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                        Returning 35 results for 'ceiling cold'.
                    
                
                        
                            
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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    False Appearance. While the ice piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.
Spider Climb. The ice piercer can climb difficult surfaces, including
                                                
                                            
                                                
                                                    ","rollAction":"Drop","rollDamageType":"cold"} cold damage. Miss: The ice piercer takes half the normal falling damage for the distance fallen. Auril the Frostmaiden has transformed icicles into creatures that
                                                
                                            
                                        
                                                    Adult White Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the ceiling to latch on like bats or slithering down icy crevasses.
A legendary white dragonâs innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Claw
                                                
                                            
                                        
                                                    Ancient White Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the ceiling to latch on like bats or slithering down icy crevasses.
A legendary white dragonâs innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Claw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Z4. Underground Spring A gash in the rocky ceiling allows the gray light and cold drizzle of the outdoors to seep into this dank, torchlit cave, where an underground spring forms a pool of water
                                                
                                            
                                                
                                                     atop the eastern ledge. The water is fresh. The ceiling is roughly 20 feet above the surface of the pool. The fissure in the ceiling is 3 feet wide at its widest point, and 6 inches at its narrowest. The crates on the eastern ledge contain heaps of adult-sized clothing.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    10. Secret Passage Water beads collect upon the walls of this narrow passage, and the flooring is cold and damp. A low ceiling, only five feet tall, further cramps this dank place.
 The northern
                                                
                                            
                                                
                                                     initially viewed from within the passage. The portal can be opened from inside the passage by releasing a concealed catch at the intersection of the wall and the ceiling. Finding the catch requires a successful DC 15 Wisdom (Perception) check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    12. Fishery This small cave has a 10-foot-high ceiling and contains a 20-foot-deep pool with a crevasse at the bottom, through which cold water bubbles up from a natural spring. The thralls of the Ssethian Scourges use the sightless cave fish that swim here as a source of food.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K69. Guardsâ Quarters Sickly, yellow lichen covers the ceiling of this cold, damp, ten-foot-wide passage running east and west. Opening off both sides of this passage are ten-foot-square alcoves that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
                                                
                                            
                                                
                                                    , ending at an archway beyond which lies a shallow cave. Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     spider sculpture causes it to break free of the ceiling and crash to the floor. Each leg has AC 17; 25 hit points; resistance to acid, cold, and fire damage; immunity to poison and psychic damage; and
                                                
                                            
                                                
                                                     cobblestones at first glance. The floor is difficult terrain, as the skulls shift and break apart underfoot. 7b. Hall of the Spider That Waits Ceiling Sculpture. This chamber has a vaulted ceiling 40
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     wall. The leather comes from a variety of local animals and is badly cured. The curtain is several layers thick with no gaps, so you canât see through it at all.
 This cavern is naturally cold. It
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     cold damage at the start of each of its turns. The web lacks immunity to bludgeoning damage. 9A. Larder This natural cave has a 30-foot-high ceiling supported by five rocky columns. The floor is flat
                                                
                                            
                                                
                                                     are under the effect of a spider climb spell) can move through the tunnels at a normal pace. A thin layer of frost coats the walls, floor, and ceiling throughout. The westernmost tunnel branch opens
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     leather-bound tome (Ezzatâs spellbook) is clutched to the statueâs chest.
 Secret Door. Hidden in the ceiling is a secret door leading to area 23 (see âStone Plugâ 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->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
                                                
                                            
                                                
                                                     wall. The leather comes from a variety of local animals and is badly cured. The curtain is several layers thick with no gaps, so you canât see through it at all. This cavern is naturally cold. It hovers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     on map 6.1. Auril the Frostmaiden has transformed ten of the icicles that cling to the ceiling into creatures resembling piercers. They use the piercer stat block, have immunity to cold damage, and
                                                
                                            
                                                
                                                     deal 10 (3d6) piercing damage plus 10 (3d6) cold damage on a hit. The drow in areas H27 and H28 are aware of the ice piercers, having seen them creep along the ceiling, and do their best to avoid them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    W14. Wine Cellar In the wineryâs heyday, the wine cellar was packed with barrels awaiting shipment, but those days are long gone. Wooden pillars and beams support the ten-foot-high ceiling of this
                                                
                                            
                                                
                                                     ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     an invisible electrical field that extends from floor to ceiling throughout the 70-foot-long corridor. The field isnât directly harmful, but metal objects that pass between the plates become heated
                                                
                                            
                                                
                                                     corridor by ropes will heat up enough to burn through the ropes at 60 feet, leaving a pile of hot metal lying in the water. The only sovereign remedies for this dilemma are area effects that deal cold
                                                
                                            
                                        
                                                    Delerium Fragment
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Delerium Chip
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Delerium Geode
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Delerium Massive Cluster
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
                                                
                                            
                                                
                                                     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->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     Walls. The ceilings and walls of the manor are 20 feet high and carved from alabaster stone thatâs cold to the touch. Decorations. Wintery decorations festoon many areas of the palace. Crystal
                                                
