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Returning 35 results for 'block both day cube rest'.
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Monsters
Monster Manual
: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Tentacles"}, reach 5 ft. Hit: 1 Bludgeoning damage.Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus
while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Monsters
Monster Manual
smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition.Ink Cloud (1/Day). Trigger: The octopus takes damage
while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Monsters
Monster Manual
Succubus Form. When the incubus finishes a Long Rest, it can shape-shifting;shape-shift into a Succubus, using that stat block instead of this one. Any equipment it’s wearing or carrying isn
Charisma as the spellcasting ability (spell save DC 15):
At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic PatternCold, Fire, Poison, PsychicNightmare (Recharge 6);{"diceNotation":"1d6
Magic Items
Dungeon Master’s Guide
light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.
Whenever
you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
Monsters
Monster Manual
straight toward itself.Ink Cloud (1/Day). Trigger: The squid takes damage while underwater. Response: The squid releases ink that fills a 15-foot Cube centered on itself, and the squid moves up to its Swim
Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Monsters
Monster Manual
Incubus Form. When the succubus finishes a Long Rest, it can shape-shifting;shape-shift into an Incubus, using that stat block instead of this one.Multiattack. The succubus makes one Fiendish Touch
Spells
Player’s Handbook
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
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.
Monsters
Monster Manual
", "rollDamageType":"Piercing"} Piercing damage.
Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has
tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.Bludgeoning, PiercingFire
Monsters
Monster Manual
Boulders (1/Day). The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores
Spells
Player’s Handbook
spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
", "rollAction":"Disintegration Ray", "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
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
":"Disintegration Ray", "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
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Forager (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw
components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater RestorationLegendary Action Uses: 3
Monsters
Monster Manual
and Good is cast on its corpse. If it revives, it animates a Humanoid corpse elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit
automatically. If the Frightened target is cursed by the revenant (see Vow of Revenge), the target also has the Paralyzed condition for the duration.PoisonNecrotic, PsychicVow of Revenge (1/Day). The revenant
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Hunter (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater
Feats
Player’s Handbook
buy a nonmagical item, you receive a 20 percent discount on it.
Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan
’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
Fast Crafting
Artisan's
Monsters
Monster Manual
Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater Restoration 1
Monsters
Monster Manual
block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30
Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater Restoration 1/Day Each
Monsters
Monster Manual
":"Slashing"} Slashing damage.
Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):
First
.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the demilich fails a saving throw, it can choose to succeed instead.
Undead Restoration. If the demilich is destroyed, it reforms and regains all
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
Magic Items
Dungeon Master’s Guide
pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears
after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.
Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Nightmare Haunting (1/Day; Requires Soul Bag). While on the
Monsters
Monster Manual
cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Baleful Command
spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
version) 1/Day Each: Create Undead (level 8 version), Finger of DeathLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dracolich can expend a use to take one of
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead.
Magic Resistance. The mummy has Advantage on saving throws against spells and
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
version) 1/Day Each: Create Undead (level 8 version), Finger of DeathLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dracolich can expend a use to take one of
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
just happened.
56–60
A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61–65
You pull a nonmagical object
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
Monsters
Monster Manual
Earth Glide. The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn’t disturb the material it moves through.
Legendary Resistance (4/Day
", "rollType":"damage", "rollAction":"Raging Storm", "rollDamageType":"Thunder"} Thunder damage. Success: Half damage.4: Swallowing Earth. Strength Saving Throw: DC 23, each creature in a 90-foot Cube
Magic Items
Dungeon Master’s Guide
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows
Equipment
We recommend a team of these sled dogs to ease the burden on individual animals. Rotate your dogs through the lead positions to give weary animals a rest.
A sled dog uses the Wolf stat block (see
the Monster Manual). A sled dog pulling a sled alone must take a Short Rest after pulling a sled for 1 hour; otherwise, it gains 1 Exhaustion level.






