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Returning 35 results for 'breathe before dead cube required'.
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breath before dead cube required
Monsters
Monster Manual
Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so.
Water Breathing. The octopus can breathe only underwater.Tentacles. Melee Attack Roll
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
Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.Tentacles. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
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.
Magic Items
Dungeon Master’s Guide
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.
Cube of Force Faces
Spell
Charge Cost
Monsters
Monster Manual
Water Breathing. The squid can breathe only underwater.Multiattack. The squid makes one Bite attack and one Tentacle attack.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit
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
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 21
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Fear, Melf's Acid Arrow (level 3 version)
1/Day Each: Speak with Dead, Vitriolic
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
":"1d20+13", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Fear, Melf's Acid Arrow (level 4 version) 1/Day Each: Create Undead, Speak with Dead
Spells
Player’s Handbook
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
Spells
Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack. The spirit makes a number of Rend attacks equal
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
Gelatinous Cube
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Monsters
Basic Rules (2014)
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
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
Monsters
Out of the Abyss
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
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
Monsters
Waterdeep: Dungeon of the Mad Mage
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
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
Monsters
Dragons of Stormwreck Isle
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Water Breathing. The octopus can breathe only underwater.Tentacles. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
"} bludgeoning damage.Spore servants are dead creatures reanimated by the magical spores of a myconid leader. The final act of the myconid leader in Seagrow Caves before lapsing into its current comatose state
Berbalang
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Monsters
Mordenkainen’s Tome of Foes
dismisses it (no action required).
The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the
, requiring no material components:
At will: speak with dead
1/day: plane shift (self only)Multiattack. The berbalang makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Intelligence as the spellcasting ability:
At will: speak with dead
1/day: plane shift (self only)Berbalangs creep across the petrified remains of dead gods adrift on the
Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in
Monsters
Tales from the Yawning Portal
Amphibious. The nereid can breathe air and water.
Aquatic Invisibility. If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water
spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.
Speak with Animals. The nereid can comprehend and
Monsters
Waterdeep: Dragon Heist
): 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
freeze for up to 1 hour. He can breathe air and water.Mace. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 3 (1d6
Magic Items
Mythic Odysseys of Theros
’t be used again until the next dusk.
Blessing of the Dead. If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety:
Piety 1+. The whip has 1
Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos
Magic Items
Icewind Dale: Rime of the Frostmaiden
-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are
wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} psychic damage.
Howling Void. The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom
, using Charisma as the spellcasting ability (spell save DC 15):
At will: detect magic, guidance, levitate, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with dead
1/day
Monsters
The Book of Many Things
roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses
;s choice). Their spells might also be different. Some known Elder Evils include the following:
Acamar. A dead star that consumes other stars or sidereal bodies it encounters.
Caiphon, the Dream
Monsters
Mythic Odysseys of Theros
of the dead. Such isn’t the case for mortals, though, and they eagerly set upon those who tread too close to the Underworld’s borders.
Feared by the living and the dead, cerberi patrol
both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a
Magic Items
Princes of the Apocalypse
weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead
Orcus
Legacy
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Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Master of Undeath. Orcus can cast animate dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
Monsters
Mythic Odysseys of Theros
living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of
the dead. Three-headed cerberi commonly serve demons, but if left to their own devices, they often herd wily souls into labyrinthine Underworld wildernesses, then hunt them for sport.
Feared by the
Aboleth
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Monsters
Basic Rules (2014)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee
. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
and whether the cone is active.
Any creature in that area can’t regain hit points. Any humanoid that dies there becomes a zombie under the tyrant’s command. The dead humanoid retains its
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
Monsters
Storm King's Thunder
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction
breathing
Roleplaying Information
Orlekto is in love with Princess Mirran and wants to see her become Queen of the Wyrmskull Throne. (If Mirran is dead, Orlekto aims to avenge her.) If the opportunity
Monsters
Keys from the Golden Vault
Whispers of Azzagrat. Each creature in a 15-foot cube originating from Sythian must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 18 (4d8);{"diceNotation":"4d8", "rollType":"damage
. Now that his parents are dead, he is determined to hold on to his estate and will do whatever it takes to keep what he has left.
Sythian has attuned to Golden Axe so that he can learn and exercise
Moloch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
1/day each: flame
30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Breath of Despair","rollDamageType






