaver (3/Day). Yarnspinner can take 1 minute to craft one of the
Delight called Prismeer. Yarnspinner only recently arrived in Thither and is unaware that he is intruding upon another archfey’s territory (see The Wild Beyond the Witchlight for more information about Prismeer and its archfey ruler).
Monsters
Curse of Strahd
(1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the
(Costs 2 Actions). Strahd makes one bite attack.With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1
Monsters
Mythic Odysseys of Theros
succeed instead.
Magic Resistance. Arasta has advantage on saving throws against spells and other magical effects.
Spider Climb. Arasta can climb difficult surfaces, including upside down on ceilings
beyond the branches of the tree and carpet the forest floor of her realm.
Path to the Underworld. Tales are told of forlorn souls who, because of grief or madness over the loss of a loved one, have
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
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
refuse to part with any of my possessions.”
41–60
“I’ll do everything I can to get others to eat and drink beyond their normal limits.”
61–80
“I
Monsters
Fizban's Treasury of Dragons
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at
call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try
Monsters
Fizban's Treasury of Dragons
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its
or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Harrowhall Features Unless otherwise stated, Harrowhall has the following features: Ceilings. Rooms in the keep have 10-foot ceilings. Light. Most rooms in the keep have windows, so they are brightly
runes around the keep’s outer walls that block certain kinds of divination magic. Creatures outside the keep’s exterior walls can’t scry into the keep. However, creatures inside the keep can scry inside it or beyond the walls. This effect lingers even if Gremorly’s ritual ghost trap is dismantled.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Features of the Ruinous Citadel The following features are common throughout the citadel. Ceilings Ceilings throughout the citadel are 15 feet high. Doors The citadel’s doors are made of stone and
noisily grind open and closed due to sand in the hinges. Each creature in a room beyond a door hears it open and expects visitors, unless the door’s hinges are cleaned, lubricated, or silenced. Lighting
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Harrowhall Features Unless otherwise stated, Harrowhall has the following features: Ceilings. Rooms in the keep have 10-foot ceilings. Light. Most rooms in the keep have windows, so they are brightly
runes around the keep’s outer walls that block certain kinds of divination magic. Creatures outside the keep’s exterior walls can’t scry into the keep. However, creatures inside the keep can scry inside it or beyond the walls. This effect lingers even if Gremorly’s ritual ghost trap is dismantled.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
all mortal creatures to put as much distance between them and the ranger as possible. More practical minds see the folly in this, since the airship simply gave Môrgæn a better vantage point. Beyond
-being. Môrgæn, an elf ranger from the Elsewynn, joined the team as a troubleshooter some time ago, and quickly showed that her propensity for slaughter and disregard for the public well-being is far
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Features of the Ruinous Citadel The following features are common throughout the citadel. Ceilings Ceilings throughout the citadel are 15 feet high. Doors The citadel’s doors are made of stone and
noisily grind open and closed due to sand in the hinges. Each creature in a room beyond a door hears it open and expects visitors, unless the door’s hinges are cleaned, lubricated, or silenced. Lighting
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Preparation Before running the adventure, prepare as follows: Step 1. Read through the adventure once. Step 2. Review the characters. It is recommended to use the premade characters on D&D Beyond
(see the list below). Step 3. Reference the monsters (open monster entries or bookmark physical books). They all appear in the 2024 Monster Manual or D&D Beyond Basic Rules (available for free on D&D
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
all mortal creatures to put as much distance between them and the ranger as possible. More practical minds see the folly in this, since the airship simply gave Môrgæn a better vantage point. Beyond
-being. Môrgæn, an elf ranger from the Elsewynn, joined the team as a troubleshooter some time ago, and quickly showed that her propensity for slaughter and disregard for the public well-being is far
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Harrowhall Features Unless otherwise stated, Harrowhall has the following features: Ceilings. Rooms in the keep have 10-foot ceilings. Light. Most rooms in the keep have windows, so they are brightly
runes around the keep’s outer walls that block certain kinds of divination magic. Creatures outside the keep’s exterior walls can’t scry into the keep. However, creatures inside the keep can scry inside it or beyond the walls. This effect lingers even if Gremorly’s ritual ghost trap is dismantled.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
all mortal creatures to put as much distance between them and the ranger as possible. More practical minds see the folly in this, since the airship simply gave Môrgæn a better vantage point. Beyond
-being. Môrgæn, an elf ranger from the Elsewynn, joined the team as a troubleshooter some time ago, and quickly showed that her propensity for slaughter and disregard for the public well-being is far
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Preparation Before running the adventure, prepare as follows: Step 1. Read through the adventure once. Step 2. Review the characters. It is recommended to use the premade characters on D&D Beyond
(see the list below). Step 3. Reference the monsters (open monster entries or bookmark physical books). They all appear in the 2024 Monster Manual or D&D Beyond Basic Rules (available for free on D&D
