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Returning 35 results for 'breathe before device cube rolling'.
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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.
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
Magic Items
Dungeon Master’s Guide
(coiled)
Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
1d100
Patch
01–08
Bag of
)
45–51
Riding Horse with a Riding Saddle
52–59
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
60–68
4 Potion of Healing;Potions of
Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
Magic Items
Dungeon Master’s Guide
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Gelatinous Cube
Legacy
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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
Candlekeep Mysteries
Amphibious. Zikran can breathe air and water.
Magic Resistance. Zikran has advantage on saving throws against spells and other magical effects.
Spellcasting. Zikran is an 18th-level
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
Magic Items
Bigby Presents: Glory of the Giants
Horizon’s Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the cube is fitted into it.
A Horizon puzzle cube is an 8-inch magical cube made of gold, iron, crystal, and copper, and it is worth 5,000 gp to a sage or collector. A functioning puzzle cube can be solved with 30 minutes of
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
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
determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
Hook of Fisher’s Delight
d20
Fish Color
Cloudkill
Legacy
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Spells
Basic Rules (2014)
throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves
10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings
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
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, 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
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. Zegana can breathe air and water.
Legendary Resistance (3/Day). If Zegana fails a saving throw, she can choose to succeed instead.
Magic Resistance. Zegana has advantage on saving
a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Thicket","rollDamageType":"piercing"} piercing damage from thorns.Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and
Magic Items
Guildmasters’ Guide to Ravnica
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help
you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don’t
Monsters
Curse of Strahd
Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Extraordinary
Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Thickets","rollDamageType":"piercing"} piercing damage from thorns.Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning
Teleport
Legacy
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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
determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
creature uses an action to change the puzzle’s configuration. Puzzle cubes don’t function while on Horizon’s Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the
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->Baldur's Gate: Descent into Avernus
driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1
. This device needs 24 hours to recharge before it can be used again. Teleporter The vehicle’s driver can activate this magical device as a bonus action, causing the vehicle to teleport to an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
are affected even if they hold their breath or don’t need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors
a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At
Monsters
Storm King's Thunder
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.Multiattack. Claugiyliamatar can use
contact with the thickets or take 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Thorns","rollDamageType":"piercing"} piercing damage from thorns.Each 10-foot-cube of thickets has AC 5
Species
Spelljammer: Adventures in Space
consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
-foot cube Gargantuan 20-foot cube A creature that needs to breathe will exhaust the air in its personal envelope in 1 minute. Since this is barely enough time to get anywhere, most creatures travel
Envelope and Gravity Plane Air Envelopes of Creatures The envelope of breathable air that forms around a creature takes the shape of a cube centered on that creature. The creature’s size determines the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
materials undissolved. A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims’ bones, coins, and other objects can
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
thorns.Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
Within 1 mile of its
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q1. Dragon Statue Perched atop a ten-foot-wide, ten-foot-high cube of granite is a moss-covered statue of a dragon, its wings tucked close to its body. The statue looks east, toward the mansion. The
is 10 feet tall but looks much more imposing perched on the granite block. If scrutinized with a detect magic spell, the statue radiates an aura of evocation magic. The dragon statue used to breathe a cone of cold as part of a magic trap, but the trap no longer works (see area Q2).
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
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
a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dice Notation The dice used in D&D are referred to by the letter d followed by the die’s number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the cube that many
roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9, known as percentile dice. One die—that you designate before rolling—gives the tens digit, and the other gives the ones digit. If you roll
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dice Notation The dice used in D&D are referred to by the letter d followed by the die’s number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the cube that many
roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9, known as percentile dice. One die—that you designate before rolling—gives the tens digit, and the other gives the ones digit. If you roll
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
vane. Read or paraphrase the following once the device is restored: The villagers gather around the Storm’s Eye Weather Vane with their gazes cast toward the shore. Peals of thunder shake the ground
, and flashes of lightning illuminate dark clouds rolling in from the sea.
The weather vane’s crossbar begins to twirl, and ribbons of blue-green energy pulse from the whole structure. As the storm






