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Returning 35 results for 'ceilings walked religion'.
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Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Cult of Rakdos SUNG CHOI Jace walked into the Rakdos club, pushing into a wall of scents and sounds. The ceilings were surprisingly high inside, draped with banners and spiked chains. An impish
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Cult of Rakdos SUNG CHOI Jace walked into the Rakdos club, pushing into a wall of scents and sounds. The ceilings were surprisingly high inside, draped with banners and spiked chains. An impish
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Features The dungeon is remarkably clean and kept in excellent condition. Its common features are summarized here. Lit Tunnels. Tunnels are 9 feet high and have curved ceilings. Oil lanterns
plaster ceilings. Secret doors blend in with the surrounding walls, but a character with darkvision or sufficient light can find a secret door with a successful DC 10 Wisdom (Perception) check. Smell
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Features The dungeon is remarkably clean and kept in excellent condition. Its common features are summarized here. Lit Tunnels. Tunnels are 9 feet high and have curved ceilings. Oil lanterns
plaster ceilings. Secret doors blend in with the surrounding walls, but a character with darkvision or sufficient light can find a secret door with a successful DC 10 Wisdom (Perception) check. Smell
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
mouth braced by two rectangular stone slabs topped with a heavy lintel stone. All the caves have 7-foot-high ceilings and crude wooden gates for doors. Each cave features a different layout but has
10 Intelligence (Religion) check can ascertain that the bones are a warning to stay away.
B: Boar Pen. The gate to this room is lashed shut with rope. It holds a boar that is the anchorite’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
40 ft.
STR
16(+3)
DEX
12(+1)
CON
14(+2)
INT
12(+1)
WIS
15(+2)
CHA
10(+0)
Saving Throws Con +4, Wis +4
Skills Insight +4, Nature +3, Religion +3
can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The kraul makes one attack with its quarterstaff and casts one of its
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
mouth braced by two rectangular stone slabs topped with a heavy lintel stone. All the caves have 7-foot-high ceilings and crude wooden gates for doors. Each cave features a different layout but has
10 Intelligence (Religion) check can ascertain that the bones are a warning to stay away.
B: Boar Pen. The gate to this room is lashed shut with rope. It holds a boar that is the anchorite’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
40 ft.
STR
16(+3)
DEX
12(+1)
CON
14(+2)
INT
12(+1)
WIS
15(+2)
CHA
10(+0)
Saving Throws Con +4, Wis +4
Skills Insight +4, Nature +3, Religion +3
can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The kraul makes one attack with its quarterstaff and casts one of its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. God-Watched Gates These rooms house shrines dedicated to gods of the drow pantheon. The 20-foot-high vaulted ceilings are obscured by thick webs. 9a. The Elder Eye A 20-foot-diameter hemisphere of
statue can, with a successful DC 15 Intelligence (Religion) check, ascertain that it represents Ghaunadaur, god of oozes, slimes, and all things subterranean. Locked Double Door. The doors south of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. God-Watched Gates These rooms house shrines dedicated to gods of the drow pantheon. The 20-foot-high vaulted ceilings are obscured by thick webs. 9a. The Elder Eye A 20-foot-diameter hemisphere of
statue can, with a successful DC 15 Intelligence (Religion) check, ascertain that it represents Ghaunadaur, god of oozes, slimes, and all things subterranean. Locked Double Door. The doors south of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Antechamber Several traps and obstacles await visitors to these areas. The ceilings are 10 feet high throughout. 5a. Halaster’s Coin Columns. Six 10-foot-wide columns support the ceiling.
Gilded
and psionics. Recognizing this sinister figure requires a successful DC 20 Intelligence (Religion) check; dwarves (including duergar) have advantage on the check. A successful DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Antechamber Several traps and obstacles await visitors to these areas. The ceilings are 10 feet high throughout. 5a. Halaster’s Coin Columns. Six 10-foot-wide columns support the ceiling.
Gilded
and psionics. Recognizing this sinister figure requires a successful DC 20 Intelligence (Religion) check; dwarves (including duergar) have advantage on the check. A successful DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(+1)
DEX
16 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
Skills Athletics +5, Religion +2, Stealth +5
Senses darkvision 60 ft., passive
to sleep.
Spider Climb. The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(+1)
DEX
16 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
Skills Athletics +5, Religion +2, Stealth +5
Senses darkvision 60 ft., passive
to sleep.
Spider Climb. The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. House Auvryndar This area outside the old temple of Dumathoin marks the beginning of the drow settlement. All the chambers have flat, 10-foot-high ceilings. 5a. Welcoming Committee Guards. Four
area 6 is emblazoned with a bronze relief of a mountain with a fist-sized depression in its center. The door is locked.
Bronze Relief Door. A successful DC 13 Intelligence (Religion) check reveals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. House Auvryndar This area outside the old temple of Dumathoin marks the beginning of the drow settlement. All the chambers have flat, 10-foot-high ceilings. 5a. Welcoming Committee Guards. Four
area 6 is emblazoned with a bronze relief of a mountain with a fist-sized depression in its center. The door is locked.
Bronze Relief Door. A successful DC 13 Intelligence (Religion) check reveals
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Perception +12, Religion +10, Stealth +14
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 22
Languages
function at the start of his next turn.
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Strahd has
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Perception +12, Religion +10, Stealth +14
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 22
Languages
function at the start of his next turn.
