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Returning 26 results for 'being before destroys cube responses'.
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Monsters
Monster Manual
5 feet of itself that isn’t being worn or carried. The touch destroys a 1-foot Cube of the object.Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
Magic Items
Dungeon Master’s Guide
This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which
and release the water the dust absorbed. Doing so destroys the pellet and ends its magic.
As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is
Rust Monster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to
Monsters
Infernal Machine Rebuild
carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid Barbatos's touch.
If the object
Equipment
speaking with her intended target by alchemically crafting her message, predicting her target’s reactions, and chemically encoding in her responses. She wears this poison as a perfume or hides it
5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Spells
Xanathar's Guide to Everything
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the
exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dust of Dryness Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water
surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dust of Dryness Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water
surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental
Magic Items
The Book of Many Things
it is killed or when you are reduced to 0 hit points. If there isn’t enough space for a Large or larger creature to appear, this card has no effect.
Ooze. A gelatinous cube immediately appears
in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn’t enough space for the gelatinous cube to appear, this card has no effect.
Path
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
stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
cold, fire, or radiant damage destroys a patch of green slime. Webs Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are difficult
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->Xanathar's Guide to Everything
on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god
disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid Barbatos’s
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
stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gas that fills a 15-foot cube centered above the chest (filling the entire pit). The gas instantly corrodes and destroys all nonmagical metal that comes into contact with it, including armor and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
created the orrery.) If any character mentions the orrery, the clockwork creatures ask, “Why do you seek the orrery?” (Responses that suggest the franchise is trying to stop some great evil can result in
creatures do not know why Lottie did this. “It is best not to cross Lottie. She destroys all who dare rise against her.” If the creatures believe the characters’ cause is just (or at least coincidentally
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trap. Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
deals 11 (2d10) Acid damage each round, and any nonmagical wood or metal item used to scrape off the green slime is destroyed. Direct sunlight or any amount of Cold, Fire, or Radiant damage destroys a
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->The Book of Many Things
creature disappears when it is killed or when you are reduced to 0 hit points. If there isn’t enough space for a Large or larger creature to appear, this card has no effect. Ooze. A gelatinous cube
immediately appears in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn’t enough space for the gelatinous cube to appear, this card has no effect
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->Quests from the Infinite Staircase
minute. Spells. Magic offers the following solutions: Control Water parts or raises the waterfall for the spell’s duration. Create or Destroy Water cast to destroy part of the waterfall destroys a 5
-foot-cube of water, which fills in after 1 minute. Teleportation bypasses the waterfall as normal. A creature under the effect of a Slow spell more closely matches the waterfall’s altered time and can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
nonmagical metal object within 5 feet of itself that isn’t being worn or carried. The touch destroys a 1-foot Cube of the object.
Reactions
Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
instead has darkvision out to a range of 60 feet. It can understand Common but speaks only preprogrammed responses. If the modron has a flying speed, the replica has wings but can’t fly. The modron’s
creature resembling a cube with wings. All of them work to place parts into two fifteen-foot-wide, floor-to-ceiling, metallic walls at the room’s center. Those walls are the source of the hum, and each glows
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stat block with these changes: It speaks Common, though its responses are programmed. A successful DC 11 Wisdom (Perception) check notes a small clockwork device attached to the inside of a
thought to enter my palace and rob me, did you? Let’s make it interesting, then. See if you can convince me to spare you before my clockwork pet destroys you all!” The lich laughs as the clockwork
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
cloud of spores that fill a 10-foot cube originating from the skeleton. Any creature in the area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become poisoned
successful one. Exposing a patch of the mold to sunlight or dealing any fire damage to it destroys it. Treasure. The dwarf skeleton clutches a +1 longsword that bears Durgeddin’s smith-mark. The human
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Within 1 mile of
perch to perch and destroys them with its freezing breath. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon






