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Returning 35 results for 'both behind down ceiling readily'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
False Appearance. If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the trapper
move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling.
Spider Climb. The trapper can climb
Monsters
Planescape: Adventures in the Multiverse
the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying.Multiattack. The decaton makes three Tentacle attacks.
Tentacle. Melee Weapon Attack: +7;{"diceNotation
sprout out from their rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of
Halfling
Legacy
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Species
Basic Rules (2014)
Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short
avoid unwanted attention.
Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or
Monsters
Fizban's Treasury of Dragons
an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods
tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the water and cultivate the fish that are their preferred food.
Amethyst
Human
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Species
Basic Rules (2014)
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats
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
Monsters
Fizban's Treasury of Dragons
glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many
, ideally mountain lakes, where they take advantage of existing caves and tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T1. Entry Cavern If the sinkhole opened up, this cavern has a pile of dirt in the center and a gaping, 20-foot-diameter hole in the 30-foot-high ceiling. This wide, irregularly shaped cavern has a
coffer is a heap of damp sand from which the ends of torches protrude.
Beyond the wooden door, the tunnel continues ten feet before opening into the quarry behind Albaeri Mellikho’s house. The damp
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
high, 4 feet wide, and of stout wood construction. All are typically shut but unlocked, and all can be readily opened without special effort. The stairways leading down from area 1 to areas 12 and 13 are
partitions and sealed off from area 6. All enclosed areas have a ceiling height of 8 feet except for the bilge (area 16), which is 4 feet high. The cargo hold hatch in area 1 is closed but not fastened. The bilge hatch in area 11 is closed and bolted from the hold side only.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2a. Guard Room This empty room lies behind a secret door. The ceiling is 10 feet high. Two arrow slits are carved into the east wall.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE’S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
to beat a meal in a halfling home, as long as you don’t crack your 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.”
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K77. Observation Balcony Two large, wooden thrones rest on this balcony. Behind the thrones hangs a red velvet curtain thirty feet long. The ceiling here is ten feet high. The room continues behind the curtain an additional 10 feet to a wall that has a door in its center.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE'S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
to beat a meal in a halfling home, as long as you don’t crack your 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.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Miners’ Potty Thin, crumbling brick walls divide the northern half of this 10-foot-high room into three stalls, each one tucked behind a rusty chain-link curtain that hangs limply from the ceiling. Cut into the floor of each stall is a circular hole that leads to a cesspit.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, lest it fall into evil hands. Similarly, Falaster loathes to leave the puzzle box behind for someone else to snatch up. If Slobberchops the tressym (see area V5) is with the party, it can lead characters
Savikas at Candlekeep. If invited to join the characters on their journey to Candlekeep, Reya and Falaster readily accept. Falaster has a modest dwelling in Little Calimshan, a walled neighborhood in
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
, partly obscured by hanging greenery, are readily apparent in the cliff’s face, one twenty feet high and the other forty feet high. Slightly north of these gaping openings, a much smaller cave
guardians created from humanoid remains by Claugiyliamatar, hide behind vines and watch the nearby forest from area C1. If the wood woads notice the characters attempting to enter the cave, they climb
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
going up and down. Hanging from the high ceiling is an iron chandelier with candle holders shaped like tiny silver dragons. The doors behind the throne lead to areas Q20 and Q21. A wooden railing surrounds the balcony, which is 20 feet above the floor of the chapel (area Q13).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X26. Secret Alcove Two secret doors lead to this room. When either door is pulled open, read: Hundreds of skulls fall out of a cavity behind the door. This room has a 30-foot-high ceiling and is
packed floor to ceiling with human skulls. It takes 5 minutes for a single character to clear a path into the room. Multiple characters can work together to clear a path more quickly. Once the skulls are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
76. Trial of the Octagon Carved into the door of this room is an octagon. When the characters open the door, read: The ceiling of this plaster-walled room is fifteen feet high. A leather-backed tome
rests open atop a wooden lectern bolted to the floor. Set into the wall behind the lectern are eight human skeletons, arranged so that they appear to be falling and screaming.
The skeletons are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Giant Spider Hatchery Webs. Thick webs fill the corners, shroud the ceiling, and smother the rotted remains of old furnishings.
Spiders and Eggs. Four giant spiders guard a large cluster of
twenty giant spider eggs in the northeast corner. Half of the eggs are empty sacs left behind by spiders that have already hatched. (If left alone, the remaining eggs here will hatch in a few days.)
