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Returning 35 results for 'breeze burning diffusing ceiling ranger'.
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Juiblex
Legacy
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Monsters
Out of the Abyss
. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime
turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime Square","rollDamageType":"fire"} fire damage.
A green slime (see the Dungeon Master's
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
after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Slippery Slime","rollDamageType":"fire"} fire damage.
Sticky
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
First Floor The tower rests atop a cloud that feels solid underfoot. An open archway leads to an empty vestibule, at the back of which hangs a thin, translucent blue curtain that flaps in the breeze
. Beyond the curtain lies a 100-foot-high hexagonal chamber containing a giant-sized wooden table and stone chair. Dangling from the ceiling by iron chains are six crystal spheres with continual flame
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
roses mixed with sulfur. Characters who try to track the breeze to its source are led toward Fazrian in area 23b. Warm blood oozes from the walls and drips from the ceiling, starting and stopping for
Torm’s forgiveness. Regional Effects The Terminus Level has been warped by Fazrian’s presence, which creates the following magical effects that end when the planetar dies: A faint breeze bears the scent of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
1. Entry Chamber Stairs from the surface lead down to this damp vaulted chamber. The floor is strewn with bones and rubble. The ceiling is supported by arches meeting at the twenty-foot-high domed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
massive geode that contains spectacular blue, purple, and black crystals
8 A blue silk fan painted with ground gems that creates a briny breeze when hung from the ceiling
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Ravenloft trembles with fury, shaking dust from the ceiling of the vampire’s tomb. The shudders abate as Strahd’s burning hatred melts away, replaced at last with relief. The dark orbs of his eyes wither
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
throughout the area, around which a prisoner work gang toils in the sweltering heat. Smooth metallic columns rise to the ceiling, with open hatches set into their sides at ground level. Haggard prisoners
fed to the furnaces (most likely due to the characters freeing the prisoners here and breaking the Grand Master’s power) the engines begin to fail over a 24-hour period. When the furnaces stop burning
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
the ceiling all along this area. The webs are flammable. Burning them up drops the dead spiders entangled within them. Entangled Spiders. Characters who inspect the ceiling can make a DC 12 Wisdom
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal. For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5
Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
leather-bound tome (Ezzat’s spellbook) is clutched to the statue’s chest.
Secret Door. Hidden in the ceiling is a secret door leading to area 23 (see “Stone Plug” below).
The statue projects an
statue is destroyed, it turns to dust. A delayed blast fireball spell (save DC 20) then immediately detonates in its space. Stone Plug. The secret door in the ceiling is an airtight, circular stone plug 8
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can
prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Burning Sugar As the Sarire sugar mill comes into view, the smell of cooking sugarcane rises on the breeze. Read or paraphrase the following text when the characters are about a quarter mile from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
furniture and garbage.
Chandeliers. Two iron chandeliers, once anchored to the 20-foot-high ceiling, have fallen — their ropes cut. One has crashed into a pile of debris. Pinned beneath the other
. Sticky Webs This room is full of thick, sticky webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). The webbing stretches all the way to areas 19d and 19e. Any tugging or burning
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
cured in this way once per day. Once picked, the cherries lose their magic after 24 hours. Sleeping Concoction. The fruit of life is an ingredient of the Burning Circle’s sleeping concoction (see
Map: The Garden of Everflowing Springs View Player Version A palatial apartment crowns the gardens. Wide arches leave it open to the air, and tattered silks of many colors swoop from the vaulted ceiling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
care. Treasure. The stolen spellbook contains the following spells: blight, burning hands, comprehend languages, darkvision, dispel magic, false life, feign death, gust of wind, invisibility
it and cause it no harm, it ignores them.
Reverse Gravity. Directly above the grick, on the 20-foot-high ceiling, is an upside-down stone throne, seated upon which is a mummified minotaur with gems
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
at a slight angle over the trees. It looks like something is burning just over the next ridge.
The burning farm is within five minutes’ travel. Once the characters approach within sight, read the
following: A fiercely burning homestead is nestled in a small valley slightly below your position at the top of the ridge. The barn is a smoking ruin and the house is half consumed by fire. Panicked
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
obsidian pendant and clutches an iron sconce with a burning red candle in it. Sand begins to fall from tiny holes bored into the ten-foot-high ceiling, and you hear a rumbling noise under the floor
blast out of this cramped cell. The walls are scribed with relief carvings showing volcanoes setting cities ablaze. Rows of tiny holes are bored into the floor and the ten-foot-high ceiling. A human
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
on a DC 21 Strength check.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Juiblex slimes a square area
, that creature must make the same save.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. A green slime (see
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->Mythic Odysseys of Theros
Quirk
1 Whenever my weapon strikes something, the weapon gives off a shower of starry sparks.
2 My hair moves as if in a perpetual breeze.
3 My anger smells like burning autumn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Across from the statues are sconces with upside-down flames burning in them.
The statues, which merge seamlessly with the ceiling, depict a long-faced human dressed in wizard’s robes and clutching a
. Across from the tunnel is a wooden door that’s flush with the ceiling, which used to be the floor. The door is ajar, and flanking it are two identical stone statues that hang down like stalactites
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
on a DC 21 Strength check.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Juiblex slimes a square area
, that creature must make the same save.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. A green slime (see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
struggling to roll a boulder up the hill, while a devil drives them on. Above the hill in the ceiling is a glowing spot that illuminates the entire chamber with an eerie silver light.
A cobblestone path
land of the dead.
In the western end of the room is a region of burning sands. There devils torture those who have been unfortunate enough to fall into their hands.
Along the southern side is a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
18. Study This circular room is obviously a library or study, its walls lined with bookshelves that extend from the floor to the gently domed ceiling twenty feet overhead. A wheeled ladder is
a breeze blows through the area. Thousands of sheets of heavy paper then fly into the air in a great whirlwind, slashing at any creature in the area. One distinct storm of paper forms around each
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
adorn the ceiling. The west wall bears a carving of a beautiful scene of a river and rolling hills inside a stone frame etched with symbols.
The carving of the river scene is a portal to Elysium that
the room slowly comes to life. The carved river begins to flow, and the flowering plants by the river take on color and start to wave in a gentle breeze. The stone frame looks like a portal to this
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
desert caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statues, rippling like black cloth in a light breeze.
Locked Double Door. Beyond the shadowy curtain is a 12-foot-tall arched double door with an ornate carving of a bronze dragon above it, its
cut. The rippling curtain of shadow that stretches between the two statues extends from floor to ceiling and radiates a strong aura of necromantic magic under the scrutiny of a detect magic spell. The






