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                        Returning 35 results for 'ceiling would radiant'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesnât function at the start of its next turn. Juiblex dies only if it
                                                
                                            
                                                
                                                     of the following lair actions; it canât take the same lair action two rounds in a row:
Green Slime. A green slime (see the Dungeon Masterâs Guide) appears on a spot on the ceiling that
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    );{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Wrathful Strike", "rollDamageType":"radiant"} radiant damage, and the target has the blinded condition until the end of its next turn
                                                
                                            
                                                
                                                     a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.
Regional Effects
The region containing a medusaâs lair is
                                                
                                            
                                        
                                                    Juiblex
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    . Juiblexâs weapon attacks are magical.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesnât function at the start of
                                                
                                            
                                                
                                                     Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.
Regional Effects
The region containing Juiblexâs lair is warped by its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Annamâs Cradle Features Dyson Logos  Map 4.1: Annamâs Cradle View Player Version The Radiant Sun fluctuates in size and intensity to approximate a cycle of day and night. During the day, the rift
                                                
                                            
                                                
                                                     ceiling is a quarter of a mile high and has the appearance of a strangely rough-looking blue sky. The microclimate within the cavern features cloudy and rainy weather in addition to sunshine. Map 4.1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                    Star Forge Features Areas around the Star Forge share the following features: Ceilings. The ceiling inside the Star Forge is 100 feet high. Ceilings in any of the shelters around the lake are 50 feet
                                                
                                            
                                                
                                                     the iron flare with white light. The Star Forge sheds bright light for 100 feet and dim light for another 100 feet. An Undead that starts its turn in the bright light takes 3 (1d6) radiant damage. On
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    -foot-high domed ceiling. A balcony runs the length of the west wall, fifty feet above the floor. In the center of the balcony, two dark shapes are slumped in tall chairs.
 Benches coated with
                                                
                                            
                                                
                                                     called the Icon of Ravenloft (see appendix C). Any evil creature that touches the statuette must make a DC 17 Constitution saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    , parallel hallways separated by brick walls that donât quite reach the ceiling. The ceiling emits a scorching, fiery light.
 At the far end of the rightmost hall, a large golden key is mounted on a
                                                
                                            
                                                
                                                     time spent under the ceilingâs heat. Each hallway is 15 feet wide and 100 feet long. The ceiling is 50 feet high, and the brick walls are 40 feet tall. Sun Damage The blazing light that fills this
                                                
                                            
                                        
                                                    Delerium Fragment
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
                                                
                                            
                                        
                                                    Delerium Chip
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
                                                
                                            
                                        
                                                    Delerium Geode
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
                                                
                                            
                                        
                                                    Delerium Massive Cluster
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                     uses its hooks to attach to a wall or ceiling until suitable prey passes nearby. A parasite that comes in physical contact with a Humanoid uses its hooks to latch onto it. The parasite can then drain
                                                
                                            
                                                
                                                     Stealth +4
 Damage Vulnerabilities radiant
 Damage Resistances fire, necrotic, poison
 Condition Immunities charmed, frightened, poisoned
 Senses blindsight 60 ft. (blind beyond this radius), passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     animated to serve as an undead guardian. 33a. Tomb of the Ghohlbrorn This chamber has a flat, 30-foot-high ceiling and 10-foot-high tunnels exiting it to the west, south, and east. Statues. Alcoves to
                                                
                                            
                                                
                                                     radiant damage, resistance to necrotic damage, and immunity to poison damage and the poisoned condition. If it has nothing to attack, the undead bulette burrows back down into its earthen cavity. 33b
                                                
                                            
                                        
                                                    Delerium Crystal
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
                                                
                                            
                                        
                                                    Delerium Shard
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     this hall are as follows: Chandeliers. Radiant crystal chandeliers levitate near the ceiling.
 Paintings. Paintings line the walls. They come in many sizes and have gilded frames.
 The hall contains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     streams down from an aperture in the ceiling 175 feet above. The Astral Font has the following magical properties: Star Beam. A creature that ends its turn in the beam of light is magically teleported
                                                
                                            
                                                
                                                     to the radiant core of Xaryxis, along with anything it is wearing or carrying. (The zodar is immune to this effect.) A creature that enters the star or ends its turn there takes 132 (24d10) radiant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     one randomly determined creature within 10 feet of the ballista. N5. Maintenance Crystals protrude from the chitinous ceiling of this oddly shaped room. Some of the crystals are lit, and others are
                                                
                                            
                                                
                                                     tines resembling grasping claws protrude from the nearby walls and ceiling, stretching toward the sphere but stopping short of it. Along the walls are low-mounted control stations studded with knobs and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     Crew, maintenance workers, and technicians Blue Passengers  Lighting Unless otherwise stated, the shipâs lightingâglowing, fluorescent panes set into the ceilingâremains functional but is turned off
                                                
                                            
                                                
                                                     radiation give off a neon green glow. Exposure to radiation is dangerous. A creature that enters an irradiated area for the first time on a turn or starts its turn there takes 5 (1d10) radiant damage and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Transformation This dead-end cave has a domed ceiling 15 feet high. A 5-foot-tall statue stands atop a 2-foot-tall granite plinth near the east wall. The ancient-looking statue depicts a hooded woman with her
                                                
                                            
                                                
