Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'guild ceilings locations'.
Other Suggestions:
gold ceilings location
guild ceilings location
guide ceilings location
guard ceilings location
Monsters
Baldur’s Gate: Descent into Avernus
’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild
target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.The Guild kingpin of Little Calimshan. Among Little Calimshan
Monsters
Guildmasters’ Guide to Ravnica
Chameleon Skin. The hybrid has advantage on Dexterity (Stealth) checks made to hide.
Spider Climb. The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make
soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Monsters
Guildmasters’ Guide to Ravnica
at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The kraul can climb difficult surfaces, including upside down on ceilings, without
infantry.
WINGED KRAUL WARRIORS
Some kraul warriors have a flying speed of 40 feet, as a result of possessing gossamer wings. Their wings give them a higher station among the kraul soldiers. Winged kraul warriors serve the guild as scouts and shock troops.
Monsters
Spelljammer: Adventures in Space
Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature’s space and vice
’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane
Monsters
Mordenkainen Presents: Monsters of the Multiverse
surfaces, including upside down on ceilings, without needing to make an ability check.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft
targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left
Monsters
Spelljammer: Adventures in Space
, including upside down on ceilings, without needing to make an ability check.Multiattack. The neogi makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane
Monsters
Spelljammer: Adventures in Space
’t put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack. The neogi makes one
with an eel’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, including upside down on ceilings, without needing to make an ability check.Multiattack. The neogi makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack. The neogi makes one
subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world
Backgrounds
Baldur’s Gate: Descent into Avernus
No career criminal in Baldur’s Gate operates without being aware of the Guild. Some studiously keep a low profile, carrying just the occasional smuggled load in with legitimate merchandise, or
only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of
Monsters
Planescape: Adventures in the Multiverse
can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The darkweaver takes 10 radiant damage when it starts its turn
lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed.
A
Backgrounds
Guildmasters’ Guide to Ravnica
and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
Backgrounds
Baldur’s Gate: Descent into Avernus
of the Guild or pressed into dirty and dangerous work by unscrupulous masters.
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you
can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
containing 15 gp
Criminal Specialty
There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties
new place is note the locations of everything valuable—or where such things could be hidden.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Crystal Caves Features Locations throughout the Crystal Caves have the following features. Ceilings. Most cavern ceilings are 20 feet high and are hung with crystalline stalactites. Lighting
. Crystals embedded in the walls and ceilings radiate dim light for 30 feet. Once a crystal is removed, it stops glowing.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Crystal Caves Features Locations throughout the Crystal Caves have the following features. Ceilings. Most cavern ceilings are 20 feet high and are hung with crystalline stalactites. Lighting
. Crystals embedded in the walls and ceilings radiate dim light for 30 feet. Once a crystal is removed, it stops glowing.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mold or tangled roots. Vecna’s 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
. Vestiges of the Waterclock Guild Part of the catacombs once belonged to an occult organization called the Waterclock Guild. The guild members are gone, though their bound elementals and clockwork
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mold or tangled roots. Vecna’s 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
. Vestiges of the Waterclock Guild Part of the catacombs once belonged to an occult organization called the Waterclock Guild. The guild members are gone, though their bound elementals and clockwork
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Hollow Mine Features Hollow Mine has the following features: Ceilings. Most ceilings are about 10 feet high, except for the ceiling in area H5. Light. None of the mine’s locations are lit unless
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Hollow Mine Features Hollow Mine has the following features: Ceilings. Most ceilings are about 10 feet high, except for the ceiling in area H5. Light. None of the mine’s locations are lit unless
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Guildhall Features The guildhall has the following features: Ceilings. Ceilings are 10 feet high unless the text says otherwise. Doors. The doors are made of thick, sturdy wood. A locked door can be
opened with a successful DC 20 Dexterity check using thieves’ tools, or forced open with a successful DC 20 Strength (Athletics) check. Illumination. Magical moonstones in the ceilings shed bright
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Death House Features The locations in Death House have the following features. Ceilings Ceilings vary in height by floor. The first floor has 10-foot-high ceilings, the second floor has 12-foot-high
ceilings, the third floor has 8-foot-high ceilings, and the attic has 13-foot-high ceilings. Haunted Doors When Strahd enters the house later in this chapter, certain doors marked on the map become
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
house, read the following boxed text aloud:
Well-oiled oak beams crisscross the high ceilings of this stately guild house. Quiet murmurs and the sounds of crafting echo among workshops. A staircase
10: Guild House This guild house offers membership to merchants and artisans, who enjoy benefits such as workshop space, library access, and armed escorts.
