Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 5 Strength check, and the creature making the attempt takes 2 (1d4) acid damage.
The cube can hold only one Small creature or up to four Tiny creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. For every 5 feet away from the cube its armour class increases by 5.
A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Gem Core. The cube had at its centre a Blue Quartz. This gemstone is responsible for housing the consciousness of the creature. While the core remains unbroken and in the cube the cube can take a bonus action to regain 2(1d4) hit points as long as it did not take damage from magic this round.
Pseudopod. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 2 (1d4) acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Small or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 10 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 2(1d4) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 2 (1d4) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 8 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Leap. The Cube leaps up to its speed. Whenever the cube enters a creature's space, the creature must make a DC 14 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 2(1d4) acid damage and the cube grapples the creature. The grappled creature takes 2 (1d4) acid damage at the start of each of the cube's turns. When the creature moves, the cube moves with it.
A grappled creature can try to escape by taking an action to make a DC 8 Strength check. On a success, the creature escapes and throws the cube 5 feet.
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