                                            
                                                
                                                     snowflakes hang in the windows, illusory icicles dangle from the ceiling, frost fractals spreads across walls, and magically preserved ice sculptures perch atop similarly preserved ice pedestals. Some of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     walls have rusted iron shower heads protruding from the ceiling. A rusty pull chain hangs near each shower head, and each alcove has drain holes in the floor. The showers draw cold water from an
                                                
                                            
                                                
                                                     cylindrical copper tank in the middle of the room. A copper pipe extends upward from the tank and disappears into the ceiling. A fire elemental rages inside the tank.
 Iron Wheel. A small iron wheel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     held shut by an arcane lock spell (see âPrison Featuresâ). This hatch leads to the towerâs flat rooftop, which is lined with battlements. Three Lordsâ Alliance guards (veterans) in cold weather
                                                
                                            
                                                
                                                     prison staff on sight. It wonât leave the room and attacks anyone it doesnât recognize. Hatch. A wooden ladder leads to an iron hatch in the ceiling. An arcane lock spell seals the hatch (see âPrison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     skins. A cat-oâ-nine-tails hangs beside them.
 To the west the room widens to accommodate a statue that towers almost to the ceiling. The statue is an ogre-like figure, outfitted in flayed skins and
                                                
                                            
                                                
                                                     twenty-five-foot-high ceiling, a five-foot-wide opening can be discerned in the red light of the room.
 The statue represents Xipe, âOur Lord of the Flayed Skins.â The chamber serves as the foyer to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     void. Reaching beyond the edge of the walkway confirms the absence of walls or ceiling. The atmosphere is thin and cold, but not uncomfortably so. At an opportune moment when one or more characters are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    29. Old Books Light. Lanterns anchored to the 15-foot-high ceiling by iron chains are spaced 20 feet apart and have continual flame spells cast on them.
 Bookshelves. Carved into the walls are five
                                                
                                            
                                                
                                                     constructs are helmed horrors armed with metal staffs. They have immunity to cone of cold, disintegrate, and fireball spells. On its turn, a Halaster horror can use its action to make two attacks with its staff, which deals 8 (1d8 + 4) bludgeoning damage on a hit.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    6. The Chute This narrow cavern is the access point to the lair of Arauthator below. This chamber feels far colder than any area of the ice caves youâve explored so far. The cold issues from a
                                                
                                            
                                                
                                                     yawning pit in the floor that twists down into darkness, and above which a heavy iron hook is anchored in the ice of the ceiling. A five-foot-wide walkway extends around both sides of the pit, connecting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     immunity to cold damage; it otherwise has the statistics of an ordinary troll. A minimum of 2 ice trolls are here when characters first enter, but 3 or more can be placed in this area at your discretion
                                                
                                            
                                                
                                                     floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
 Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     void. Reaching beyond the edge of the walkway confirms the absence of walls or ceiling. The atmosphere is thin and cold, but not uncomfortably so. At an opportune moment when one or more characters are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    6. The Chute This narrow cavern is the access point to the lair of Arauthator below. This chamber feels far colder than any area of the ice caves youâve explored so far. The cold issues from a
                                                
                                            
                                                
                                                     yawning pit in the floor that twists down into darkness, and above which a heavy iron hook is anchored in the ice of the ceiling. A five-foot-wide walkway extends around both sides of the pit, connecting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     immunity to cold damage; it otherwise has the statistics of an ordinary troll. A minimum of 2 ice trolls are here when characters first enter, but 3 or more can be placed in this area at your discretion
                                                
                                            
                                                
                                                     floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
 Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Cellar (C1-C3) C1. Storage Cellar To reach this cellar, the characters must descend a flight of stone steps from area C4. This cold, damp, oddly shaped cellar has an eight-foot-high wooden ceiling
                                                
                                            
                                                
                                                    â Quarters The door to this room is closed and stuck, having swollen in its frame. A creature can use an action to try to force it open, doing so with a successful DC 13 Strength check. This cold, windowless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . Across from the tunnel is a wooden door thatâs 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
                                                
                                            
                                                
                                                    . 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 wizardâs robes and clutching a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Strength (Athletics) check. It can also be raised with a knock spell or by moving an iron lever hidden in one of two secret rooms (area 5A or 5B, whichever is closer). The bars of the portcullis are ice cold
                                                
                                            
                                                
                                                     the ceiling, leaving an open doorway 30 feet high. Pushing the lever down causes the portcullis to lower back into place. It takes about 6 seconds to fall, allowing creatures underneath it time to get
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    9. Metal Pools This cave has a 30-foot-high ceiling and contains two 10-foot-deep pools of shiny liquid metal drawn from the Elemental Plane of Earth. The western pool holds liquid iron, the eastern
                                                
                                            
                                                
                                                     removed from a pool, its depth never changes. Metal removed from the pool solidifies instantly, becoming as strong and immutable as wrought iron or cold steel. The metal instantly hardens upon leaving the
                                                
                                            
                                        