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Strahd has
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
percent chance they are attacked by two red slaadi that fight to the death. Sunward Fortress Features The ruin has the following features: Ceilings. The ceilings in the ruins are 10 feet high. Light
cleric of Sirrion or a character who succeeds on a DC 14 Intelligence (Religion) check recognizes the symbols on the altar as holy to Sirrion, god of creativity and change. A character who speaks an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
), Strahd can take one of the following lair action options, or forgo using any of them in that round: Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and
18(+4)
CON
18(+4)
INT
20(+5)
WIS
15(+2)
CHA
18(+4)
Saving Throws Dex +9, Wis +7, Cha +9
Skills Arcana +15, Perception +12, Religion +10, Stealth +14
Damage
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
secret passages in areas C1 through area C4. Shrine Features The shrine has the following features: Ceilings. The ceilings in the shrine are 15 feet high. Light. All areas of the shrine are brightly
a majestic bird with outstretched wings.
A follower of Habbakuk or a character who succeeds on a DC 12 Intelligence (Religion) check recognizes the bird on the door as a blue phoenix, the symbol of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
secret passages in areas C1 through area C4. Shrine Features The shrine has the following features: Ceilings. The ceilings in the shrine are 15 feet high. Light. All areas of the shrine are brightly
a majestic bird with outstretched wings.
A follower of Habbakuk or a character who succeeds on a DC 12 Intelligence (Religion) check recognizes the bird on the door as a blue phoenix, the symbol of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
), Strahd can take one of the following lair action options, or forgo using any of them in that round: Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and
18(+4)
CON
18(+4)
INT
20(+5)
WIS
15(+2)
CHA
18(+4)
Saving Throws Dex +9, Wis +7, Cha +9
Skills Arcana +15, Perception +12, Religion +10, Stealth +14
Damage
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
percent chance they are attacked by two red slaadi that fight to the death. Sunward Fortress Features The ruin has the following features: Ceilings. The ceilings in the ruins are 10 feet high. Light
cleric of Sirrion or a character who succeeds on a DC 14 Intelligence (Religion) check recognizes the symbols on the altar as holy to Sirrion, god of creativity and change. A character who speaks an
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
CON
12(+1)
INT
11(+0)
WIS
14(+2)
CHA
10(+0)
Skills Athletics +5, Religion +2, Stealth +5
Senses darkvision 60 ft., passive Perception 12
Languages Undercommon
, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
CON
12(+1)
INT
11(+0)
WIS
14(+2)
CHA
10(+0)
Skills Athletics +5, Religion +2, Stealth +5
Senses darkvision 60 ft., passive Perception 12
Languages Undercommon
, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, including one in cowled robes who seemed to be a mass of eyes and mouths. There was also a goblin who walked around as if he owned the place. If the characters ask, the goblin matches Splugoth’s smirking
fidgets with the medallion she wears, especially when trying to remember something. A DC 12 Intelligence (Religion) check notes that priests often wear such medallions, engraved with their holy symbol
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, including one in cowled robes who seemed to be a mass of eyes and mouths. There was also a goblin who walked around as if he owned the place. If the characters ask, the goblin matches Splugoth’s smirking
fidgets with the medallion she wears, especially when trying to remember something. A DC 12 Intelligence (Religion) check notes that priests often wear such medallions, engraved with their holy symbol
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stout Half-Pint has been undertaking recurring renovations since they moved in two years ago. Except where otherwise noted, all areas of the lighthouse have the following features. Ceilings. Ceilings
start of its turn if it has at least 1 hit point. Light ’Em Up. Any character who witnesses the effects the lens’s shadow has on the undead can attempt a DC 10 Intelligence (Arcana or Religion) check to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stout Half-Pint has been undertaking recurring renovations since they moved in two years ago. Except where otherwise noted, all areas of the lighthouse have the following features. Ceilings. Ceilings
start of its turn if it has at least 1 hit point. Light ’Em Up. Any character who witnesses the effects the lens’s shadow has on the undead can attempt a DC 10 Intelligence (Arcana or Religion) check to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Verbeeg Lair The lair’s caves and tunnels have rough, 20-foot-high ceilings covered with large icicles. The floors are somewhat uneven but not rough enough to be difficult terrain. The verbeeg, named
stone shape spells, is an outcrop extending from the pool’s rocky bottom. Any character who succeeds on a DC 12 Intelligence (Religion) check recognizes it as a depiction of Silvanus, a god of nature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Verbeeg Lair The lair’s caves and tunnels have rough, 20-foot-high ceilings covered with large icicles. The floors are somewhat uneven but not rough enough to be difficult terrain. The verbeeg, named
stone shape spells, is an outcrop extending from the pool’s rocky bottom. Any character who succeeds on a DC 12 Intelligence (Religion) check recognizes it as a depiction of Silvanus, a god of nature
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
or rely on darkvision to see in the dungeon.) The 5-foot-wide corridors throughout the dungeon have 8-foot-high ceilings. Rooms have 9-foot-high ceilings, often braced with wooden beams. Each beam is a
bereft of decor. Carved into each of its three doors is a full-figure depiction of one of the Dead Three. A character recognizes all the figures with a successful DC 10 Intelligence (Religion) check. East
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
or rely on darkvision to see in the dungeon.) The 5-foot-wide corridors throughout the dungeon have 8-foot-high ceilings. Rooms have 9-foot-high ceilings, often braced with wooden beams. Each beam is a
bereft of decor. Carved into each of its three doors is a full-figure depiction of one of the Dead Three. A character recognizes all the figures with a successful DC 10 Intelligence (Religion) check. East
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
especially so when trapped in a dead end in Wave Echo Cave This area consists of numerous intersecting passages. The ceilings here are only six feet high, and several of the passages end in partially
character proficient in the Religion skill recognizes the depiction. The statue is beautifully carved, and its emerald eyes appear to be worth 5,000 gp each. A character can climb the statue and pry