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Returning 28 results for 'blade before degree ceilings resolve'.
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Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
Spellcasting.
Cursed Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Cursed Blade"} (with Advantage if the target doesn’t have all its Hit Points
Monsters
The Book of Many Things
Resistance (3/Day). If the corrupter fails a saving throw, it can choose to succeed instead.
Spider Climb. The corrupter can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check.Multiattack. The corrupter makes three Whispering Blade attacks and can use Debilitating Touch.
Whispering Blade. Melee or Ranged Weapon Attack: +12;{"diceNotation":"1d20
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sword blade, tilted to a twenty-degree angle and partly buried underground. Much of its exposed hull is rusted and torn asunder. Hot wind screams as it tears through the hollow structure, and six giant
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
wield the blade. The disagreement blossomed into a full-fledged conflict, and the other troglodytes quickly chose sides. On one side of the stream, troglodytes loyal to H’slaat seized S’slaar’s mate
fungi dimly illuminate the caves and tunnels throughout the troglodyte lair.
Ceilings. The main cavern has a 90-foot-high ceiling. Smaller side caverns have 60-foot-high ceilings. Unless noted
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The corrupter makes three Whispering Blade attacks and can use Debilitating Touch.
Whispering Blade. Melee
Poison Blade attacks.
Poison Blade. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 5 (1d10) poison damage.
Reactions
Uncanny
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
advantage of this moment of uncertainty, making a Charisma (Persuasion) check with advantage to sway Zariel from the path of evil. Resolve a successful check as noted in “Redeeming Zariel” earlier in
choose not to try, read: Zariel grabs the sword by the blade and lets her fiendish blood cascade down its edge, snarling in pain. “With this final rite, I discharge my divine duty. Let my name be forever
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Kaius II was newly seated on the steel throne and lacked the resolve to bring the dwarf lords to heel. Now we see the harvest we have sown, and it is horrifying. Without the firm hand of Karrnath to
, and it seemed to pulse with its own heartbeat. A guard present at the event said that Soldorak’s axe moaned when the blade came close to him, as if the weapon hungered for human blood.
This is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
features: Ceilings. The ceiling of the galley’s lower deck is 8 feet high. Light. Hanging lanterns cast bright light throughout the ship. Rigging. Rigging on the ship can be climbed without an
Armor Class 15
Hit Points 500 (damage threshold 20)
Control: Helm
Armor Class 16
Hit Points 50
Move up to the speed of one of the ship’s movement components, with one 90-degree turn. If
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
here.
Ceilings and Floors. Ceilings throughout the castle are 40 feet high. The floors on level 1 are made of tightly fitted stone, while the interior floors on levels 2–6 are made of thick
fitted with transparent crystal magnifying lenses. The telescopes are mounted on steel braces and can be turned and angled to look in different directions, including up or down at a 60-degree angle
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Languages Common plus any two languages
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6
plus any two languages
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d8 + 3) piercing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage.
Hurl Flame. Ranged Attack Roll: +8, range 120 ft
. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Multiattack. The professor makes two Spatial Blade attacks.
Spatial Blade. Melee or Ranged Spell Attack: +7 to hit (the target can’t benefit from cover less than total cover), reach 5 ft. or range
professors tweak probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent’s resolve. Professors of theory hold that altering the way a person
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Ceilings. Corridors have 15-foot-high ceilings, and rooms have 20-foot-high ceilings. Doors. Translucent membranes curtain the entrances to each area. Creatures that pass through a membrane are
impressed by the characters’ foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests—but not before threatening to eat them. Zargon spares those who tremble before
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
three times, the djinni can’t do so again for 365 days.
Actions
Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.
Storm Blade. Melee Attack Roll
ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack rolls.
Web Walker. The drider ignores movement
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the lodge is built for giants and therefore quite large. The ceilings inside soar to a height of 30 feet. Map 1.8: Frost Giant Ice LodgeView Player Version The following locations are keyed to map
, crudely butchered. Beside it is a blade in the shape of a paring knife the size of a longsword.
Garagai used this room to carve up whales and harvest their oil. Treasure. An alcove west of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
trapped with a thrusting blade trap. Noticing the trap requires a successful DC 14 Intelligence (Investigation) check. A successful DC 15 Dexterity check is required to disarm the trap. Opening the
coffer without disarming the trap, or failing to disarm it, triggers the trap. When the trap is triggered, a short blade thrusts from the coffer, stabbing any creature next to the coffer’s lock. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Harmonium. Residents of the Clerks’ Ward claim it’s the safest and most honest ward in Sigil. Conflict usually occurs on paper, and structured forums for debate allow folks to resolve disagreements
anyone else who can tolerate its four-foot ceilings. To stay in business, the establishment’s owner, a chipper sprite named Clea Appleblossom, updates its menu daily. Clea sends adventurers to gather
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
drow mage named Naxa, who is wearing a Cloak of Arachnida she found here. The cloak allows Naxa to climb on walls and ceilings, and she is currently on the vault’s ceiling. Meeting Naxa. If the
) with engravings of a wolf’s head on each side of the blade, a heavy platinum statue of Miska triumphantly raising his arms (worth 120,000 gp), and two huge gold fangs inset with enormous rubies (worth
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
magic like the thunderwave spell, or by a shove attack, or that falls prone onto a barnacle-covered surface takes 3 (1d6) slashing damage. Ceilings. The ceilings of the Marshal’s lower deck are 8
essence is trapped in the blade, and 1d10 days later the creature re-forms with all its hit points in a space within 10 feet of the dagger. When a creature that is not undead and does not worship Vecna
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ assault. The tunnels are well made, with smooth walls, floors, and 10-foot ceilings. The Winding Way contains an abundance of traps and guardians meant to protect the abbey’s treasure. Traps in the
fighting machines. Their heads are smooth, featureless iron balls. Their torsos are short and broad, and their legs are thick and stumpy. The right forearm of each one is a razor-sharp sword blade
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
rises from the goblet’s contents and dissipates in the cold air.
Each window in the auditorium depicts a wizard casting a spell from one of the eight schools of magic. The spells depicted are blade
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the combat to defend its master. Combat in this small room is hampered by its size and low ceilings. Melee attacks made with two-handed weapons have disadvantage in this room. Development. If Bimz is
Dexterity check using thieves’ tools. The chest is trapped with a swinging blade trap. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy
upside down on ceilings, without needing to make an ability check.
Actions
Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of basalt blocks and 10-foot-high ceilings roofed with slate. The smaller buildings (area B6a) are littered with ropes and loading hooks and contain stairwells that lead to the hold’s main storage
dagger with a malachite blade (250 gp). The other chest also contains a potion of resistance (fire) in a vial made from a hollowed-out dragon’s fang. B19: Storeroom Boxes, barrels, crates, and sacks are
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
! We’re all trapped, but perhaps we can help each other?”
This box canyon on the plane of Elysium tests the compassion and resolve of those trapped within. Six centaurs who speak Common were exploring
courthouse on Phlegethos, the fourth layer of the Nine Hells. The hall is 60 feet wide and has 30-foot-high ceilings, but it is infinitely long and unbearably hot. The hall constitutes an area of extreme
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K84. Catacombs Buried deep beneath the keep of Ravenloft lie ancient catacombs, with arched ceilings supported by wide, hollow columns that double as crypts. Cobwebs hang limp in the musty air. A
Baron Drüf lying atop a marble slab. Treasure. Hidden under the brown mold next to the baron’s bones is a luck blade with one wish remaining. If a creature uses the wish to try to escape from Barovia






