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Returning 35 results for 'both before drive cube requires'.
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Magic Items
Dungeon Master’s Guide
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of
Gelatinous Cube
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
Monsters
Out of the Abyss
inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
Monsters
Waterdeep: Dungeon of the Mad Mage
inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit
, animating the statue and turning it into a useful guardian.
Stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and
Spells
Elemental Evil Player's Companion
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving
-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or
cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on
Ring of Shooting Stars
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10);{"diceNotation
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell
. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cube of Force Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
1d20 expended charges daily at dawn. You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cube of Force Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
1d20 expended charges daily at dawn. You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a
Gelatinous Cube Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the
can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube
paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pool and forms a hard coating around anything dipped in it. Prying off the hardened metal coating requires a successful DC 23 Strength (Athletics) check. Those who know how can draw metal from the
pools in cube form. A creature might learn the method by casting identify on a pool or by asking Zox. A creature must place one or more of its hands within 1 foot of the pool’s surface and recite the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
crew station. Helm Small Object Armor Class: 15 Hit Points: 20
Drive (Requires Mark of Storm). The ship moves up to its Fly Speed in any direction.
Shift Engine (Requires Mark of Storm). The ship’s
member operating an airship’s Helm) must have the Mark of Storm to interface with the controls. While operating the Helm, a crew member can take the station’s Drive and Shift Engine actions. Tilt and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
succeeds on the saving throw.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Tormentor.
Harpoon Flinger (Requires 1 Crew and Grants Half Cover
Tormentor The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward. Tormentor
Huge vehicle (3,000 lb.)
Creature Capacity 4
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Hat of Vortexes Wondrous Item, Uncommon (Requires Attunement) This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic action and expend 1 charge while holding the
hat to release a magical vortex from it. The vortex fills a 10-foot Cube originating from you and lasts for 1 hour. While the vortex is present, its area is Difficult Terrain. You decide a vortex’s visual details when you create it. For instance, the vortex might be multicolored or glittery.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a
failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Wave Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) This trident is an exquisite weapon engraved with images of waves, shells, and sea creatures
cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience. Wave is a sentient weapon of neutral
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
obtain Obo’laka’s puzzle cube. The doors are slightly ajar and have rusty hinges that squeal loudly when the doors are opened. When the characters arrive, four zorbos (see appendix D) are lurking around
brackets protrude from the walls under the reliefs.
To disarm the puzzle cube trap in area 19E, the magic torches from that room must be placed in the brackets in this hall. Barred Secret Door. A
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a
failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary. At Higher Levels. When
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Grants Three-Quarters Cover). Drive and steer the Scavenger.
Grappling Claw (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is
attacks are magical.
Prone Deficiency. If the Scavenger rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Strength check. The attempt requires an action, and any creature making the attempt takes 10 (3d6) acid damage is it reaches into the cube. If Glabbagool is with the characters, it attempts to intimidate
quietly and not be so open. He inspects the gems, weighs them by hand while looking at the characters with suspicion, then pays them for the delivery with a zircon worth 50 gp. Gelatinous Cube Incursion The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the Demon Grinder rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and
steer the Demon Grinder.
Chomper (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. A target reduced to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Crystal Ball Wondrous item, very rare or legendary (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell
have truesight with a radius of 120 feet centered on the spell’s sensor. Left to Right: Circlet of Blasting, Cube of Force, Chime of Opening, and Cloak of the Manta Ray
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wave Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with
of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1