                                                     is blinded and has disadvantage on Wisdom checks and Wisdom saving throws. Sunlight or any effect that deals fire damage or radiant damage destroys the toadstools. 11c. Unreliable Oracle This empty, 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     experienced the vision in area 17 recognize this hall as the same one seen in that vision. The hall contains the following: Shadows. The 40-foot-high vaulted ceiling is buttressed by eight stone columns
                                                
                                            
                                                
                                                     darkness, he has resistance to all damage that isnât force, psychic, or radiant, and he can take the Hide action as a bonus action. His Stealth skill modifier is +10. While in sunlight, he has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Greater Caverns Locations The following locations are keyed to map 6.3. Mike Schley  Map 6.3: Greater Caverns View Player Version G1: Warren Tunnels The domed ceiling of this chamber drips with
                                                
                                            
                                                
                                                    , completing the macabre decoration.
 The steady drip of water from the ceiling down the walls and over the stony corpses creates a shallow pool in the northeastern portion of the cave.
 The calcified
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     the party enters this section of the mine, the jelly begins stalking the group, instinctively waiting for an opportunity to attack a lone target. Low Ceiling. Because of the low ceiling in this area
                                                
                                            
                                                
                                                     cling to the ceiling. The monsters find scant living prey in the mines and are ravenous. Since the characters are probably looking at the skeletons on the floor, the stirges are likely to get the drop
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     threatens it or tries to damage its food source. If the atropal dies, Acererak arrives to take his revenge (see âAcererakâs Revengeâ below). The ceiling of the vault is 30 feet high, and the walls along the
                                                
                                            
                                                
                                                     alcoves for treasure. Nervous Oboâlaka is concerned that the bones in the northern alcoves might rise up and attack. Shrewd Papazotl suspects that the atropal might be vulnerable to radiant damage and that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     takes fire or radiant damage, this trait doesnât function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesnât regenerate.
 Spider Climb. Juiblex can
                                                
                                            
                                                
                                                     a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour. Slippery Slime. Juiblex slimes a square area of ground it can see within the lair. The area can be up
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     thick fog clings to the floor, which is covered in putrid waste. The black ceiling is moving. The catacombs fill an area roughly 110 feet east to west by 180 feet north to south, and the floor is covered
                                                
                                            
                                                
                                                     in several inches of bat guano. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-square crypts, which serve as pillars that support the 20-foot-high ceiling. The area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     gemstones adorn almost every surface that can contain them.
 A set of rungs on the south wall gives access to a hatch in the high ceiling. The hatch presumably provides access to the top of the
                                                
                                            
                                                
                                                     argument. Lighthouse Top The hatch in the ceiling of the fourth floor provides access to the top of the lighthouse. Magical shadow causes this area to be lightly obscured. When the characters arrive, read
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     course.
 4: Sun Thick vines cover every wall in this chamber, which splits into three parallel hallways separated by walls that donât quite reach the ceiling. The ceiling emanates a scorching, fiery
                                                
                                            
                                                
                                                     the Fool card.
 This room is a version of the Surface of the Sun trap in chapter 4, but it differs from that trap in the following ways: Hotter Ceiling. Characters inside the room take 11 (2d10) fire
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     magic also opens the door. It pushes open easily from the inside. This circular chamber has an intricately carved, domed ceiling twenty feet high. A beam of light shines down from the top of the dome
                                                
                                            
                                                
                                                     intricately carved domed ceiling twenty feet high. A beam of light shines down from the top of the dome, illuminating a rectangular stone sarcophagus. Someone has turned this tomb into living quarters, as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . Each scroll is a sheet of parchment measuring 3 feet wide and 6 feet long. C3. Armory This room is missing its ceiling. Stone racks along the walls hold giant-sized morningstars, shields, warhammers
                                                
                                            
                                                
                                                    . The chest contains two potions of healing (greater) and a rusty iron sphere (iron bands of Bilarro). C4. Mess Hall This roomâs ceiling is mostly intact, except for a portion to the south. This room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Eagletalon. A successful DC 10 Intelligence (Arcana or Religion) check made to study the carved pillars reveals that a pillar can be empowered with radiant energy if the name of the hero it represents is
                                                
                                            
                                                
                                                     spoken aloud as an action. Any undead creature that moves within 5 feet of an empowered statue for the first time on a turn or starts its turn there takes 5 (1d10) radiant damage. Each pillar is hollow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    , rising to a vent in the cave ceiling. The water itself sparkles with an inviting, tranquil glow.
 The hot spring has magical restorative properties that were used by the ancient duergar who inhabited the
                                                
                                            
                                                
                                                     in the mind flayersâ takeover. The ashenwights are hostile and attack immediately. Floor-to-ceiling glass windows overlook a churning lava sea. Three large, blackened anvils stand in a row, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Lock spells seal these doors, beyond which are repositories for the libraryâs most valuable or scandalous works. Next to each scribeâs desk is a pull cord hanging through a hole in the ceiling. A tug
                                                
                                            
                                                
                                                     to the Temple of the Radiant Sun.
 Safe Travels. By making a small donation to the temple, adventurers increase the likelihood of safe travel to their next destination.
 Teleportation Circle. Though
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing. Unattended
                                                
                                            
                                                
                                                     erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and nearby
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
                                                
                                            
                                                
                                                     energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
                                                
                                            
                                        






