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                        Returning 35 results for 'ceilings with remain'.
                    
                
                        
                            
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                                        ceiling with remain
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     damage from holy water, this trait doesn't function at the start of Tloques-Popolocas next turn.
Spider Climb. Tloques-Popolocas can climb difficult surfaces, including upside down on ceilings, without
                                                
                                            
                                                
                                                    ":"Children of the Night"} rounds, acting as allies of Tloques-Popolocas and obeying his spoken commands. The beasts remain for 1 hour, until Tloques-Popolocas dies, or until Tloques-Popolocas dismisses them as a bonus action.Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     ceilings, without needing to make an ability check.Slam. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3
                                                
                                            
                                                
                                                     revenge against its target doesnât end a slithering trackerâs existence or its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     difficult surfaces, including upside down on ceilings, without needing to make an ability check.Smother. One Large or smaller creature within 10 feet of the trapper must succeed on a DC 13 Dexterity
                                                
                                            
                                                
                                                     investigate the bones for valuables becomes the trapperâs next meal.
A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to
                                                
                                            
                                        
                                                     Monsters
                                                    Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     on ceilings, without needing to make an ability check.
Web Walker. Yarnspinner ignores movement restrictions caused by webbing.
Web Weaver (3/Day). Yarnspinner can take 1 minute to craft one of the
                                                
                                            
                                                
                                                     more than happy to fashion a hut made of spider silk for his guest to inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     damage or damage from holy water, this trait doesn't function at the start of his next turn.
Spider Climb. Zorak can climb difficult surfaces, including upside down on ceilings, without needing to make
                                                
                                            
                                                
                                                     in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     next dawn.
If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     (1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the
                                                
                                            
                                                
                                                    ","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     on ceilings, without needing to make an ability check.
Vampire Weaknesses. Keresta has the following flaws:
Forbiddance. Keresta can't enter a residence without an invitation from one of the occupants
                                                
                                            
                                                
                                                     commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while youâre under the effects of this card, but the Wish spell can end
                                                
                                            
                                                
                                                     immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
                                                
                                            
                                        
                                                    Vampire Warrior
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    , including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
                                                
                                            
                                                
                                                     the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
                                                
                                            
                                        
                                                    Vampire
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws
                                                
                                            
                                                
                                                    . The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    , including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
                                                
                                            
                                                
                                                    , acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
                                                
                                            
                                        
                                                    Beholder
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
                                                
                                            
                                                
                                                    .
Eye Ray. The beholder uses one random eye ray.A Beholderâs Lair
A beholderâs central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
                                                
                                            
                                                
                                                     central pivots â opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    General Features The features of Alustrielâs sanctum are described in the following sections. Ceilings The ceilings on the first floor of the sanctum are 20 feet high. The ceilings on the upper floor
                                                
                                            
                                                
                                                     areas in bright light. Only area S8 is unlit. Safe from Prying Eyes Everyone in the sanctum is under the effect of a Nondetection spell while they remain inside the structure. Walls Alustriel magically
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     mold or tangled roots. Vecnaâs cultists have scribbled symbols on the walls, depicting staring eyes and left hands. Ceilings Ceilings are 10 feet high in passages and 15 feet high in rooms unless
                                                
                                            
                                                
                                                     mechanisms remain. A network of pipes runs through areas C7âC12 and C14âC15, indicated on map 1.1 by solid lines. The sound of dripping water echoes throughout these areas.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
                                                
                                            
                                                
                                                     central pivots â opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     stonework of their city. The complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. In the passages, the walls slope together unevenly to meet at an angle
                                                
                                            
                                                
                                                     about 15 feet above the floor. The chamber ceilings are about 10 feet above the floor near the walls, but they can be as much as 30 feet high in the middle. Dark Curtains. Clouds of black fog, cold and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Temple Features This quarter has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
                                                
                                            
                                                
                                                     central pivots â opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    The Mists Characters who remain outside the house can see the mists close in around them, swallowing up the rest of the village. As more buildings disappear into the mists, the characters are left
                                                
                                            
                                                
                                                    , everything within them is old and draped in cobwebs, and the floorboards groan underfoot. 
 Ceilings vary in height by floor. The first floor has 10-foot-high ceilings, the second floor has 12-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     heart are made of purple flesh. Parts of this flesh have been petrified, hardening into gray crystal, while other parts remain soft and spongy. The heart beats erratically, sending a dull pulse echoing through its chambers every few minutes. The ceilings in the heart are all 50 feet high.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     restore the Tyar-Besil palace and transform it into Aerisi Kalinothâs new Temple of Howling Hatred. The area has the following features. Any exceptions are noted in areas to which they apply. Ceilings
                                                
                                            
                                                
