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                        Returning 35 results for 'ceiling wall regards'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening’s
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move
                                                
                                            
                                        
                                                     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
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below).
Extradimensional Chamber. When the living spell
                                                
                                            
                                                
                                                    , target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     this action. His statistics and capabilities are otherwise replaced by those of the new form.
Create Green Slime (Recharges after a Long Rest). The Pudding King creates a patch of green slime. The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.Acid, Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                     the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite uses its hooks to attach to a wall or ceiling until suitable prey
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     on initiative count 20 on the following round.
Sudden Stonework. The medusa creates a wall of stone on a solid surface it can see within the lair. The wall can be up to 60 feet long, 20 feet high
                                                
                                            
                                                
                                                    , and 1 foot thick. Each 5-foot section of the wall has an AC of 17; 30 hit points; vulnerability to thunder damage; and immunity to poison, psychic, and slashing damage. A creature in the wall’s
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
3/day each: dispel magic, dominate beast, maze, wall of
                                                
                                            
                                                
                                                     action to land on a ceiling to attack targets flying near it.
Seal the Way. Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone
                                                
                                            
                                        
                                                    Baphomet
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     each: dispel magic, dominate beast, hunter's mark, maze, wall of stone
1/day each: teleport
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze
                                                
                                            
                                                
                                                     gravity reversal if he’s in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.
Baphomet casts mirage arcane, affecting a room within the lair
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    -foot drop and on the left by a cliff wall just as steep and devoid of hand- or footholds. The dragon has festooned this path with tripwire alarms and minor booby traps.
Islands. Three small islands
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     state but are hung with the dragon’s collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended from the ceiling, giving the
                                                
                                            
                                                
                                                     a cliff wall just as steep and devoid of hand- or footholds. The dragon has festooned this path with tripwire alarms and minor booby traps.
Islands. Three small islands jut from the water below the
                                                
                                            
                                        
                                                    Trapper
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    False Appearance. While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature
                                                
                                            
                                        
                                                    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 dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the
                                                
                                            
                                                
                                                     ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction
                                                
                                            
                                        
                                                    Passwall
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the
                                                
                                            
                                        
                                                    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 dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the
                                                
                                            
                                                
                                                     ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction
                                                
                                            
                                        
                                                    Levitate
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up
                                                
                                            
                                        
                                                    Web
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     many of her feathers, and those that remain are frayed and disheveled. She carries a long staff with a hook on the end, which she uses to change the firefly lamps that hang from the ceiling. Crinkle has
                                                
                                            
                                                
                                                     little patience for others, and she regards Senior Scribe Varnyr’s restoration efforts as an invasion. Gailby Smallstone has softened the kenku’s dour disposition with her appreciation of interesting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     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.
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     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->Curse of Strahd
                                                    
                                                
                                            
                                                    Q25. Trapped Hallway This T-shaped hallway has branches to the west, east, and south. Three arched windows in the north wall look out over the foggy grounds. The ceiling in the hall is 20 feet high
                                                
                                            
                                                
                                                     character enters one of these squares, a floor-to-ceiling wall of stone (created by the spell of the same name) magically appears across the opening on the south wall. At the same time, the phantom warriors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    A4. Mustering Hall This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is
                                                
                                            
                                                
                                                     a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor. (See areas A22, A24, and A25 for details of these features.)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     dedicated to him. 7a. Cobbleskulls The floor of this 20-foot-high antechamber is sunken a few inches and covered wall-to-wall with humanoid skulls that are yellow and brittle with age. They look like
                                                
                                            
                                                
                                                     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->Curse of Strahd
                                                    
                                                
                                            
                                                    T5. Guard Tower, Upper Floor The upper level of the tower is an icebox with windows set in almost every wall. A rusted iron ladder bolted to the floor and ceiling leads up to a wooden trapdoor
                                                
                                            
                                                
                                                    . Mounted above the stone hearth is a dire wolf’s head. The wind coming down the chimney howls in its stead. The trapdoor in the ceiling pushes open with a squeal, revealing the rooftop (area T6) and the stormy gray sky.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    6. Cave with a View Stalactites. A few stalactites cling to this cavern’s 30-foot high, domed ceiling.
 Vessel. An enormous vessel is clearly visible through openings in the northwest wall (see area 13).
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     roughly forty feet across and ten feet deep. A five-foot-high ledge to the north overlooks the pool. A similar ledge spans the eastern wall, with a rough-hewn staircase leading up to it. A few crates sit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     in the middle of it. Friezes along each wall just beneath the ceiling depict five black dragons.
 Gouts of acid are meant to rain down from the mouths of the dragon friezes whenever this room is
                                                
                                            
                                                
                                                     rotated by the controls in area 61, but the acid compartments in the ceiling are currently empty. Consequently, nothing happens when the room turns. Any character who can get close enough to the ceiling to examine the friezes notices tiny holes in the dragons’ mouths.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    5. Magical Repository Ceiling. This room has a 30-foot-high vaulted ceiling.
 Statues. Four statues, each one carved to look like a 20-foot-high purple worm bursting up through the floor, fill the
                                                
                                            
                                                
                                                     corners of the room. (These statues are harmless.)
 Dome. A deep, 20-foot-high alcove in the north wall contains four invisible stalkers trapped inside an invisible, dome-shaped wall of force rising
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    9. Waterfall Water vents through a crack in the ceiling near the eastern wall between the stalactites of the priestess’s tower and the guard tower, creating a small waterfall that pours down to the
                                                
                                            
                                                
                                                     cavern floor and forms a natural pool (see area 14). Quaggoths gather small barrels of water from the head of the waterfall to serve the outpost’s needs. The water makes the stone wall within 10 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    X25. West Archer Post This narrow room has an arrow slit in the center of the south wall. The ceiling here is 10 feet high. The arrow slit looks down toward the temple floor (area X5), beneath the raised right arm of the great statue (area X5a).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     can be heard throughout this complex and well into the surrounding forest. 4a. Eastern Gate A 15-foot-high iron portcullis is embedded in the stone wall at the mouth of a long tunnel. Rough-hewn
                                                
                                            
                                                
                                                     stairs just inside the tunnel climb to the top of the wall, which is enclosed by stone battlements. There are no guards stationed atop the wall or beyond the portcullis. The winch to raise the portcullis
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. When a target is within its reach, it peels itself away from the surface and wraps around
                                                
                                            
                                                
                                                     —
 Challenge 3 (700 XP)
 False Appearance. While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor
                                                
                                            
                                        






