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Returning 35 results for 'ceilings wielding revealing'.
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ceilings willing repelling
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Monsters
Planescape: Adventures in the Multiverse
on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Spider Climb. The blight can climb difficult surfaces, including upside down on ceilings, without needing to make
by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp vines to feed its bloodlust.
While razorvine blights are usually
Monsters
Waterdeep: Dungeon of the Mad Mage
, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
While cursed with spider features, he can climb difficult surfaces, even across ceilings
damage or if another creature takes an action to shake it awake.Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
Monsters
Quests from the Infinite Staircase
, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. Drelnza takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has
be wielding a melee weapon.Drelnza is the vampire daughter of Iggwilv the Witch Queen;Iggwilv. She is the Witch Queen’s greatest treasure, an immortal warrior who guards some of her mother&rsquo
Monsters
Mythic Odysseys of Theros
succeed instead.
Magic Resistance. Arasta has advantage on saving throws against spells and other magical effects.
Spider Climb. Arasta can climb difficult surfaces, including upside down on ceilings
ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies.
Fighting Arasta as a mythic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
stands in a section of wall that bears the image of a dwarf wizard wielding a staff. The staff is made of real iron and is partially embedded in the stone. An arcane lock has been cast on the secret
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
stands in a section of wall that bears the image of a dwarf wizard wielding a staff. The staff is made of real iron and is partially embedded in the stone. An arcane lock has been cast on the secret
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, their cracked and bloodstained lips open wide, revealing sharp fangs. These minions of Strahd—former adventurers all—creep along ceilings and drop down on unsuspecting prey. The vampire spawn fight
tarnished silver platter with a lid (worth 25 gp). If a character comes within 5 feet of the servant, it lifts the lid, revealing a bunch of moldy scones. The first character to eat a scone gains
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, their cracked and bloodstained lips open wide, revealing sharp fangs. These minions of Strahd—former adventurers all—creep along ceilings and drop down on unsuspecting prey. The vampire spawn fight
tarnished silver platter with a lid (worth 25 gp). If a character comes within 5 feet of the servant, it lifts the lid, revealing a bunch of moldy scones. The first character to eat a scone gains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
26. Clean Tunnels These tunnels are 10 feet high with flat ceilings. They’re swept clean on a regular basis by the gelatinous cube that characters first encounter in area 26c. Halaster has also
the graven image of a human wizard wielding a wand. The rules of this gate are as follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
26. Clean Tunnels These tunnels are 10 feet high with flat ceilings. They’re swept clean on a regular basis by the gelatinous cube that characters first encounter in area 26c. Halaster has also
the graven image of a human wizard wielding a wand. The rules of this gate are as follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp
, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The blight makes two Claw attacks.
Claw. Melee Weapon Attack: +4 to hit (with advantage if the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp
, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The blight makes two Claw attacks.
Claw. Melee Weapon Attack: +4 to hit (with advantage if the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Drelnza can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. Drelnza takes 20 radiant damage when she starts her turn
its turn, Drelnza moves up to her speed without provoking opportunity attacks.
Parry. Drelnza adds 5 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
Craig Elliott
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Drelnza can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. Drelnza takes 20 radiant damage when she starts her turn
its turn, Drelnza moves up to her speed without provoking opportunity attacks.
Parry. Drelnza adds 5 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
Craig Elliott
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
from its head. It opens its mouth, revealing sharp teeth.
The giant slug used to be the cleric of Umberlee for whom the Typhoon Palace was built. The sea goddess transformed the cleric as a punishment
walking speed and climbing speed of 10 feet. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
It can innately cast each of the following
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
from its head. It opens its mouth, revealing sharp teeth.
The giant slug used to be the cleric of Umberlee for whom the Typhoon Palace was built. The sea goddess transformed the cleric as a punishment
walking speed and climbing speed of 10 feet. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
It can innately cast each of the following
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the
gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. When you jump, you can make a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
apparitions intone ancient words in Giant, causing Reggaryarva to fade away as his throne rises 30 feet into the air, revealing a hidden staircase that descends to area J2. If she is present, Yselm Bloodfang
-foot-high ceilings throughout. As the characters descend the stairs, read: To your left as you enter this dark hall is a closed, stone double door with no handles or hinges on this side. To your right is
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the
gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. When you jump, you can make a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
apparitions intone ancient words in Giant, causing Reggaryarva to fade away as his throne rises 30 feet into the air, revealing a hidden staircase that descends to area J2. If she is present, Yselm Bloodfang
-foot-high ceilings throughout. As the characters descend the stairs, read: To your left as you enter this dark hall is a closed, stone double door with no handles or hinges on this side. To your right is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
throws against spells and other magical effects.
