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Returning 35 results for 'ceilings warning rule'.
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Classes
Xanathar's Guide to Everything
to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights &mdash
; as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often
Classes
Xanathar's Guide to Everything
to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights &mdash
; as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ceilings, without making an ability check.
Unusual Nature. The alkilith doesn’t require air, food, drink, or sleep.Multiattack. The alkilith makes three Tentacle attacks.
Tentacle. Melee Weapon
demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, 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
spiderlike creatures originally created to serve Lolth. They rule colonies of chitine;chitines and lead them into battle in Lolth’s war against her enemies.
When devotees of Lolth created the first
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and explorers wander in ever-smaller circles. And above it all, dragons rule the range—fire-belching creatures whose bellies, it is said, are filled with the flames of Purphoros’s forge. Those who
live in the foothills of the Katachthons are loath to acknowledge any tales of wondrous treasure or mysterious creatures to be found there, only repeating a warning to travelers: if you must cross them
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and explorers wander in ever-smaller circles. And above it all, dragons rule the range—fire-belching creatures whose bellies, it is said, are filled with the flames of Purphoros’s forge. Those who
live in the foothills of the Katachthons are loath to acknowledge any tales of wondrous treasure or mysterious creatures to be found there, only repeating a warning to travelers: if you must cross them
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
a human’s home, and cutlery a human army could use as weapons. As a general rule, multiply each dimension of a space or object by three to estimate its giant-sized version, or by four if it’s made by
cloud or storm giants. Giant-sized locations have the following features: Ceilings. Comfortable ceilings for giants must exceed 20 feet at minimum. Most ceilings are 30 feet high, with luxurious or
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
a human’s home, and cutlery a human army could use as weapons. As a general rule, multiply each dimension of a space or object by three to estimate its giant-sized version, or by four if it’s made by
cloud or storm giants. Giant-sized locations have the following features: Ceilings. Comfortable ceilings for giants must exceed 20 feet at minimum. Most ceilings are 30 feet high, with luxurious or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Piercer Aberrant Counterfeit Stalactite Habitat: Underdark; Treasure: Individual Piercers resemble stalactites, but each has a toothy maw and a single eye. They hang from cavern ceilings along routes
ropers as they can to avoid ropers’ undiscerning hunger. Many piercers migrate vast distances through the Underdark, often to caverns or buried ruins near the surface. Rule 8: Never trust a stalactite
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Piercer Aberrant Counterfeit Stalactite Habitat: Underdark; Treasure: Individual Piercers resemble stalactites, but each has a toothy maw and a single eye. They hang from cavern ceilings along routes
ropers as they can to avoid ropers’ undiscerning hunger. Many piercers migrate vast distances through the Underdark, often to caverns or buried ruins near the surface. Rule 8: Never trust a stalactite
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
Teleportation As long as Vecna is conducting his ritual, teleportation magic doesn’t function in this place or any of the connected demiplanes. There is an exception to this rule: thanks to their Vecna’s Links
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
Teleportation As long as Vecna is conducting his ritual, teleportation magic doesn’t function in this place or any of the connected demiplanes. There is an exception to this rule: thanks to their Vecna’s Links
Compendium
- Sources->Dungeons & Dragons->Monster Manual
undersides, ropers can climb walls and suspend themselves from ceilings. These hunters often position themselves in unexpected or treacherous locations, using their surroundings to weaken their prey. Roll
slime*. 7 Pools of magma or boiling water. 8 Razorvine* or similar dangerous plants. *See the Dungeon Master’s Guide. Rule 9: Never trust a stalagmite.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
failures outnumber their successes. They seldom stray far from home, subsisting largely on the mushrooms that grow on misty islands outside their caves. Gnomengarde has two married kings who rule in
FEATURES
Gnomengarde’s caves are hewn from solid rock and share the following features.
Ceilings. Ceilings throughout are 7 feet high and flat.
Doors. Normal doors are made of wood fitted with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
undersides, ropers can climb walls and suspend themselves from ceilings. These hunters often position themselves in unexpected or treacherous locations, using their surroundings to weaken their prey. Roll
slime*. 7 Pools of magma or boiling water. 8 Razorvine* or similar dangerous plants. *See the Dungeon Master’s Guide. Rule 9: Never trust a stalagmite.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
failures outnumber their successes. They seldom stray far from home, subsisting largely on the mushrooms that grow on misty islands outside their caves. Gnomengarde has two married kings who rule in
FEATURES
Gnomengarde’s caves are hewn from solid rock and share the following features.
