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Returning 35 results for 'green ceiling location'.
Other Suggestions:
great ceiling locations
great calling location
given ceiling location
green ceilings location
green calling locations
Spells
Playerâs Handbook
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a
moving destination (such as a mobile fortress), or an unspecific destination (such as âa green dragonâs lairâ).
For the duration, as long as you are on the same plane of existence as the
Spells
Playerâs Handbook
would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldnât reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals
that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Monsters
Out of the Abyss
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
Icewind Dale: Rime of the Frostmaiden
solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see âPlanar Destructionâ below).
Extradimensional Chamber. When the living spell
, target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison
Magic Items
Icewind Dale: Rime of the Frostmaiden
that type, its flame turns bright green. The lantern doesnât pinpoint the creatureâs exact location, however.
Lantern of Tracking
d10
Creature Type
1
lantern-of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
action.Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location where they can deliver a fatal strike to their targets.
Abishais
Each
abishai is associated with one of Tiamatâs five dragon heads: black, blue, green, red, and white.
Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of the following lair actions; it canât take the same lair action two rounds in a row:
Green Slime. A green slime (see the Dungeon Masterâs Guide) appears on a spot on the ceiling that
horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
is incapacitated as it is beset by hypnotic, illusory visions.
Augment Physicality (1/Day). For 1 minute, the veil keeper magically obscures it location, heightens its physical ability, and increases
;ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape-shifting abilities and the power to create illusions.
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.
A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring
turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime Square","rollDamageType":"fire"} fire damage.
A green slime (see the Dungeon Master's
Monsters
Fizban's Treasury of Dragons
with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragonâs skull and another at the tip of the
":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
An ancient moonstone dragon and an ancient green dragon vie for supremacy in a primeval forest.
2
An ancient
Magic Items
Tashaâs Cauldron of Everything
, you can use your reaction to cause them to be hit instead. You canât use this reaction again until you finish a short or long rest.
4
The Mill Road Murders (halfling canine)
3 green hag
;green hags in a Green Hag (Coven Variant);coven
When you damage a target that hasnât taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades.
5
Monsters
Fizban's Treasury of Dragons
and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragonâs skull and another at the tip of the nose; the two horns
is not a single location, but rather a collection of personally significant places spread out across multiple planes of existence and connected through portals under the dragonâs control. A lair
Find the Path
Legacy
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Spells
Basic Rules (2014)
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another
plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.
For the duration, as long as you are on
Find Traps
Legacy
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Spells
Basic Rules (2014)
would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Human
Legacy
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Species
Basic Rules (2014)
head on the ceilingâgood food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.â
Lasting Institutions
Where a
single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
âs desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action
Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragonâs lair, the dragon becomes aware of the creatureâs presence and location.
If the dragon dies, the
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
speed.A Brass Dragonâs Lair
A brass dragonâs desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Lair Actions
On initiative count 20 (losing
presence and location.
If the dragon dies, the tracks fade in 1d10;{"diceNotation":"1d10","rollType":"roll"} days, but the other effects fade immediately.Fire
Ancient Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragonâs hoard is hidden away in a more remote
or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
allies and servitors. Like the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragonâs hoard is hidden
that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss
Spells
Xanathar's Guide to Everything
foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
30. Throne Room Phosphorescent lichen illuminates this cave, the floor of which is covered with pools of green slime. More green slime clings to the ceiling and forms hideous drapes along the walls
the Dungeon Masterâs Guide). More patches of green slime hang from the ceiling and form pools on the floor. The pools are easily avoided, while the patches on the ceiling donât fall unless the Pudding
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features It is noticeably warmer here than in the crypt, and the air is uncomfortably humid throughout. Walls. The walls of the yuan-ti enclave are worked slabs of dark green stone, slick
with slime and moisture. Ceiling. The cryptâs ceiling is 10 feet high unless otherwise noted. Light. Unless otherwise specified, there is no light inside the crypt.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
General Features It is noticeably warmer here than in the crypt, and the air is uncomfortably humid throughout. Walls. The walls of the yuan-ti enclave are worked slabs of dark green stone, slick
with slime and moisture. Ceiling. The cryptâs ceiling is 10 feet high unless otherwise noted. Light. Unless otherwise specified, there is no light inside the crypt.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Room of Secrets Helm. A green copper helm with a protective visor lies on the floor, draped in cobwebs.
Throne. Against the back wall, atop a marble riser, stands a slender throne also made of
green copper and covered with cobwebs.
Treasure. There is nothing remarkable about the copper throne or helm, and neither object detects as magical. But if a character wears the helm while sitting
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
Kryptgarden Forest This ancient forest tucked behind the Sword Mountains contains the ruins of bygone dwarven civilizations. The ancient green dragon Claugiyliamatar, nicknamed the Old Gnawbone, also lairs in the woods. For more information on this location, see âClaugiyliamatarâs Lair.â
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
10. Secret Passage Water beads collect upon the walls of this narrow passage, and the flooring is cold and damp. A low ceiling, only five feet tall, further cramps this dank place.
The northern
entrance to this passage is a block of stone mounted on a central pivot, which has been wedged partially open by accumulated debris. The location of the southern entrance appears to be a blank wall when
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
NPCs table below. The characters will interact with these individuals throughout the adventure. Step 3. Familiarize yourself with the Village Green Rumors table in the âVillage Greenâ section. The
: Blight, Twig Blight, Vine Commoner Dryad Green Dragon Wyrmling Guard Mud Mephits Noble Priest Acolyte Scout Yuan-ti Malison (Type 1) Zombie Animals: Constrictor Snake Giant Centipede Giant Venomous Snake
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K54. Familiar Room The low ceiling of this twenty-foot-square room presses down on you. Torn and broken couches lie in heaps, haphazardly strewn about. Deep claw marks cover the hardwood furniture
, and the once lush upholstery has been sliced to shreds. From the dark shadows amid the rubble, three pairs of green eyes stare back at you. The three cats are familiars of the witches in area K56. If the familiars see the characters here, the witches are alerted to their presence.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview Lady Tanamere Alagondar was a royal scion of Neverwinter more than a century ago. Along with two parties of adventurers, she fought and killed Azdraka, a green dragon that had long
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tremorsense A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are
both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense canât detect creatures or objects in the air, and it doesnât count as a form of sight.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
bed fitted with leather restraints. At the foot of the bed rests a closed iron chest, is lid sculpted with an emblem.
A wooden ladder leads up to a trapdoor in the ceiling. Thin streams of water drip
through the trapdoorâs rotting wood, forming a puddle around the base of the ladder.
The ceiling here is 9 feet high. The manacles are rusted and can be easily torn from the walls. The trapdoor in
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Tremorsense A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are
both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense canât detect creatures or objects in the air, and it doesnât count as a form of sight.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Concentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane
of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as âa green dragonâs lairâ). For the duration, as long as you are on the same plane of existence as
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
: Concentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane
of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as âa green dragonâs lairâ). For the duration, as long as you are on the same plane of existence as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Lecture Hall This sloped lecture hall has a 15-foot-high ceiling and the following features: Light. Stone sconces protruding from the walls have continual flame spells cast on them.
Benches
bipeds with wide, toothy smiles. They are arranged in a triangular formation; the top one is drawn in red chalk, the bottom left in blue, and the bottom right in green.
Gurneys. Two stone gurneys






