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Returning 35 results for 'break bottom diffusing cube returns'.
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Magic Items
Dungeon Master’s Guide
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
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
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Spells
Elemental Evil Player's Companion
is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
against thieves. If a foresworn is destroyed before it can complete its duty, it returns within a few days, its strength and purpose renewed.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from
. The ghostly soldiers fill a 10-foot-cube centered on the foresworn, move with the foresworn when the foresworn moves, and last until the start of the foresworn’s next turn. While the ghostly
Monsters
The Wild Beyond the Witchlight
brigganock, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a
size and never turn down a good meal.Move Soul Light. The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.
Rod of Lordly Might
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Magic Items
Basic Rules (2014)
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target has disadvantage on saving throws until the end of the shadar-kai’s next turn. Hit or Miss: The dagger magically returns to the shadar-kai’s hand immediately after a ranged attack
, finger of death, gaseous form, seeming
Wave of Weariness (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wave of Weariness"}. The shadar-kai emits weariness in a 60-foot cube
Monsters
Van Richten’s Guide to Ravenloft
broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as
Monsters
Tomb of Annihilation
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus’s choice). The ice creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
returns to the space where it began this movement.
Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Whenever this creature suffers a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
spells
Elemental Evil Player's Companion
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any
unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
island.
A morkoth may allow a visitor to bargain for something or someone it has claimed if that visitor offers the morkoth something it desires more. It shows no mercy, however, to those who break a
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
Magic Items
Tomb of Annihilation
point the temperature in the area returns to normal at a rate of 10 degrees per minute.
You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of
able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice
Monsters
The Book of Many Things
entrance to a slumbering titan’s tomb for any sign the titan might awaken, and repel the forces that seek to break the tomb’s seal.
A Medusa’s Lair
A medusa’s lair is
DC 15 Constitution saving throw. On a failed save, a target’s speed is reduced to 0 and can’t increase. On a successful save, its speed is halved. The target’s speed returns to normal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
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.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
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.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
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.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bottom of the bubble. It then reappears at the top directly above that point and continues plummeting until something arrests its fall. Entering Horizon’s Edge
The lost giant empire left puzzle cubes
scattered across the Material and Inner Planes, and these cubes are among the few ways to enter Horizon’s Edge. A Horizon puzzle cube is an 8-inch magical cube made of gold, iron, crystal, and copper
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bottom of the bubble. It then reappears at the top directly above that point and continues plummeting until something arrests its fall. Entering Horizon’s Edge
The lost giant empire left puzzle cubes
scattered across the Material and Inner Planes, and these cubes are among the few ways to enter Horizon’s Edge. A Horizon puzzle cube is an 8-inch magical cube made of gold, iron, crystal, and copper
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bottom of the bubble. It then reappears at the top directly above that point and continues plummeting until something arrests its fall. Entering Horizon’s Edge
The lost giant empire left puzzle cubes
scattered across the Material and Inner Planes, and these cubes are among the few ways to enter Horizon’s Edge. A Horizon puzzle cube is an 8-inch magical cube made of gold, iron, crystal, and copper
Adult Deep Dragon
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Monsters
Fizban's Treasury of Dragons
delicacies.
Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any
.
Toxic Spores. The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
destroying the cube. 3 A bog in a region influenced by Carceri is swamped with countless black puddings. The characters are hired to recover a lost relic from the bottom of the bog. 4 A chef in the
gelatinous cube influenced by Gehenna floats a gigantic fiendish skull. Numerous Fiends revere the cube and interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
destroying the cube. 3 A bog in a region influenced by Carceri is swamped with countless black puddings. The characters are hired to recover a lost relic from the bottom of the bog. 4 A chef in the
gelatinous cube influenced by Gehenna floats a gigantic fiendish skull. Numerous Fiends revere the cube and interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
destroying the cube. 3 A bog in a region influenced by Carceri is swamped with countless black puddings. The characters are hired to recover a lost relic from the bottom of the bog. 4 A chef in the
gelatinous cube influenced by Gehenna floats a gigantic fiendish skull. Numerous Fiends revere the cube and interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in






