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Returning 35 results for 'bodies bad diffusing ceiling responses'.
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bodies bad defusing ceding response
Species
Lorwyn: First Light
cold logic and rejected reactionary responses. As a result, the magical flames that engulfed their bodies took on a frigid air, and they became rimekin.
Like flamekin, rimekin possess innate magic
Species
Mythic Odysseys of Theros
.
Noble and Fierce
Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from
exercise their minds and bodies. It follows, too, that leonin aren’t inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin
Satyr
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Species
Mythic Odysseys of Theros
civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish
them. Satyrs’ solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and
Monsters
Fizban's Treasury of Dragons
negotiate an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks
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
Juiblex
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Monsters
Out of the Abyss
truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former
Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.
Regional Effects
The region containing Juiblex’s lair is warped by its
Monsters
Fizban's Treasury of Dragons
restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
, creating one or more of the following effects:
Acidic Water. Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them.
Corrupted
Aarakocra
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Species
Elemental Evil Player's Companion
upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are
homes, they appear alert, with eyes moving and bodies ready to take flight.
Homelands
Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to
Monsters
The Book of Many Things
often decorated with the petrified bodies of creatures that raised arms against the medusa or its followers. The lair is typically a rich repository of knowledge, with lore both worldly and esoteric
a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.
Regional Effects
The region containing a medusa’s lair is
Orc
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Species
Volo's Guide to Monsters
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
surprise, launching itself at them to feed on their memories. If the characters ignore the bodies and continue on their way, the memory web follows stealthily and strikes a few minutes later. When the
responses. Bestiary for Derwyth. One of the corpses clutches a thin leather-bound book—an illustrated bestiary of creatures local to the mountains, which is worth 30 gp. The words “for Derwyth” are neatly
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->Borderlands Quest: Goblin Trouble
for several minutes before the passage turns north and leads up a set of natural stone steps. A group of caverns continues out ahead of you.
The ceiling of these caverns is choked with webs, and the
footprints you’ve been following continue through these caves. In the center of the floor in the first cave is a human-sized boot.
The ceiling is 15 feet high, but the webs cover the top five feet of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
emerging through the floor of a large cavern. The ceiling arches sixty feet overhead, bristling with stalactites that drip water onto stalagmites rising from the uneven and broken floor. Here and there
between the stalagmites, several statues of winged humanoids are set in poses of suffering and anguish. Some cover their faces, while others claw at them. Others reach toward the ceiling, their faces
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bolted into the wall about three feet above the floor. Ten oiled chains are secured to the bars, leading up to a hole bored in the ceiling. Another solid stone door is in the middle of the east wall
as responses to the characters’ questions. The Believers put him here as punishment for being disobedient. He failed to deliver a message from his father, Rotharr Hatherhand, to Ilmeth Waelvur. It
Monsters
Fizban's Treasury of Dragons
bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue
Monsters
Fizban's Treasury of Dragons
amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon’s psionic
","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
floor-to-ceiling glass tanks, four of which are filled with a light-blue fluid in which the body of an elderly male human is suspended. Three of the bodies appear lifeless and inert. The fourth looks
23. Body Tanks If the characters have met Thessalar already, they recognize the bodies in the tank as the artificer. Adjust the following read-aloud text accordingly: This chamber holds a half-dozen
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should react to them. As a race, orcs
stones, mushrooms, or any other kind of circle. Seeing a shooting star before a battle is bad luck. To ward it off, you must swallow a stone. A tribute of elf ears brings favor from Gruumsh. If you bury
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
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
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. It is made from hundreds of heavy leather strips, each about the width of a human hand. The strips are fixed to the ceiling and are long enough to drag on the floor. The curtain extends from wall to
the dragon eggs hatch and the ravenous hatchlings emerge. The carcasses range from very fresh to several months old. The meat is only cold, not frozen, so the older items are slowly going bad. The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. It is made from hundreds of heavy leather strips, each about the width of a human hand. The strips are fixed to the ceiling and are long enough to drag on the floor. The curtain extends from wall to
the dragon eggs hatch and the ravenous hatchlings emerge. The carcasses range from very fresh to several months old. The meat is only cold, not frozen, so the older items are slowly going bad. The smell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Talking Heads This 10-foot-high room has wooden shelves covering the walls from floor to ceiling. Hundreds of wide-mouthed jars line the shelves, each containing a severed head floating in brine
from their bodies, the heads remain alive and sedate as a result of Halaster’s magic. Tapping on a jar is enough to stir a head to consciousness. The heads speak only the languages they knew in life
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Jibber-Jabber Ettin. An ettin inhabits this dripping cave.