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Features of the Ruinous Citadel The following features are common throughout the citadel. Ceilings Ceilings throughout the citadel are 15 feet high. Doors The citadel’s doors are made of stone and
noisily grind open and closed due to sand in the hinges. Each creature in a room beyond a door hears it open and expects visitors, unless the door’s hinges are cleaned, lubricated, or silenced. Lighting
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Preparation Before running the adventure, prepare as follows: Step 1. Read through the adventure once. Step 2. Review the characters. It is recommended to use the premade characters on D&D Beyond
(see the list below). Step 3. Reference the monsters (open monster entries or bookmark physical books). They all appear in the 2024 Monster Manual or D&D Beyond Basic Rules (available for free on D&D
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in places. Ceilings throughout are 15 feet high. Light Sources. Areas that are exposed to the outdoors are dimly lit by the hellish red sky of Avernus. Beyond that, the only light sources are harmless
Command Deck Features The command deck, shown on map 3.6, has the following features: Iron Surfaces. The floor, walls, ceilings, and doors are made of iron that has been twisted, bent, and ruptured
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in places. Ceilings throughout are 15 feet high. Light Sources. Areas that are exposed to the outdoors are dimly lit by the hellish red sky of Avernus. Beyond that, the only light sources are harmless
Command Deck Features The command deck, shown on map 3.6, has the following features: Iron Surfaces. The floor, walls, ceilings, and doors are made of iron that has been twisted, bent, and ruptured
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in places. Ceilings throughout are 15 feet high. Light Sources. Areas that are exposed to the outdoors are dimly lit by the hellish red sky of Avernus. Beyond that, the only light sources are harmless
Command Deck Features The command deck, shown on map 3.6, has the following features: Iron Surfaces. The floor, walls, ceilings, and doors are made of iron that has been twisted, bent, and ruptured
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ranger I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don’t assume that because I don’t bend the knee to your king that I haven’t done more to protect him than
all his knights put together.
— Soveliss
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ranger I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don’t assume that because I don’t bend the knee to your king that I haven’t done more to protect him than
all his knights put together.
— Soveliss
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ranger I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don’t assume that because I don’t bend the knee to your king that I haven’t done more to protect him than
all his knights put together.
— Soveliss
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
beyond. While the castle has been forgotten by most githzerai scholars in Limbo, it remains the home of Zaythir, a sage who seeks to glean multiversal truths from mystical planar forces. Iedcaru has
currently immobile. Those who climb the stairs reach area W1. Walking Castle Features The castle has the following features: Ceilings. Ceilings in the castle are 30 feet high on the first floor and 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
brightly lit by continual flame spells cast on crumbling stone wall sconces. Tunnels have 20-foot-high arched ceilings, and rooms have flat 25-foot-high ceilings, unless otherwise noted. Staircases are
carved out of solid rock and are 30 feet high and 30 feet long. Walls and ceilings are roughly hewn, and floors are smooth. The asteroid magically generates breathable air that fills Stardock’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
beyond. While the castle has been forgotten by most githzerai scholars in Limbo, it remains the home of Zaythir, a sage who seeks to glean multiversal truths from mystical planar forces. Iedcaru has
currently immobile. Those who climb the stairs reach area W1. Walking Castle Features The castle has the following features: Ceilings. Ceilings in the castle are 30 feet high on the first floor and 15
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters faint glimpses of what lies beyond it. The magic of the walls obscures certain features, however, so that secret passages and rooms can’t be seen from outside them. The crystal that makes up the
tomb can’t be damaged by any means available to the characters. Ceilings. Hallways and smaller chambers in the tomb are 15 feet high with flat ceilings. The ceilings in larger chambers are 20 to 30
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
brightly lit by continual flame spells cast on crumbling stone wall sconces. Tunnels have 20-foot-high arched ceilings, and rooms have flat 25-foot-high ceilings, unless otherwise noted. Staircases are
carved out of solid rock and are 30 feet high and 30 feet long. Walls and ceilings are roughly hewn, and floors are smooth. The asteroid magically generates breathable air that fills Stardock’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters faint glimpses of what lies beyond it. The magic of the walls obscures certain features, however, so that secret passages and rooms can’t be seen from outside them. The crystal that makes up the
tomb can’t be damaged by any means available to the characters. Ceilings. Hallways and smaller chambers in the tomb are 15 feet high with flat ceilings. The ceilings in larger chambers are 20 to 30
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
beyond. While the castle has been forgotten by most githzerai scholars in Limbo, it remains the home of Zaythir, a sage who seeks to glean multiversal truths from mystical planar forces. Iedcaru has
currently immobile. Those who climb the stairs reach area W1. Walking Castle Features The castle has the following features: Ceilings. Ceilings in the castle are 30 feet high on the first floor and 15






