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                        Returning 35 results for 'charmed ceiling'.
                    
                
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Insanity. The Pudding King has advantage on saving throws against being charmed or frightened
                                                
                                            
                                                
                                                     this action. His statistics and capabilities are otherwise replaced by those of the new form.
Create Green Slime (Recharges after a Long Rest). The Pudding King creates a patch of green slime. The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.Acid, Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
                                                
                                            
                                                
                                                     connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
                                                
                                            
                                                
                                                    . The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     from the ceiling, giving the place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in
                                                
                                            
                                                
                                                     telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     state but are hung with the dragon’s collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended from the ceiling, giving the
                                                
                                            
                                                
                                                     one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    4. Caught in the Tentacles Ceilings. The central portion of this chamber has a domed ceiling 20 feet high. Wings to the east and west have 15-foot-high arched ceilings.
 Crevasse. Orange light and
                                                
                                            
                                                
                                                     flayer’s tentacles. Any humanoid that passes between the statues must succeed on a DC 22 Intelligence saving throw or be charmed by the statues for 1 minute. The charmed creature must use all of its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    12. Ballroom Pillars and Ceiling. Ten pillars carved with friezes of drow warriors support the 50-foot-high arched ceiling, which is engraved with web-like patterns. Two pillars have toppled at the
                                                
                                            
                                                
                                                     out to a range of 120 feet. They have advantage on saving throws against being charmed, and magic can’t put them to sleep. While in sunlight, they have disadvantage on attack rolls, as well as on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    21. Animated Ballistae Light. The arched, 30-foot-high ceiling of this long hall is studded with glowing red crystals that cast dim light throughout the hall. (Crystals pried out of their fixtures go
                                                
                                            
                                                
                                                     feet and is blind beyond this distance. It can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it can’t right itself if knocked prone. As an action, it can fire a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     features are as follows: Ceiling. The 30-foot-high ceiling is supported by two thick stone columns that have rusty iron torch brackets mounted to them.
 Vampires in the Fog. The floor is heavily obscured
                                                
                                            
                                                
                                                     Portia Dzuth (see area 25b) if she is present and still charmed by Keresta. The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. Their names are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The Spider King senses when intruders enter its domain and can’t be surprised by them. Along with two normal
                                                
                                            
                                                
                                                     the walls and ceiling, getting into position above creatures on the floor. The Spider King and the giant spiders fight to the death, but they don’t follow prey that flees. Development Sounds of combat here alert the duergar in area 7.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Thrall. Agorra Duskaxe, a female duergar, stands guard just inside the entrance.
 Steamer. Water dripping from a crack in the ceiling falls into a cylindrical metal contraption at the center of the cave
                                                
                                            
                                                
                                                     into the top chamber through the crack in the ceiling. Small holes in the sides of the top chamber allow steam to vent into the cave, keeping it warm and moist. Treasure. One spirit naga has a rod of
                                                
                                            
                                        
                                                     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->Monster Manual
                                                    
                                                
                                            
                                                     like someone trapped in a wall. 4 Organizes a pack’s contents across the floor. 5 Playfully puppets a corpse or doll. 6 Removes bedding while someone sleeps. 7 Sticks knives or weapons in the ceiling
                                                
                                            
                                                
                                                    , Thunder
 Immunities Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
 Senses Darkvision 60 ft.; Passive Perception 10
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     effect can’t trigger that particular angel’s effect again until 24 hours have elapsed. Anaya This angel reaches toward the ceiling, its face a mask of hatred. A creature that makes contact with this
                                                
                                            
                                                
                                                    . A character making contact with the angel must succeed on a DC 15 Charisma saving throw or become charmed for 1 minute. While the character is charmed, the angel has a telepathic link with the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     +2
 Damage Immunities poison
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
 Senses darkvision 60 ft., passive Perception 12
                                                
                                            
                                                
                                                    
 10 (+0)
 