                                                    . Interior ceilings are 15 feet high except in the central plaza, where the ceiling is 75 feet high. Chasm. The chasm plummets 200 feet. Doors. Single doors are made from stone slabs balanced on central
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     places, and the ceilings have begun to sag as though they wonât remain in place much longer. Areas within the Shadowfell are no longer part of Undermountain and therefore arenât subject to its magical
                                                
                                            
                                                
                                                    Into the Shadowfell Areas 19 through 33 of Vanrakdoom are ensconced in the Shadowfell and remain there as long as Umbraxakar is alive. In these areas, bright light is reduced to dim light, and dim
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Features of the Tomb Unless otherwise stated, the areas of the complex have the following features. Ceilings, Doors, Floors, and Walls The ceilings, floors, and walls of the complex are constructed
                                                
                                            
                                                
                                                     from limestone. Chamber ceilings are 20 feet high, while hallway ceilings are 10 feet high. Doors are wooden and unlocked unless otherwise specified; some must be opened by special means. The complexâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Keep Features The water cultists are busy repairing Rivergard, but parts of the complex remain inaccessible. For example, the upper floors of the north tower and the water tower are filled with
                                                
                                            
                                                
                                                    , and 4 feet high. Ceilings. Most ceilings are 12 feet high. Defenders. Jolliver Grimjaw is known as âJollyâ to his followers, as a shortening of his first name and an sarcastic comment on his demeanor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     signs that a black dragonâs lair is nearby.
 Cobblehook Corsairs Other than Pierre, the only Corsairs who remain in the cove have sworn undying loyalty to Sablewing. Unless otherwise stated, the
                                                
                                            
                                                
                                                     objects that arenât being worn or carried also take this damage.
 
 Ceilings In the coveâs rocky caverns, ceilings are 40 feet high except in area B13, where the ceiling is 80 feet high. Ceilings
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    General Features In the lair, all corridors are 10 feet wide with 12-foot-high ceilings. All rooms have 12-foot ceilings, except for areas 10, 11, 12, 22, 24, 25, 36, and 40, which are 15 feet high
                                                
                                            
                                                
                                                     challenged, one of the guards tries to escape to 3 for help. 3 3 lizardfolk, 1 lizardfolk scaleshield* If a guard from 2 escaped, these guards go to 2. If not, they remain here until alerted by noise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Carrion Crawler Carrion crawlers are large subterranean predators and scavengers that scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature
                                                
                                            
                                                
                                                    , including upside down on ceilings, without needing to make an ability check.
 Actions
 Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.
 Tentacles
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     the DM! Ceilings. All passages are at least 20 feet high, small caves being 25 feet or so from floor to ceiling vault and large caverns anywhere from 25 to 75 feet high (areas 7, 19, and 20 are among
                                                
                                            
                                                
                                                     patches of phosphorescent growth as dungeon dressingâthe light making it possible to see movement across it but not sufficient to illuminate an area. Sounds. If the characters were to remain still
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     round. Valtagar and others in nearby areas might also hear the activity, but they remain where they are. 6a. North Watch Post Two female duergar named Kavalra and Nisha guard this chamber. 6b. South
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     a quest, stating that he must remain at the lodge in case nobles from Neverwinter come looking for his services. LODGE FEATURES
 The map of Falconâs Hunting Lodge shows the upper levels and main
                                                
                                            
                                                
                                                     and are divided by wooden fences. They hold two dozen chickens and a rooster, six pigs, and four goats. The animals are well treated and not dangerous.
 Ceilings. Interior ceilings are 9 feet high and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     giant leading them utters a command phrase in the Giant tongue that unlocks and opens the adamantine doors to the Vonindod assembly hall (see area 28). These reinforcements remain in the assembly hall
                                                
                                            
                                                
                                                     with an iron padlock that can be picked with thievesâ tools and a successful DC 15 Dexterity check. Each adult yakfolk carries a key that opens all the cages.
 Ceilings. The mines have 20-foot-high
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , their cracked and bloodstained lips open wide, revealing sharp fangs. These minions of Strahdâformer adventurers allâcreep along ceilings and drop down on unsuspecting prey. The vampire spawn fight
                                                
                                            
                                                
                                                     the partyâs allies for as long as they remain with the party, or until Strahd appears. If the characters leave the castle, the Vistani accompany them, since choosing to remain in the castle would
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     into them. Ceilings. The ceilings are 10 feet high and gently curved and smoothed like the walls. Light. All areas are lit by continual flame spells cast on wall sconces. Scry-Proof. Any attempt to
                                                
                                            
                                                
                                                     creature that bathes in the mud for 1 minute gains 1d4 + 1 temporary hit points for 1 hour. If any temporary hit points remain when the effect expires, the affected creature takes 5 necrotic damage. U2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes
                                                
                                            
                                                
                                                     discern its presence.
 Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 Actions
 Smother. One Large or smaller
                                                
                                            
                                        






