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Returning 35 results for 'conceal ceiling'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
False Appearance. If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the trapper
move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling.
Spider Climb. The trapper can climb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
original contents. 23a. Defaced Dwarves Light. The walls climb 15 feet, then angle inward to create a peaked, 30-foot-high ceiling. The sloped upper walls have red glowing crystals set into them. These
hall. Carved into the walls flanking the double door stand armored dwarves, their stony beards flowing out of great helms that conceal their facial features.
Halaster used magic to distort the wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Library and Scriptorium Dwarves only rarely commit words to paper, making this dwarven library a rare find. Characters who make no effort to conceal their approach are detected by the creatures in
this room, which has a 20-foot-high vaulted ceiling. The room contains the following: Shelves. Scrolls bound in copper wire line stone shelves embedded in the east and west walls.
Monsters. Four
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
1. Entry Chamber Stairs from the surface lead down to this damp vaulted chamber. The floor is strewn with bones and rubble. The ceiling is supported by arches meeting at the twenty-foot-high domed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
players. The Hold of the Deepking is a dark and foreboding edifice lodged between two great columns that rise up into thick clouds of smoke that conceal the cavern ceiling. Giant basalt braziers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Old Books Light. Lanterns anchored to the 15-foot-high ceiling by iron chains are spaced 20 feet apart and have continual flame spells cast on them.
Bookshelves. Carved into the walls are five
west wall. These walls and their frescoes are illusions that conceal passages to areas 28 and 32. Hidden behind the illusory wall to the west are four altered helmed horrors (each marked with an H on
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach
can’t change its texture to that of a grassy or snow-covered surface, but it is just cunning enough to change its color to match and then conceal itself under a thin layer of vegetation or actual
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its
a grassy or snow-covered surface, but it can change its color to match and then conceal itself under a thin layer of vegetation or actual snow. Stationary Hunters. A trapper needs to eat about a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
using the tunnels for their own ends. The Gray Ghosts have an alchemical laboratory and a fungal garden supplying them with poisons, and the leaders of the guild conceal a secret in the form of a
features are prevalent throughout the Whorlstone Tunnels.
Ceilings and Floors. The average ceiling height is 50 feet, dropping to 25 feet in narrow tunnels.
Narrow Tunnels. The narrowest tunnels are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
walls in the lair can conceal cunning hidden passages or might be stone or clay thin enough for the dragon to burst through them. The narrowest tunnels in a copper dragon’s lair are just barely wide
through the ceiling to reach the surface. Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there takes 3 (1d6) fire damage. After 1 minute, the pillars cool. Lava Passage. The northeastern lava flow is only 4 feet lower than the ceiling of the passage through which it flows
upward. A natural pillar is the only feature of the upper level. In the center the lower level, a vortex of flame jets from the floor toward the ceiling. Numerous exits head off in different directions
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
22. Cloud Giant Tower This 70-foot-tall tower has a parapet rooftop, two unlocked doors at ground level, and no windows. The tower interior is split into two levels, each with a 30-foot-high ceiling
. A staircase of chiseled ice hugs the interior wall, connecting both levels. Unless the characters take strides to conceal their approach, the ogres on the roof spot them. Tower Rooftop Three ogres
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ceiling, two each to your left and your right.
This area is empty, quiet, and peaceful. 21. Blademaster’s Quarters Dark green tiles cover the walls and floor of this room, and the ceiling is tiled
chamber are tiled in a dark green color, and the ceiling is tiled light green. A seaweed bed fills the northeast corner. In the center of the room stands a small table with a small bench beside it
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
this thundering curtain, a cave opens into the grand hall. Grand Hall. Six glowing crystalline columns support the ceiling of this cave. The columns’ colors reflect the dragon’s mood, and they can
15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Cloud Giant Tower This 70-foot-tall tower has a parapet rooftop, two unlocked doors at ground level, and no windows. The tower interior is split into two levels, each with a 30-foot-high ceiling
. A staircase of chiseled ice hugs the interior wall. Unless the characters take strides to conceal their approach, the ogres on the roof spot them. Tower Rooftop Three ogres guard the tower rooftop
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
merchants, nine quaggoth slaves, and six giant lizards fitted with saddles (use the giant riding lizard statistics in chapter 8). The 30-foot-high ceiling of the warehouse is hidden with thick webs
that conceal a dozen giant spiders loyal to the drow. The warehouse’s denizens attack the party unless the characters are accompanied by a drow. The merchants have been instructed to remain in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the characters conceal their arrival, they are noticed before they reach the foot of the stairs. The stairs descend into a barracks. At the foot of the stairs, an archway leads out of the area to your
the trap is triggered, a stone slab springs out of the ceiling in the passage, knocking the secret door closed (and with sufficient force to break the tridents if they are being used to support the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with Strahd, Rictavio plans to unleash his trained saber-toothed tiger upon them, with or without the support of the wereravens. Rictavio wears a hat of disguise and a ring of mind shielding to conceal
illuminate the rafters and cast ominous shadows on the peaked ceiling. The balcony floor is 15 feet above the taproom floor. A secret door at the south end of the western wall can be pushed open to reveal a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. She can’t take lair actions in the Heart of Ubtao. With her ability to appear as a living elf, Valindra can easily conceal her lichdom and her association to Thay. She presents herself as a scholarly
any other warm-blooded creature that enters their lair. At the bottom of the tree is a gaping hole that opens in the ceiling of area 4. 2. Staircase These stairs are smooth and don’t show much sign of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
escape, but it serves its purpose by impeding intruders. Other examples of delaying traps include collapsing walls, a portcullis that drops from the ceiling, and a locking mechanism that shuts and bars a
trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
establishment as a front to conceal his dark dealings without the duke’s knowledge. Jabaz knows the location of the secret door in area D4 but won’t volunteer that information, fearing Mortlock’s
) check concludes that the man has been dead for two days. D7. Bhaal’s Altar Describe this location to the players as follows: Three wooden beams brace the ceiling of this flooded chamber, which
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, is in fact a barbed devil. The devil’s miter is a hat of disguise that it uses to conceal its true form. Klondorn is a fiendish emissary sent by Asmodeus to help Xardorok conquer Icewind Dale
the vaulted ceiling of this unlit chamber. East of the pillars, a duergar encased in an exoskeletal construct stands before a lowered iron portcullis. A similar creature stands in an alcove to the north
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the ceiling.
