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Returning 31 results for 'before blazing diffusing cube repeats'.
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Monsters
Monster Manual
Throw: DC 18, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
Monsters
Monster Manual
):
Paralyzing Ray. Constitution Saving Throw: DC 14. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success
", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.
Poison
Monsters
Monster Manual
. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
Spells
Player’s Handbook
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected
’s gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Monsters
Monster Manual
Saving Throw: DC 16. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target
Monsters
Monster Manual
. Constitution Saving Throw: DC 17. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
. Constitution Saving Throw: DC 17. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success
Spells
Player’s Handbook
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
Marut
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
":"recharge","rollAction":"Blazing Edict"}. Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of
: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
Blazing Edict (Recharge 5–6);{"diceNotation":"1d6","rollType
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.Multiattack. The champion makes four Blazing Morningstar attacks. It can replace one of these
attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Blazing Morningstar"} to hit, reach 5 ft., one target
Monsters
Mordenkainen Presents: Monsters of the Multiverse
smaller.
Blazing Edict (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Blazing Edict"}. Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in
Control Water
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell
.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s Speed is
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s Speed is
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The
end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6
) piercing damage plus 14 (4d6) fire damage.
Blade Storm (Recharge 5–6). The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
githyanki armor, silver sphere 69–71 Chimney Great Bazaar Elemental Plane of Air Incense smoke, silken scarf 72–74 Cellar door Tower Sorcerous Elemental Plane of Earth Granite cube, metal ore 75–77
Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal 78–80 Crumbling well The Ditch Elemental Plane of Water Pearl, pure water 81–90 Mausoleum entrance Mortuary
Compendium
- Sources->Dungeons & Dragons->Monster Manual
21, each creature in a 90-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the
all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed, and it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within
dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
to his vampiric charm, but she can recall clearly the blazing hunger in his eyes. She tells the characters that wolves and other terrible creatures attacked the house night after night for weeks. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
Blazing Edict (Recharge 5–6). Arcane energy
emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be
Compendium
- Sources->Dungeons & Dragons->Monster Manual
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
. Petrification Ray. Constitution Saving Throw: DC 17. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
marut if it is Huge or smaller.
Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom
it. Petrification Ray. Constitution Saving Throw: DC 16. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
there. JOHN GRELLO The characters are exploring Castle Ravenloft, and the DM describes the room the characters have entered.
Jared (as DM): A blazing hearth fire fills this room with warm
spell, drenching the fireplace.
Jared: What does the spell’s description say?
Phillip: It causes 10 gallons of water to rain down in a 30-foot Cube, extinguishing flames there.
5 Casting
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
great bird. It repeats periodically, always far off in the distance.
Set into a large cleft in the canyon wall is an enormous nest of sticks, bones, paper, and other debris. An immense black form
ancient deep crow suddenly rises up. Its great wings unfurl, its multiple eyes blazing red as it lets loose a caw that shakes the cavern walls.
Any character who succeeds on a DC 14 Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
(Levels 1–4) or Nuisance Hazard (Levels 5–10) Yellow mold grows in dark places, and one patch covers a 5-foot square. If touched, the mold ejects a cloud of spores that fills a 10-foot Cube. Any creature
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
claim and sell can find mundane tools and records here (see “Conclusion” for details). H7c: City Sculpture. In the center of this chamber stands an immovable 10-foot cube of pink sandstone. The cube’s top
saving throw. On a failed save, the creature begins to turn to crystal, has the Restrained condition, and repeats the save at the end of its next turn. On a second failed save, the creature has the