When the characters arrive at the guild
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
house, read the following boxed text aloud:
Well-oiled oak beams crisscross the high ceilings of this stately guild house. Quiet murmurs and the sounds of crafting echo among workshops. A staircase
10: Guild House This guild house offers membership to merchants and artisans, who enjoy benefits such as workshop space, library access, and armed escorts.
When the characters arrive at the guild
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Death House Features The locations in Death House have the following features. Ceilings Ceilings vary in height by floor. The first floor has 10-foot-high ceilings, the second floor has 12-foot-high
ceilings, the third floor has 8-foot-high ceilings, and the attic has 13-foot-high ceilings. Haunted Doors When Strahd enters the house later in this chapter, certain doors marked on the map become
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Guildhall Features The guildhall has the following features: Ceilings. Ceilings are 10 feet high unless the text says otherwise. Doors. The doors are made of thick, sturdy wood. A locked door can be
opened with a successful DC 20 Dexterity check using thieves’ tools, or forced open with a successful DC 20 Strength (Athletics) check. Illumination. Magical moonstones in the ceilings shed bright
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
cloud or storm giants. Giant-sized locations have the following features: Ceilings. Comfortable ceilings for giants must exceed 20 feet at minimum. Most ceilings are 30 feet high, with luxurious or
Giant Enclave General Features Locations built, repurposed, or furnished by giants have a grand scale. A giant’s castle contains massive thrones, dining tables that could serve as the foundation for
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Tunnel Features Map 7.1 shows several locations along the way to Illithinoch. The following features are common in these areas. Natural Tunnels The chambers and the tunnel are all rough, natural
stone. Dim Light Patches of pale, phosphorescent fungus illuminate the tunnel and chambers with dim light. Ceilings The tunnel varies between 10 and 15 feet high. Chambers are 20 feet high unless otherwise indicated.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
cloud or storm giants. Giant-sized locations have the following features: Ceilings. Comfortable ceilings for giants must exceed 20 feet at minimum. Most ceilings are 30 feet high, with luxurious or
Giant Enclave General Features Locations built, repurposed, or furnished by giants have a grand scale. A giant’s castle contains massive thrones, dining tables that could serve as the foundation for
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Tunnel Features Map 7.1 shows several locations along the way to Illithinoch. The following features are common in these areas. Natural Tunnels The chambers and the tunnel are all rough, natural
stone. Dim Light Patches of pale, phosphorescent fungus illuminate the tunnel and chambers with dim light. Ceilings The tunnel varies between 10 and 15 feet high. Chambers are 20 feet high unless otherwise indicated.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
uncover additional components scattered across distant places — and times. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However
. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However great the risks, finding the components demands the effort, for whoever
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
crystal sconces affixed to the walls light all locations in the complex with Bright Light. A creature can turn a sconce on or off by tapping it. Walls, Floors, and Ceilings The walls, floors, and
Waypoint’s sealed doors. Outpost staff and guests used Glyph Cards as passkeys. The cards can now be found in various locations inside the outpost. Touching a Glyph Card to a sealed door unlocks it
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
uncover additional components scattered across distant places — and times. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However
. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However great the risks, finding the components demands the effort, for whoever
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The Cragmaw cave slopes steeply upward. The entrance is at the foot of a good-sized hill, and the caves and passages are inside the hill itself. Ceilings. Most of the caves and
passages have steeply sloping ceilings that create stalactite-covered vaults rising 20 to 30 feet above the floor. Light. Areas 1 and area 2 are outside. The rest of the complex is dark unless stated
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
crystal sconces affixed to the walls light all locations in the complex with Bright Light. A creature can turn a sconce on or off by tapping it. Walls, Floors, and Ceilings The walls, floors, and
Waypoint’s sealed doors. Outpost staff and guests used Glyph Cards as passkeys. The cards can now be found in various locations inside the outpost. Touching a Glyph Card to a sealed door unlocks it