  CHA
 1 (−5)
Damage Immunities poison
 Condition Immunities blinded, deafened, charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     breathe, drink, eat, or sleep. The creature also gains the following features.
 Damage Resistances piercing
 Damage Immunities poison, psychic
 Condition Immunities charmed, frightened, paralyzed
                                                
                                            
                                                
                                                     the image raises his hands as if summoning a creature from the pool. The doors bulge out noticeably from their frame, pushed out by the weight of stone where the ceiling of the corridor between area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    L17. Aviary The door to area L16 is closed but not locked. Old, empty birdhouses are nailed to the walls of this cramped room, and a dozen birdcages hang from the ceiling. The cages are filled with
                                                
                                            
                                                
                                                     sparrows use the hawk stat block but are Constructs that are immune to poison and psychic damage; the effects of exhaustion; and the charmed, frightened, petrified, and poisoned conditions. The sparrows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     cascade down either side of the sanctum’s entrance, casting eerie light on the vaulted ceiling. At the opposite end of the sanctum looms a towering statue of a dwarven woman. Cracks race along her arms
                                                
                                            
                                                
                                                    .
 Mental Fortitude. Ruxithid has advantage on saving throws against the charmed and frightened conditions.
 Actions
 Multiattack. Ruxithid makes two Psi-Charged Scimitar attacks.
 Psi-Charged Scimitar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     forming a sort of elastic skin. The shape of the corridor is not square in cross-section, but rather semicircular, as if a series of hoops were supporting the ceiling. The protective skin is soft
                                                
                                            
                                                
                                                     immune to being charmed, frightened, and paralyzed. (The copper band is worthless as a treasure, for the magic is keyed to this crab.) It has an improved claw attack: Claw. Melee Weapon Attack: +9 to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     burst forth from the book like steam from a kettle, collecting along the ceiling until wisps of darkness outline a vague humanoid figure. Meanwhile, the scenes inside the book transform, creating an
                                                
                                            
                                                
                                                    . Noteworthy in the scene is the replica of the enormous sculpture hanging from the ceiling above the stacks (see area F1 for a description of the sculpture). Shemshime Medium undead
 Armor Class 13
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     charmed, frightened, stunned, or knocked unconscious. As a bonus action, it can make an attack with its javelin. 2b. Duergar’s Crib The deformed creature in area 2a sleeps here on a bed of spongy black mold
                                                
                                            
                                                
                                                     dwell here. Two cling to the 10-foot-high ceiling, and two feed on the rotting corpse of a fifth carrion crawler lying amid the fungus.
 The crawlers are natural enemies of the creature in area 2a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Guards Corroded, broken weapons litter this hall, as if a battle had been fought here long ago. Clinging to the ceiling above the eastern door are three vampire spawn named Darvanos, Hekella, and Tozu
                                                
                                            
                                                
                                                     neutral and speaks Common. She is magically charmed by Keresta and regards the vampire as a trusted friend to be heeded and protected. This effect wears off in 12 hours unless Keresta charms her again. She
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     between the walls and form a canopy across the ceiling, from which hundreds of tiny spiders dangle on silken threads.
 Web Bundles. Two large bundles of spider silk flank the entry door.
 The spider
                                                
                                            
                                                
                                                     hear combat in area 5a, they drop their pickaxes and flee to area 6.)
 Webs. The ceiling is covered with webs that conceal a giant spider. It attacks the adventurers from above.
 Door. The west door to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     the death tyrant dies or moves its lair elsewhere, these effects end immediately. A cluster of tiny lights descended from a dark crevice in the ceiling. These motes cast an eerie glow on the great
                                                
                                            
                                                
                                                     
  Cha  19  +4  +4 
   
 Skills Perception +12
 Immunities Poison; Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Prone
 Senses Darkvision 120 ft.; Passive Perception 22
 Languages Deep Speech
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     pale violet light brightens before you, revealing an opening in the vaulted ceiling and a spiral stone staircase with no railing, climbing up into darkness.
 Around the stairs, the light reveals a
                                                
