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Returning 33 results for 'before being draining cube required'.
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before being drawing core requires
Magic Items
Dungeon Master’s Guide
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with
it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Spell
Charge Cost
Spells
Player’s Handbook
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
Monsters
Van Richten’s Guide to Ravenloft
, or when the strigoi dismisses them (no action required).The first strigoi were created by spellcasters who subjected swarms of stirges to transmutation spells. Other strigoi have emerged as the
results of similar spellcraft, as the byproducts of outlandish scientific experiments, and from stirges draining well-fed vampires. When a strigoi arises, the unnatural creature is overwhelmed by
Conjure Elemental
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose
that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is
Spells
Xanathar's Guide to Everything
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your
hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum
Summon Fey
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell
make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
Cube of Force Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges
Spells
Xanathar's Guide to Everything
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
Cube of Force Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you
can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature
14: Nature’s Sanctuary As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
outlandish scientific experiments, and from stirges draining well-fed vampires. When a strigoi arises, the unnatural creature is overwhelmed by instinctual hunger that drives it to undertake
stirges are under the strigoi’s control and act immediately after the strigoi in the initiative order. The stirges disappear after 1 hour, when the strigoi dies, or when the strigoi dismisses them (no action required).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
property. 30b. Play-by-Play Generator This dusty room has a 10-foot-high ceiling. A 3-foot cube composed of equal parts adamantine and flesh sits atop a 3-foot-tall hexagonal plinth of carved stone
. The surface of the cube facing the secret door bears Halaster’s fleshy, grimacing visage. Disturbing the cube causes it to sprout spindly arms, legs, and wings. It then fights until destroyed. It has
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
water) Duration: Concentration, up to 1 hour You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
water) Duration: Concentration, up to 1 hour You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) Duration: 24 hours You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher
. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat
until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dwarf’s Stonecunning trait can prove helpful here.) If the check succeeds, the character can confirm that the stone is neither naturally formed nor hewn, but rather shaped by magic. H35. Mysterious Cube On
the floor in the middle of this fifteen-foot-high cave is an eight-foot cube of smooth, grayish-green stone that is free of frost.
The stone cube is a spitting mimic (see appendix C). Anything that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere
-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
described at the end of this section. Detecting a Hazard. No ability check is required to spot a hazard unless it is hidden. A hazard that resembles something benign, such as a patch of slime or mold
creature can use its action to try to escape, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. Each 10-foot cube of giant webs has AC 10, 15 hit points
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
action required) to restore your use of it. Heal. The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube. Repair. Any damaged objects
unless you spend 5 Sorcery Points (no action required) to restore your use of it. Clockwork Sorcery Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Characters who spend 5 minutes or more reading the notebooks and who succeed on a DC 14 Intelligence (Investigation) check piece together that Murgaxor is conducting his life-draining ritual in the
/Day). The blood in the copper basin disappears as tentacles of congealed blood fill a 10-foot cube centered at a point on the ground that Y’demi can see within 15 feet of her. The effect lasts for 1
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
crooked spears and old arrows that are unusable. Freeing Vinx. As an action, a character can untie Vinx or cut her bonds (no check required). If freed, Vinx gratefully accompanies the characters as they
non-goblins in its den. Webs. The webs are Difficult Terrain, but they aren’t strong enough to restrain anyone. Each 10-foot-cube of webs has AC 10; HP 5; Vulnerability to Fire damage; and Immunity to Bludgeoning, Piercing, Poison, and Psychic damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dexterity saving throw or have the Grappled condition (escape DC 12). While Grappled in this way, the target takes 5 (1d10) Necrotic damage from the vine’s life-draining thorns at the start of each of the
action, a creature Restrained by the webs can try to escape from them, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. Each 10-foot Cube of webs has AC 10; HP 15
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to which they’re attached. Any creature that touches one of these paintings is magically transported to its extradimensional space—a cube-shaped stone chamber 30 feet on a side. A creature can resist
all damage and automatically succeeds on all saving throws. This feature is suppressed if Quill wills it (no action required) or while he is within 15 feet of Renekor the beholder. Good roleplaying or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The door (AC 15, 30 hit points) can also be smashed. If the door is reduced to 0 hit points, necrotic energy fills the 30-foot cube directly in front of it. A creature in the area takes 22 (4d10
flame. Three flameskulls guard this room. They attack intruders on sight. The shaft in the ceiling is 10 feet wide and 20 feet long, with abundant handholds. No ability check is required to climb it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
crude plug made of mud and wattle. A successful DC 10 Strength check is required to pull it open. If alerted by the sounds of battle, the troglodytes on the far side secure the door, increasing the DC
DC 10 Strength check is required to pull it aside. Glowing coals in a crude hearth illuminate this large cave. The ceiling here rises about fifteen feet above the floor, and rubbish and skins cover the
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
characters fight Cinderhide, when combat begins, she dismisses her elf disguise (no action required), spreads her wings and cackles evilly before attacking. Warning the Queen. The characters realize that
nature and drove her from the Curling Ivy tavern, where Cinderhide masqueraded as a bartender. Cinderhide turned her attention from draining the life of unsuspecting patrons to targeting the queen
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
and lowers an elevator car that has a retractable wooden gate on the side opposite the crane. The elevator car is a hollow wooden cube measuring 10 feet on each side. It takes 1 minute for the car to
to create an airship dock. An action is required to raise or lower the drawbridge. No guards are stationed here. If the guards in the prison watchtowers (area R9) see an airship or an airborne threat
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and lowers an elevator car that has a retractable wooden gate on the side opposite the crane. The elevator car is a hollow wooden cube measuring 10 feet on each side. It takes 1 minute for the car to
to create an airship dock. An action is required to raise or lower the drawbridge. No guards are stationed here. If the guards in the prison watchtowers (area R9) see an airship or an airborne threat
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faulty well is a 10-foot-high gelatinous cylinder (use the gelatinous cube stat block) that’s blocking the normal flow of water. The creature’s presence has also contaminated the water above it
, ascertain that something akin to a gelatinous cube has lodged itself in the well. The gelatinous cylinder lurks 10 feet down inside the well and is invisible in the water. It attacks any creature and