Stalactites. Needle-sharp stalactites stud the 30-foot-high ceiling.
Fungi. Barrelstalk, bluecap, and ripplebark fungi grow in
aboleth and knows nothing about its conflict with the kuo-toa.) The water in the river has started to taste bad. (The ettin has not yet been poisoned by the water, which the aboleth has tainted with its
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
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
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
is humid and smells bad. Any creature that breathes foul air becomes poisoned until it breathes fresh air again. The air aboard a ship with a normal crew complement degrades from fresh to foul on day
). Overlapping Air Envelopes When two bodies come close enough to each other, their air envelopes merge, and the quality of the air around the smaller body changes to match that of the larger body. When
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
perhaps I shall simply say, “You ooze, you lose.”
-Fizban
Magic-minded artisans have long incorporated parts of dragons’ bodies into magic items, crafting dragon hide into armor and forging weapons
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
and psychic damage. If any segment of the bridge is destroyed, the entire structure crumbles, causing creatures on it to fall. This part of the Spire has no ceiling or floor. Any creature that falls
. Dozens of crudely carved, amphibian figurines surround the hulk, staring expectantly with bulbous eyes.
This cavern is roughly circular and hundreds of feet across, and it has a 30-foot-high ceiling
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and a ceiling lined with dripping icicles. A wisp of steam rises from a roughly circular pool in the northern half of the cave. South of the pool is a shallow crater filled with oversized snowballs
.
Two young remorhazes lurk at the bottom of the pool, which is 15 feet deep. Their tremorsense alerts them to the presence of intruders, and they attack immediately. The creatures’ bodies heat the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Then the illusion vanishes, revealing the mosaics’ actual state. 3. Viewing Room Grave niches and alcoves holding funerary urns line the walls of this chamber. The ceiling in the northern part of the
and offer final prayers. The bodies this room once held have rotted away in their burial niches, and the urns hold only gray muck. Any character who sifts through the goo must succeed on a DC 11
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to lurk where statuary seems commonplace or where terrain obscures the shape and color of their bodies. Roll on or choose a result from the Gargoyle Camouflage table to inspire where a gargoyle sets up
ceiling.
8 Statuary on a castle, mansion, or temple.
Gargoyle Medium Elemental, Chaotic Evil
AC 15 Initiative +2 (12)
HP 67 (9d8 + 27)
Speed 30 ft., Fly 60 ft.
Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that is useful for observing and studying heavenly bodies but which can also be used in a manner similar to an arcane eye spell. In that mode, the farseer can view a location within fifty miles of it
without being accompanied by one of the two cult officers, the gargoyles tear open the observatory’s four ceiling hatches and attack. This is the only intrusion they respond to. The gargoyles don’t
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
) The following locations are keyed to map 5.2. Stacey Allan & William Doyle Map 5.2: Maze of Mists View Player Version P13: Welcome Room This octagonal room has a domed ceiling and smells faintly of
magnetic trap within the chamber’s ceiling. Each creature in the room wearing metal armor is pulled up to the 30-foot-high ceiling, as are any metal objects or weapons that aren’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have advantage. Ice Slides. As remorhazes burrow through ice, the heat radiating from their bodies smooths out the sides of the tunnels behind them to a glass-like finish. Many of these passages are
or fearful event in their past. The scent does not have a source.
6 One party member (determined randomly) sees a dark, hulking shape moving through the wall, ceiling, or floor, as though it were swimming through the ice. The effect is illusory, harmless, and fleeting.
7–12 No haunting.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
living creatures that enter.
Corpses. Lying on the dusty floor amid pieces of broken furniture are three dead drow, their bodies shriveled.
Fireplace. A massive fireplace dominates the east wall
who search the rubble at the end of the tunnel find a mostly buried dwarf skeleton with shiny gauntlets and a rusty warhammer. Treasure. The dwarf was an adventurer who was killed when the ceiling