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stairs. Wide steps descend to a landing flanked by two alcoves. Within each alcove, taking up the full thirty-foot height of the ceiling, is a bronze statue of a warrior holding a spear. A soft blue
the stairs behind them. A Small creature can squeeze behind and around one of the bronze statues to circumvent the light curtain.
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
Goblin
Legacy
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Species
Volo's Guide to Monsters
new leader can act as the real boss. If the creature brushes aside such manipulation, the tribe falls into line behind the new tyrant—better to abide the new rule than conspire against it and be
Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K39. Hall of Webs This ancient hall is choked with spider webs broken by a single clear path down its center. The hall has an arched ceiling 20 feet overhead, hidden behind thick webbing. At the
this door coming from area K38, it closes and locks behind them if they don’t take measures to prop it open. A narrow secret door at the western end of the south wall is hidden behind a mass of webs
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
. Characters who approach the statue see a creature clinging to the ceiling behind it: Clinging to the ceiling behind the statue is a nine-foot-long slug with glistening black skin and tentacles sprouting
has a challenge rating of 3 (700 XP).
Also present are two shadows similar to those found in area 11. They emerge from behind the kraken statue and attack if the giant slug is harmed. If the slug
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K8. Great Entry Cobwebs stretch between the columns that support the vaulted ceiling of a great, dusty hall dimly lit by sputtering torches in iron sconces. The torches cast odd shadows across the
faces of eight stone gargoyles squatting motionlessly on the rim of the domed ceiling. Cracked and faded ceiling frescoes are covered by decay. Double doors of bronze stand closed to the east. To the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Alarm System Sloped Roof. The ceiling is 30 feet high at the northwest end of the cave and gradually slopes down to 20 feet high as the cavern narrows into a passage that leads to area 10
trap that releases rocks from a hidden crevice in the ceiling. If a trap triggers, all creatures occupying the trapped square must succeed on a DC 14 Dexterity saving throw or be struck by a falling
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, black web strands. A balcony set into the north wall overlooks the room and has two large thrones atop it, with a red velvet curtain behind them. The ceiling is 17 feet above the surface of the water
K76. Torture Chamber Dark, low shapes thrust up out of the still, brackish water that fills this fifty-foot-square room, the ceiling of which is festooned with hanging chains that look like thick
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Grand Foyer The stairs from level 21 descend to a grand entry chamber that contains the following features: Pillars. Pillars support the 40-foot-high, vaulted ceiling.
Grells. Six grells float
behind the pillars to the north. The grells attack visitors and can use their tentacles to open and close doors as needed.
Apparitions. Spectral images of dead servants and adventurers occasionally
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
defensive stance behind a shield. 32a. Empty Bedchamber Every wall of this empty room is carved with a floor-to-ceiling fresco of a cavern wall, giving the room a cave-like quality. 32b. Bathroom The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stands near the east wall, its bent iron stovepipe connecting to a hole in the ceiling. Behind the stove and to the left is a thin door leading to a well-stocked pantry (area 4B). All the food in the
pantry appears fresh but tastes bland. Dumbwaiter Behind a small door in the southwest corner of the kitchen is a dumbwaiter—a 2-foot-wide stone shaft containing a wooden elevator box attached to a
Monsters
Fizban's Treasury of Dragons
.
8
A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath
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
Delerium Fragment
Legacy
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Equipment
Delerium is a magical mineral left behind by the meteor. It appears in geode clusters of translucent, sharp-edged crystals which reflect octarine light. The eldritch stones softly hum in dissonant
or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
9. Stone Statue The walls and ceiling of this hallway are coated with slime, and the floor of the passage is covered with a layer of mud. Through this muck a steady stream of water trickles
northward. The stucco on the walls is flaking off, and there are glowing silver tracks in the slime crisscrossing the walls and ceiling.
Along the east wall of the passage stands a twelve-foot-tall stone
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X5. Temple of Lost Secrets Four black marble columns support the vaulted ceiling of the temple, at the north end of which stands a forty-foot-tall statue of a cowled figure in flowing robes. The
darkness that envelops the statue’s face and head. Once the arcanaloth begins casting spells, the three flameskulls in area X17 take up positions behind the arrow slits that overlook the temple and cast
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
positioned around the chamber. Rats and small lizards scurry through the food scraps and moldy wine skins littering the floor. Collapsing Trap The top step is rigged to drop a portion of the ceiling in
area 7. As each character enters the staircase, roll any die. On an odd roll, the character steps in the wrong spot and triggers the trap. The ceiling collapses above the next character in line (the one






