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Returning 35 results for 'before both depending cube reaction'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw
(Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.
Cold, Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take
–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.
Geryon (Variant);VARIANT: SOUND THE HORN
Geryon can have an action that
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no
creatures are within reach, or the target can’t take a reaction, it takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic"} psychic
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Avernus), you might instead have this rift lead to the Nine Hells. There, Tarnhem joins the demonic horde taking part in the Blood War. If the characters later travel through Avernus, they might encounter Tarnhem there—with his reaction to them depending on their interactions at the tomb.
Go to Hell The fiery rift of area 16 allows Tarnhem to return to the Abyss. But depending on the setup of your campaign (and particularly if you are playing through Baldur’s Gate: Descent into
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Surprise A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube
doesn't notice a threat is surprised at the start of the encounter. If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If
no creatures are within reach, or the target can’t take a reaction, it takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Surprise A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube
doesn’t notice a threat is surprised at the start of the encounter. If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.
Magic Items
Lost Laboratory of Kwalish
. It is found with one energy cell attached, containing 2d10 charges.
POWERED ARMOR OPTIONS
Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish
magic that generates a conduit something like an astral silver cord. While so connected, a willing ally can give up hit points as a reaction to fuel the armor’s abilities.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
letter d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use). Percentile dice, or d100, work a little
, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it’s a 2.)
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
screamer, and the screamer can respond by using its Multiattack with its reaction.
Actions
Multiattack. The screamer makes one drill attack and uses its Sonic Scream.
Drill. Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
Sonic Scream. The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and
corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
be required to convince a friendly creature to take that risk. An indifferent creature might help or hinder the party, depending on what the creature sees as most beneficial. A creature’s indifference
course — call for a Charisma check. Any character who has actively participated in the conversation can make the check. Depending on how the adventurers handled the conversation, the Persuasion, Deception
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Sparkrender’s Kobold Allies The kobolds who joined forces with Sparkrender are lawful evil and cruel. Their initial reaction toward outsiders is hostile (see “Social Interaction” in the Basic Rules
can try to convince a hostile kobold to have a conversation or to allow the characters to explore the area, doing so on a successful DC 15 Charisma check. Depending on the character’s approach, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
minus the Acquisitions Incorporated fee). If the characters were only partly successful, adjust Omin’s reaction and what follows as necessary. Having since learned about the initial mistaken identity
. If you find the franchise in poor standing or otherwise in distress, I want a full report. And depending on how badly the last group botched things, I might look to you to take over. A failed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wall of Stone Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a cube of granite)
Duration: Concentration, up to 10 minutes
A nonmagical
its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice
, which melts after 1 minute. This action fails if a creature is in the cube. Shielding Storm At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC
short or long rest. Misty Escape Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wall of Stone Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a cube of granite)
Duration: Concentration, up to 10 minutes
A nonmagical
its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
bright light. Limited Teleportation As long as Vecna is conducting his ritual, diamond doors are the only form of teleportation magic besides Vecna’s Fell Rebuke reaction that functions in this place
, secrets are power. Depending on how many secrets the characters kept throughout this campaign, they might be more powerful in this cave than they would otherwise be. Before running this part of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll; the creature must use the number you rolled
and transform into a shelter made of cards. The shelter can be shaped however you desire, but it must fit in a 40-foot cube centered on a point within 30 feet of you. The shelter has one door and up to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
foot long when fully collapsed. Backpack Parachute. A humanoid wearing this piece of gear can deploy the parachute as a reaction while falling, or as an action otherwise. The parachute requires at
least a 10-foot cube of unoccupied space in which to deploy, and it doesn’t open fast enough to slow a fall of less than 60 feet. If it has sufficient time and space to deploy properly, the parachute
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
-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
allies gain the current Resistance of your Nature’s Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself. Circle of the Moon Adopt Animal
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Hoard Item Descriptions Hoard items are presented here in alphabetical order. A hoard item’s rarity changes depending on its current state, as shown in each item description. Dragon’s Wrath Weapon
throw, you can use your reaction to give that creature advantage on the saving throw. Wakened (Very Rare). The Wakened focus has the Slumbering and Stirring properties, and while you are holding a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
can use your reaction to gain resistance to that damage type until the end of your next turn. Once you use this blessing, you can’t use it again until the next dawn. Eyes of Nyx (Requires Piety 10
one weapon you are holding to surge with divine power for 1 minute. On a hit, the weapon deals an extra 1d8 radiant damage. (Depending on your god, it might deal a different damage type—necrotic for
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from
disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. The creature must use its action praising Oddlewin. Oddlewin can’t regain hit points, including through magical healing, except through his Reversal of Fortune reaction.
Actions
Fool’s Scepter
. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Cloud of Cards. Oddlewin conjures magical cards that slash at the air in a 5-foot cube within 60 feet of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Blast. Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that
the next minute. The bonus equals its Strength modifier (minimum of +1).
Indomitable Strength (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).
Percentile dice, or d100, work a little differently
, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
facing as a reaction when any other creature moves. A creature can normally target only creatures in its front or side arcs. It can’t see into its rear arc. This means an attacker in the creature’s
, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs. A square or hex might be in more than one arc, depending on how
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of
is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain. Seeker Dart Weapon (dart), uncommon This small dart is decorated with designs like windy spirals that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
its repercussions change the characters’ world, and its effects echo long after the initial attack or takeover. Imagine that part of your campaign world is attacked or invaded. Depending on the current
reaction that affects every creature that uses or relies on it. You can eliminate a people, place, or thing that previously existed in a certain location or area in your campaign world. On a small scale, the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this
structure of force, this weapon shatters a 20-foot-cube portion of it. Gloomwrought Armor Armor (Light, Medium, or Heavy), Rare (Requires Attunement) This intricate grayscale armor was forged in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
east wall, a wooden chest at its foot.
The chest contains personal possessions, a dagger in a scabbard, and a purse with 25 ep. 29. Barracks Adjust the description depending on the number of
reaction to intruders, assuming he is not immediately attacked, will be one of mild surprise, asking them who they are, where they come from, who sent them, and so forth. He knows they are not ambassadors
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
greataxe while her saber-toothed tiger, Grava, keeps a steady eye on the new arrivals. Bjornhild’s reaction to the characters is one of exultation, which is not surprising given her devotion to the
other plans. If one of the characters has the Reghed Heir secret (see appendix B), now is a good time to deal with that. It could certainly complicate matters, depending on how the character chooses
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
the necrotic damage, whether because of immunity or some other reason. Using 5-foot squares, does cloud of daggers affect a single square? Cloud of daggers (5 ft. cube) can affect more than one square
on a grid, unless the DM says effects snap to the grid. There are many ways to position that cube. Can a creature under the effect of compelled duel teleport more than 30 feet away from the caster? No






