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Returning 35 results for 'before bit dealing cube reverts'.
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Monsters
Monster Manual
":"1d6", "rollType":"recharge", "rollAction":"Hunger of Yeenoghu"}. The gnoll conjures a 30-foot Cube of magical Darkness originating from a point it can see within 60 feet, which lasts for 1 minute
gains 10 Temporary Hit Points. Success: Half damage only.Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Abyssal Strike attack.
Spells
Player’s Handbook
no longer Restrained.
The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If
Magic Items
Dungeon Master’s Guide
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
Rust Monster
Legacy
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Monsters
Basic Rules (2014)
dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the
rust monster is destroyed after dealing damage.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1
Monsters
The Book of Many Things
conjures magical cards that slash at the air in a 5-foot cube within 60 feet of Oddlewin until the start of Oddlewin’s next turn. A creature that starts its turn in the cube or that enters that
one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):
At will: Mage Hand, Tasha's Hideous LaughterReversal of Fortune. In response to another creature dealing
Monsters
Infernal Machine Rebuild
Rust Monster Cloak. Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops
to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits Barbatos is destroyed after dealing damage.
Heart of the Troll. Barbatos regains 10 hit points at the start of his turn
Web
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can
reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in
Monsters
Storm King's Thunder
that hit Maegera are destroyed by fire immediately after dealing damage to it.
Fire Form. Maegera can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1
the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area takes 11 (2d10
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying
can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can
reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in
Monsters
Tales from the Yawning Portal
with it, but nothing he's carrying does. He reverts to its true form if he dies.
Innate Spellcasting. He can innately cast the hold person spell at will, requiring no components, but his target must be
., one creature. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage. Instead of dealing damage, Tloques-Popolocas can grapple
Monsters
Waterdeep: Dungeon of the Mad Mage
carrying does. He reverts to his true form if he dies.
While in mist form, Zorak can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can
within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0
Nilbog
Legacy
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Monsters
Volo's Guide to Monsters
","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage.Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the
possess. The spirit can leave its host at any time, but it won’t do so willingly unless it knows there’s another potential host nearby. A goblin stripped of its nilbog spirit reverts to its normal statistics and loses the traits it gained while possessed.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 3 (1d6);{"diceNotation":"1d6","rollType":"heal","rollAction":"Reversal of Fortune"} hit points.When
knows there’s another potential host nearby. A goblin stripped of their nilbog spirit reverts to their normal statistics and loses the traits they gained while possessed.Nimble Escape. The nilbog takes the Disengage or Hide action.
spells
Elemental Evil Player's Companion
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any
Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
Monsters
Waterdeep: Dungeon of the Mad Mage
is carrying does. She reverts to her true form if she dies.
While in mist form, Keresta can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover
her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in
Teleport
Legacy
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Spells
Basic Rules (2014)
you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be
results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
Monsters
Vecna: Eve of Ruin
", "rollType":"damage", "rollAction":"Death Strike", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, Strahd can forgo dealing slashing damage; the target then has the grappled
;s control.
Change Shape. Strahd transforms into a new form or back into his true form. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he
Monsters
Eberron: Rising from the Last War
polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or
Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts.
The Queen of Shadows. An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve
Backgrounds
Guildmasters’ Guide to Ravnica
(though it might cause more problems than it solves when you’re dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and
best at everything in my legal training, and now I work with the person who was always just a little bit better.
6
A good friend was promoted into work they can’t tell me about.
7
I
Monsters
Fizban's Treasury of Dragons
, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm
"}
Connected Creatures
1
After being robbed by gnomes who had pledged to protect the hoard, a sapphire dragon wyrmling installs new guardians that have no interest in material riches: gelatinous cube
Monsters
Curse of Strahd
size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can’t take any
destroyed.
While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Abi-Dalzim’s Horrid Wilting 8th-level necromancy Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30
-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Abi-Dalzim’s Horrid Wilting 8th-level necromancy Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30
-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
signed contracts, and promoting the general welfare of the world helps you cement your franchise’s reputation as a group worth dealing with. It might just take a little bit of convincing for your
guide your franchise to great ends — even as you make an excellent foil for the less-savory plans of your fellow franchisees. Your insistence on dealing with business partners fairly, honoring legally
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
puzzle cube trap before touching it, and its magic turned him to stone. If a greater restoration spell or similar magic is cast on Voj, he reverts to flesh, realizes he’s not alone, and attacks anyone
obtain Obo’laka’s puzzle cube. The doors are slightly ajar and have rusty hinges that squeal loudly when the doors are opened. When the characters arrive, four zorbos (see appendix D) are lurking around
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
targeting an area of the forest ends the effect in a 20-foot cube for 1 hour if the caster succeeds on a DC 20 ability check using the caster’s spellcasting ability. The affected area reverts to a fetid