                                            
                                                
                                                     neutral evil. Vizeran’s fey ancestry gives him advantage on saving throws against being charmed, and magic can’t put him to sleep. Vizeran can innately cast the following spells, requiring no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    , drink, eat, or sleep. The creature also gains the following features.
 Damage Resistances piercing
 Damage Immunities poison, psychic
 Condition Immunities charmed, frightened, paralyzed, petrified
                                                
                                            
                                                
                                                     image raises his hands as if summoning a creature from the pool. The doors bulge out noticeably from their frame, pushed out by the weight of stone where the ceiling of the corridor between area 4 and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     60 feet overhead, with the ceiling rising another 20 feet beyond that. Set into alcoves are twelve sets of double doors made of iron. Each door is 10 feet wide, 10 feet high, and embossed with images
                                                
                                            
                                                
                                                     fresco. Any creature within 30 feet of the fresco that can see it must succeed on a DC 12 Wisdom saving throw or be charmed by it for 24 hours. While charmed in this way, the creature can’t willingly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    -wide wooden rolling pin falls from the ceiling at the north end of the hall and rolls the length of the hallway, flattening creatures in its path. Each creature in the hallway must succeed on a DC 15
                                                
                                            
                                                
                                                     Dragon Wyrmling that knows Common and Dwarvish. When she came upon the cottage, Uncle Nibblecheek tricked her into eating a magic pastry that makes her obedient; Briochebane has the Charmed condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     these changes: The paper birds are Constructs. They have vulnerability to fire damage, immunity to poison and psychic damage, immunity to exhaustion, and immunity to the charmed, frightened, and
                                                
                                            
                                                
                                                    . The room’s 10-foot-high ceiling is made of loose wooden boards laid across rafters. Above these boards, hidden in the top of the turret, is a belfry. The characters can reach the boards by stacking
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     signs of frescoes that once covered the walls here. A half-dozen ruined chandeliers hang from the cracked ceiling. In the northeast corner is a black gate.
 Creatures. A vampire spawn keeps watch here
                                                
                                            
                                                
                                                     that approaches within 10 feet of the edge must succeed on a DC 13 Wisdom saving throw or be compelled to leap into the pit (a creature ignores this effect if immune to being charmed). Such a creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     areas in between. When the adventurers enter the warehouse, read: In the areas where the walls and ceiling didn’t collapse, this warehouse contains no crates, no boxes, no barrels, and no wares of any
                                                
                                            
                                                
                                                     other kind. Directly in front of the missing door, the walls, ceiling, and floor have fallen away to reveal a deep sinkhole fissure. Inside the ruin, a hempen rope anchored firmly in the rubble
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    , Int +14, Wis +13, Cha +11
 Skills Arcana +20, Deception +11, History +20, Perception +13
 Damage Resistances force
 Damage Immunities poison, psychic
 Condition Immunities charmed, exhaustion
                                                
                                            
                                                
                                                     itself. The creature must succeed on a DC 22 Wisdom saving throw or fall 100 feet upward. If the falling creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     surface of the cave — floor, walls, and ceiling — is blanketed in moss and fungi, all in shades of white and soft pastels of pink, violet, green, and pale blue. The diffuse light the mushrooms shed makes
                                                
                                            
                                                
                                                     followers have been performing rituals and releasing spores to lull the great Araumycos into a kind of charmed sleep. The full implications are unclear to Basidia and the myconids, but as Araumycos is the
                                                
                                            
                                        
                                                     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->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , invisibility, or some other magic, a beholder can lurk in the dark and shoot any creature it can see within the range of its darkvision. A dark room with a 120-foot ceiling allows it to use this tactic
                                                
                                            
                                                
                                                     magical effects is useful to a beholder for determining if a minion has been charmed or compelled to act against its master; the creature might change its behavior when inside the cone, or it might
                                                
                                            
                                        