If the goblin sentries in area C3 raised the alarm, then the goblins and hobgoblins in areas C4 and area C6 run through the north and south doors at the same time. They attack from both
directions, trying to overwhelm the adventurers and drive them from the castle. Trap. The dusty plaster and rubble before the door leading to area C8 conceal a copper tripwire connected to linchpins
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the main cooking fire of the tribe. A crevice in its ceiling winds up through the rock to the natural chimney on the hilltop above (see “The Stone Tooth” above). A large, smoky fire crackles in the
center of this room. Battered pots and kettles are stacked all over; clearly, this space serves as a crude kitchen. You feel a distinct draft drawing the smoke up through a rough hole in the ceiling
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tables. A mug is lifted as if to an unseen mouth. A chair shifts like someone’s leaning back in it. But there’s no one there.
Suddenly, the ceiling begins to rise away from you. Then you notice that
bargaining session of your lives.” The goblin walks haughtily toward the stairs. “I am Splugoth the Returned. Surely you know who I am?”
Splugoth can’t conceal being pleased if the characters know that he
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, mumbling about how Ilvaash would’ve told it if guests were expected. B15: Mental Tension Tattered canvas hangs from the ceiling to conceal a central area twenty feet across. A high-pitched whine, as
from the ceiling above him.
The digger is a disciple of Ilvaash named Shalfi Lewin. Shalfi is chaotic evil and uses the stat block of an aberrant zealot (see appendix A) but also has a +7 bonus to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
weapons as treasure. It knows every member of the prison staff on sight. It won’t leave the room and attacks anyone it doesn’t recognize. Hatch. A wooden ladder leads to an iron hatch in the ceiling. An
three similar chairs on the opposite side. The room is used for meetings with prisoners or the warden. Hatch. A wooden ladder leads to an iron hatch in the ceiling that opens onto the roof. An arcane lock
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
descending a spiral staircase in the hallway between areas A6 and area A9. The restaurant’s dining area sits on a ledge behind the waterfall (area A10). The ceiling here is uneven but is roughly 12 feet high
the first time, read the following: This room smells like hay and musk. Three crates rest on the floor in one corner, and a portable cage on rollers sits beside them. Floor-to-ceiling bars form two
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
weapons as treasure. It knows every member of the prison staff on sight. It won’t leave the room and attacks anyone it doesn’t recognize. Hatch. A wooden ladder leads to an iron hatch in the ceiling. An
three similar chairs on the opposite side. The room is used for meetings with prisoners or the warden. Hatch. A wooden ladder leads to an iron hatch in the ceiling that opens onto the roof. An arcane lock
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to their lairs to rest. If the characters take no steps to conceal themselves and enter the city while the dragons are in the sky, the dragons spot the party and attack. The ships that the dragons have
, the vampire is spoken of in whispers as the “Womford Bat.” Stillmarsh’s earth-filled coffin is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
The door is unlocked. Simply opening the door, without making any other
wall is an open wooden cask containing a white crystalline substance, and three wooden buckets. A large iron cauldron, currently empty, hangs from the ceiling, suspended over the firepit.
The five
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
.
Two wererat thieves in humanoid form divide their recent spoils. When they notice the characters, the wererats throw a cloth over the chest to conceal it and leap to their feet. The wererats
rows of pillars, each carved in the likeness of a different past ruler, support the high ceiling of this grand entrance hall. A breathtaking mosaic spans the walls, depicting the rise and fall of an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
red wax.
The Sacred Stone monks have little use for brandy, but Hellenrae recognizes that innocuous activities like producing liquor for visitors might help to conceal the true nature of the Black
strange curios and dusty clay jars. The windows have been bricked up, and cobwebs hang thick in the ceiling corners. An ancient figure peruses a heavy tome that lies open on a small desk, making notes on






