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Returning 35 results for 'border before deal cube rises'.
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Spells
Player’s Handbook
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the
duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.
If you are within range of the illusion, you can
Spells
Player’s Handbook
other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a
creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Monsters
Monster Manual
", "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
there instantly rises as a Zombie under the death tyrant’s control and takes its turn immediately after the death tyrant on the same Initiative count.
Monsters
Waterdeep: Dragon Heist
Divine Eminence. As a bonus action, Avi can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType
): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Reach to the Wave. At will, Avi can control the flow and shape of water in a 5-foot cube, or cause the water to
Monsters
Curse of Strahd
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.A phantom warrior is the spectral remnant of a willful
wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Faded Memories
Nabassu
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6);{"diceNotation":"1d6","rollType":"roll","rollAction":"Devour Soul"} damage on a hit. The nabassu retains these benefits for 6 days. A
, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu’s control.PoisonCold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Magic Items
The Book of Many Things
This deck of cards is decorated with geometric shapes that have a protective motif. While you’re holding the deck, you can use an action to shuffle it and cause the cards to deal themselves out
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
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
smaller creature, the horror can choose to deal no damage; instead, the target has the prone condition, and the horror can pull the target up to 5 feet toward itself.No one is certain of the true
a delicious chocolatey flavor, a gelatinous cube might have a more decorative shape and taste fruity, and an ochre jelly could smell like butterscotch.
PoisonBludgeoning
Phantasmal Force
Legacy
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Spells
Player’s Handbook (2014)
, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs
. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm
Monsters
Mordenkainen Presents: Monsters of the Multiverse
nabassu’s hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6);{"diceNotation":"1d6","rollType":"roll","rollAction":"Devour
finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a Humanoid, it immediately rises as a ghoul (see the Monster Manual) under the nabassu’s
Conjure Elemental
Legacy
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Spells
Basic Rules (2014)
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose
appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0
Major Image
Legacy
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Spells
Basic Rules (2014)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the
duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Debris"}. The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage
one Spit Rock attack. It can use this option only if it is retracted in its shell.When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of a hulking
Geryon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil;ice devils
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 area must succeed on a DC 21 Constitution saving
Geryon (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil;ice devils and minotaur slaves he
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 28 (8d6
Monsters
The Book of Many Things
, filling a 10-foot cube within 5 feet of the assassin. Each creature of the assassin’s choice in that area takes 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Vanishing Escape
Insight, Perception, and Persuasion skills.
Potent Toxins. When members of the villain’s organization deal poison damage while within 3 miles of the lair, they ignore the target’s resistance
Monsters
Mordenkainen Presents: Monsters of the Multiverse
competent replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams
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
Monsters
Vecna: Eve of Ruin
control, but it takes Strahd’s requests and actions in the most favorable way.
Each time Strahd or his companions deal damage to the target, it can repeat the saving throw, ending the effect on
the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Strahd&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the
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
Magic Items
The Book of Many Things
drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend. The Fiend is indifferent to you and can be
Monsters
Quests from the Infinite Staircase
0 hit points by the acid damage dies and dissolves into a puddle of slime that rises as a gibbering mouther at the start of Zargon’s next turn. The creature obeys Zargon’s commands and
.
Defiant Essence. When a creature casts a spell that targets Zargon or would deal damage to it, Zargon attempts to absorb the magic into its horn. The creature must make a DC 19 Charisma saving throw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10 (3d6) acid damage as it sinks into the cube and is automatically engulfed by it. If the cube is attacked from above, it rises out of the pit on its turn and tries to engulf anything in its path.
of the room is a hidden pit trap. Covered Pit This hidden pit (see “Covered Pits”) is 20 feet deep, but the bottom 10 feet is occupied by a gelatinous cube. Any creature that falls into the pit takes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
also revealing a diverted underground river that is the source of the water. Once the water level rises to the ceiling, the flow is slowed and the characters can swim upward for 30 feet to reach the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Preparing for the Mission Darrett brings the characters word that the Dragon Army has taken one of Kalaman’s border forts. He has the following information: Wheelwatch Outpost stands near the border
with the land of Estwilde. The fort supplies Kalaman’s forces that patrol the border. The fort, which lies twenty-four miles southeast of the city, has been taken by the Dragon Army. Raven has been
Compendium
- Sources->Dungeons & Dragons->Divine Contention
mysterious of all, a spiral staircase rises from an archway in the wall that wasn’t present before.
Anyone who rings the bell enters the Border Ethereal as though affected by an etherealness spell. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
6. Moa’s Shrine This shrine perches on a pinnacle of rock high above the great rift (area 5). A column of rock rises 200 feet above the lava. A walled ruin overgrown with palms perches on the summit
in Old Omuan and reads, “Moa teaches us that secrets hide the truth.” Explorers must heed this message to find the shrine’s puzzle cube. The arrow slits are 6 inches wide, 2 feet tall, and 1 foot deep
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
16. Papazotl’s Shrine Crocodiles wallow in this muddy lake bed, from which rises a walled ruin. Two columns flank the entrance, carved with images of a long-legged bird with a needle-like beak. At
be dispelled with a dispel magic spell. The crawlway, which is 2 feet wide and 3 feet high, leads to area 16D. Puzzle Cube. If a character searches the pedestal, they discover the outline of a stone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and a ceiling lined with dripping icicles. A wisp of steam rises from a roughly circular pool in the northern half of the cave. South of the pool is a shallow crater filled with oversized snowballs
pool, causing it to give off steam. The water is not hot enough to deal damage. Without the body heat of a remorhaz to keep the water warm, a pool’s surface freezes over in 1 hour. After 24 hours, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to
. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Magic Items
Tasha’s Cauldron of Everything
, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next
)
You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
attacks have a reach of 10 feet and deal 9 (1d8 + 5) slashing damage on a hit, and its bite attack deals 22 (5d6 + 5) piercing damage on a hit. Fake Cube. Although similar in appearance to the granite
knuckles scraping the floor.
Stone Cubes. Twenty cubes of solid granite measuring 8 feet on a side are arranged about the chamber. One cube near the west wall, marked with an X on map 3, is fake
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine
each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gas subjects creatures in a 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. Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
bend, smoke rises through the trees and shouts ring out. An overturned wagon lies in the road, and through the smoke you can see people being attacked by serpentine creatures wreathed in flame.
Two
(3d6) points of fire damage. The fire produces a great deal of smoke but will burn out in the wet forest in about 10 minutes. A character who succeeds on a DC 12 Intelligence (Nature) check realizes the flames won’t spread far.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the overgrown tunnel some twenty feet from the entrance. Grinning skulls mark the edges of the slab, in the center of which are nine cube-shaped cavities arranged in three rows of three.
Give the
placed so that each god is opposite its rival’s cube on the grid, with Unkh (who is neutral and has no rivals) in the middle. For example, a puzzle cube inserted into a corner of the grid must have its






