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Returning 25 results for 'burns below diffusing cube reverts'.
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Spells
Player’s Handbook
no longer Restrained.
The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If
Web
Legacy
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Spells
Basic Rules (2014)
spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure
Monsters
Fizban's Treasury of Dragons
. The mimic transforms into a hoard or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its
fine, caustic mist from their pores that burns and blinds creatures caught in it.
Hoard mimics are so named because many enter into partnerships with dragons, each one serving as a false hoard in a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
puzzle cube trap before touching it, and its magic turned him to stone. If a greater restoration spell or similar magic is cast on Voj, he reverts to flesh, realizes he’s not alone, and attacks anyone
, Obo’laka’s puzzle cube can be handled safely. Torches. Each torch burns with a flame that never wears its wood down. The torches can be extinguished, but they reignite every time they reenter this chamber
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren’t anchored between two
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren’t anchored between two
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
26. Clean Tunnels These tunnels are 10 feet high with flat ceilings. They’re swept clean on a regular basis by the gelatinous cube that characters first encounter in area 26c. Halaster has also
upon impact. A candle taken from its niche becomes an ordinary candle that doesn’t float and burns down as any normal candle would. 26b. Empty Closet Behind this door is an empty, 10-foot-square room
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
targeting an area of the forest ends the effect in a 20-foot cube for 1 hour if the caster succeeds on a DC 20 ability check using the caster’s spellcasting ability. The affected area reverts to a fetid
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the illusion drops and the treasure reverts to its true form: gold coins become disks of tin, silver decanters revert back to clay jugs, and glittering armor becomes rusty scrap metal. A detect magic
treasures found in the shrine. However, if another creature in the shrine is also carrying such treasure, the doors remains closed. A knock spell also opens the doors. 18C. Puzzle Cube In the middle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crawler
2. Chimera
3. Fire elemental
4. Gelatinous cube
5. Gorgon
6. Hook horror
7. Manticore
8. Otyugh
9. Owlbear
10. Wyvern
When the polymorphed creature drops to 0 hit points
, it reverts to its original form and is stable at 0 hit points. Once a glyph is triggered, it disappears, rendering its space safe to pass through until Arcturia sees fit to replace it. A successful dispel magic spell (DC 17) cast on a glyph removes it.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
from their pores that burns and blinds creatures caught in it. A horrible and wonderful truth of our world is that anything has the potential to be an enemy. Conversely, anything can be a friend
takes half as much damage and isn’t blinded.
Shapechanger. The mimic transforms into a hoard or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it outside the range of some creatures’ darkvision. The stone giants have never noticed it for this reason. The castle looks small enough to fit in a 20-foot-cube, and it floats at the center of an
. Characters who enter the sphere can tell something has happened when Maddgoth’s castle suddenly looms twelve times larger in their vision. A shrunken creature or object reverts to its normal size
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and
invulnerable, and they create the effects below within the Cube before vanishing. Once you use this action, you can’t use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can be doused with 10 gallons of water. Exposure to a strong wind for 1 minute causes the inferno to grow, adding 1d4 new 10-foot Cubes to its volume. An inferno deprived of fuel burns itself out
action, a creature Restrained by the webs can try to escape from them, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. Each 10-foot Cube of webs has AC 10; HP 15
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
5-foot squares, does Cloud of Daggers affect a single square? Cloud of Daggers (5-foot Cube) can affect more than one square on a grid unless the DM says effects snap to the grid. There are many ways
to position that Cube. Can a creature under the effect of Compelled Duel teleport more than 30 feet away from the caster? No. You can’t move farther than 30 feet away from the caster of Compelled Duel
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their brackets, they never burn out. If a torch is removed from its bracket, it burns down normally. Advice from the Spirits Any characters inhabited by the spirits of Nangnang or Shagambi receive advice
yawn and masses of magically summoned locusts fly out of their mouths. The locusts form a single cloud that fills a 15-foot cube centered above the offending floor tile. Each creature in the cloud
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
alphabetical order.
Abracadabrus Wondrous item, very rare
An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1
fishing line and immersed in enough water to fill at least a 10-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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
surfaces in the environment and launch caustic spittle. The mimic colony chooses a cube of nonmagical, inanimate material in physical contact with it. The cube can be up to 15 feet on a side. The colony
. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Mimic Colony Primal Fruit In wild places brimming with nature’s power, gardens meticulously tended
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
the necrotic damage, whether because of immunity or some other reason. Using 5-foot squares, does cloud of daggers affect a single square? Cloud of daggers (5 ft. cube) can affect more than one square
on a grid, unless the DM says effects snap to the grid. There are many ways to position that cube. Can a creature under the effect of compelled duel teleport more than 30 feet away from the caster? No
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(Athletics) check. A creature freed in this way is no longer restrained by the webbing. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away, dealing 5 (2d4) fire damage to any creature
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faulty well is a 10-foot-high gelatinous cylinder (use the gelatinous cube stat block) that’s blocking the normal flow of water. The creature’s presence has also contaminated the water above it
, ascertain that something akin to a gelatinous cube has lodged itself in the well. The gelatinous cylinder lurks 10 feet down inside the well and is invisible in the water. It attacks any creature and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
smell dissipates as the water cools and reverts to holy water over the course of 1 hour. Divine Insight. Any character who has a background involving Savras, or who succeeds on a DC 20 Intelligence
thousands of motes of light that fill this cube-shaped room takes the form of a tiny eyeball, all of them shifting to stare at you as they drift past.
Unusual Gravity. When any character enters this area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
corner. One holds a torch that burns with greenish fire. A marble sarcophagus, easily nine feet long, lies in the room’s center. The coffin is carved with dragon imagery, and the head of the
humanoid in ceremonial robes. An altar, with images of dragons carved into its black obsidian, is set in the center of the west wall. A single candle burns brightly on the altar. Next to the candle are a