Ceilings. Ceilings throughout are 7 feet high and flat.
Doors. Normal doors are made of wood fitted with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Duergar Outpost Areas 6a through 6c have 10-foot-high ceilings. Streaks of blood cover their tiled floors and walls. The duergar stationed in these areas have orders to escort visitors to Valtagar
are meant to rule, not be ruled. With each new tirade, Brona and Ubrix roll their eyes in exasperation.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Duergar Outpost Areas 6a through 6c have 10-foot-high ceilings. Streaks of blood cover their tiled floors and walls. The duergar stationed in these areas have orders to escort visitors to Valtagar
are meant to rule, not be ruled. With each new tirade, Brona and Ubrix roll their eyes in exasperation.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
corpses create a sense of unease and dread, warning visitors that Deadstone Cleft is a place of death. As cold wind passes through the canyon, it produces a moan that seems to issue from the gaping mouths
an ability check.
Ceilings. The central canyon — as well as areas 5, area 7, and area 12 — are open to the sky. Unless otherwise noted, caves have 50-foot-high ceilings with 30-foot-high passages
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
corpses create a sense of unease and dread, warning visitors that Deadstone Cleft is a place of death. As cold wind passes through the canyon, it produces a moan that seems to issue from the gaping mouths
an ability check.
Ceilings. The central canyon — as well as areas 5, area 7, and area 12 — are open to the sky. Unless otherwise noted, caves have 50-foot-high ceilings with 30-foot-high passages
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
warning signs around it read, “Danger: Elemental Forces.” A cavernous opening in the south wall provides access to the interior. When the characters enter, read or paraphrase the following text: The
throughout the Furygale Repository: Map 5.1: furygale repository View Player Version Ceilings and Walls. The walls and ceilings are as hard and durable as stone. The structure’s ceiling rises 20 feet
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
warning signs around it read, “Danger: Elemental Forces.” A cavernous opening in the south wall provides access to the interior. When the characters enter, read or paraphrase the following text: The
throughout the Furygale Repository: Map 5.1: furygale repository View Player Version Ceilings and Walls. The walls and ceilings are as hard and durable as stone. The structure’s ceiling rises 20 feet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often
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->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->Locathah Rising
hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a
innate swimming speed. The trident regains 1d3 expended charges daily at dawn. Weapon of Warning This magic weapon warns you of danger. While the weapon is on your person, you have advantage on
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a
innate swimming speed. The trident regains 1d3 expended charges daily at dawn. Weapon of Warning This magic weapon warns you of danger. While the weapon is on your person, you have advantage on
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as
his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as
his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can
Confusion.
Magic Resistance. The alkilith has advantage on saving throws against spells and other magical effects.
Spider Climb. The alkilith can climb difficult surfaces, such as upside down on ceilings
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Fortress Badlands Locations (T1-T2) The following locations are keyed to map 6.2. Map 6.2: fortress badlands View Player Version Unless noted otherwise, entryways and ceilings in the caves are 10
telepathically warning intruders to leave immediately or face annihilation. Creatures that don’t comply are attacked. Kites. The three kites are hideous amalgamations of flesh and bone that serve as aerial
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Fortress Badlands Locations (T1-T2) The following locations are keyed to map 6.2. Map 6.2: fortress badlands View Player Version Unless noted otherwise, entryways and ceilings in the caves are 10
telepathically warning intruders to leave immediately or face annihilation. Creatures that don’t comply are attacked. Kites. The three kites are hideous amalgamations of flesh and bone that serve as aerial
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can
Confusion.
Magic Resistance. The alkilith has advantage on saving throws against spells and other magical effects.
Spider Climb. The alkilith can climb difficult surfaces, such as upside down on ceilings
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, mother, and three young children) dash across their path, hounded by seven kobolds. Without warning, five humans dash out from between two buildings on your left. A limping man and three young children
keep, characters earn a bonus of 50 XP per nonplayer character (NPC) brought alive into the keep. Divide this bonus equally among the party members. Alternatively, if you are using the milestone experience rule, the characters reach 2nd level once they arrive at the keep.