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Returning 35 results for 'bones before distance cube rolls'.
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Spells
Player’s Handbook
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Monsters
Monster Manual
creature with the object. Failure: The object takes a −1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon
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
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
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
Monsters
Monster Manual
":"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
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
Spells
Player’s Handbook
surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this
Magic Items
Dungeon Master’s Guide
.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun
Initiative rolls and Wisdom (Perception) checks.
Ioun Stone of Fortitude;Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Ioun
monsters
Reckless. At the start of his turn, Bob can gain Advantage on all melee attack rolls during that turn, but attack rolls against him have Advantage until the start of his next turn.
Brute. A melee
appears when the small, featureless, metal cube called the Barbarian In A Box is activated by pressing a button on one of its sides. The warrior is Bob, a single-minded barbarian. Bob carries two Battleaxes
Rust Monster
Legacy
This doesn't reflect the latest rules and lore.
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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
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
Spells
Elemental Evil Player's Companion
enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved
disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature
Monsters
Mythic Odysseys of Theros
Blood Frenzy. The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Dark Devotion. The harpy has advantage on saving throws against being charmed or
upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees.
Drow Shadowblade
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
attack it makes before the end of the turn.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The
drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, pillows, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour.
Regional Effects
The ki
Troglodyte
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The troglodyte makes three
in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with
Teleport
Legacy
This doesn't reflect the latest rules and lore.
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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
on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
Familiarity
Mishap
Monsters
Planescape: Adventures in the Multiverse
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Multiattack. The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these
Magic Items
The Book of Many Things
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking
a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.
magic-items
strong winds to swirl within a cube originating from you up to 15 feet on a side until the end of your next turn, dispersing any gases in the area. The cube does not move with you.
Gust Rider. As a
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
Drow Shadowblade (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
attack it makes before the end of the turn.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The
drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss
Monsters
The Book of Many Things
Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the target and the ally doesn’t have the incapacitated
condition.
Supernatural Tracker. The hound knows the distance to and direction of any creature that has come within 30 feet of it, even if that creature is on a different plane of existence. If the
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these