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Returning 35 results for 'blocking before during ceiling respected'.
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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->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->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->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->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->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->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->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->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->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->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
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
the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the rest and carefully protected. Once
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
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
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
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->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->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->Volo's Guide to Monsters
against intruders, and their plans always include knowing the best escape routes and who is responsible for blocking tunnels to deter pursuit. Kobolds feel a cool affinity or something like kinship for
back to life as the next egg laid in the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
against intruders, and their plans always include knowing the best escape routes and who is responsible for blocking tunnels to deter pursuit. Kobolds feel a cool affinity or something like kinship for
back to life as the next egg laid in the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the
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->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->Volo's Guide to Monsters
against intruders, and their plans always include knowing the best escape routes and who is responsible for blocking tunnels to deter pursuit. Kobolds feel a cool affinity or something like kinship for
back to life as the next egg laid in the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the
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->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->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->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->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->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->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->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