Spider Climb. Arasta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. Arasta
trait: The nightmarish arachnid unleashes a shriek that sounds like a thousand spider carapaces scarring slate. In response, the ground ripples and bursts over the monster, revealing itself as a wave
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
throws against spells and other magical effects.
Spider Climb. Arasta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. Arasta
trait: The nightmarish arachnid unleashes a shriek that sounds like a thousand spider carapaces scarring slate. In response, the ground ripples and bursts over the monster, revealing itself as a wave
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
features. Light. The basement is dark. Torch sconces and hooks for lanterns can be found in each room, but no lanterns or torches are present. Ceiling. The ceilings in areas 1 through 3 are 10 feet high and
, the door automatically opens into this area, revealing area 3 and activating the mechanical creatures in that area. 3. Recharging Station A buzzing sound and a deep hum rises suddenly as the door
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
features. Light. The basement is dark. Torch sconces and hooks for lanterns can be found in each room, but no lanterns or torches are present. Ceiling. The ceilings in areas 1 through 3 are 10 feet high and
, the door automatically opens into this area, revealing area 3 and activating the mechanical creatures in that area. 3. Recharging Station A buzzing sound and a deep hum rises suddenly as the door
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, yearning to seize power while destroying any creatures that oppose them. Wielding a flaming whip and a longsword that channels the power of the storm, a balor’s battle prowess is fueled by hatred and
humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, yearning to seize power while destroying any creatures that oppose them. Wielding a flaming whip and a longsword that channels the power of the storm, a balor’s battle prowess is fueled by hatred and
humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Avernus has warped the others to represent likenesses of a winged female devil wielding a luminous sword.
The devil represented in the magically altered columns is Zariel. The wooden doors leading
the altar while the hand is opened and succeeds on a DC 15 Wisdom (Perception) check detects a large secret panel in the palm of the hand. The panel opens easily, revealing a concealed staircase
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Avernus has warped the others to represent likenesses of a winged female devil wielding a luminous sword.
The devil represented in the magically altered columns is Zariel. The wooden doors leading
the altar while the hand is opened and succeeds on a DC 15 Wisdom (Perception) check detects a large secret panel in the palm of the hand. The panel opens easily, revealing a concealed staircase
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
courthouse on Phlegethos, the fourth layer of the Nine Hells. The hall is 60 feet wide and has 30-foot-high ceilings, but it is infinitely long and unbearably hot. The hall constitutes an area of extreme
a column near one of the pentacles is a Weapon of Warning (glaive) veined with hellfire. G9d: Mechanized Checkpoint A copper-hued light flares and then fades, revealing a doorless, perfectly cubic
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
courthouse on Phlegethos, the fourth layer of the Nine Hells. The hall is 60 feet wide and has 30-foot-high ceilings, but it is infinitely long and unbearably hot. The hall constitutes an area of extreme
a column near one of the pentacles is a Weapon of Warning (glaive) veined with hellfire. G9d: Mechanized Checkpoint A copper-hued light flares and then fades, revealing a doorless, perfectly cubic
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
west, a large statue depicts a human woman wielding a bow and arrow. To the east, two comfortable chairs accompany a small table. A double door leads outside to the north, and two doors on the south
the other side of the wall—revealing a secret way to area T9. Treasure. Four 12-foot-wide paintings (400 gp each) and a smaller 2-foot-wide painting (1,000 gp) are on display. A character who examines
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
west, a large statue depicts a human woman wielding a bow and arrow. To the east, two comfortable chairs accompany a small table. A double door leads outside to the north, and two doors on the south
the other side of the wall—revealing a secret way to area T9. Treasure. Four 12-foot-wide paintings (400 gp each) and a smaller 2-foot-wide painting (1,000 gp) are on display. A character who examines
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Forests of Slaughter These caverns house a Thayan menagerie. Locations in the Forests of Slaughter are identified on map 5.7. Map 5.7: Forests of Slaughter Light. The cavern ceilings glow with
. The turf is burned and overturned, revealing the stone floor in places.
A behir spends its days sleeping and eating in this chamber. The creature is asleep or otherwise preoccupied when the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
surrounding buildings. The floors, walls, and ceilings of the temple are old wood, too damp to burn and rotten enough to be almost spongy to the touch. No cultists dwell inside the temple. The
the temple and the submerged grotto. The chuuls are most likely to use this option if their Sense Magic trait suggests that doing so might separate powerful magic-wielding characters from the rest of
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
Dale, how they fought off terrible monsters to claim their land, and how they found peace in their new home. Characters who study the artwork can pick out an image of the chieftain wielding a wand and