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Returning 18 results for 'burns below diffusing cube revived'.
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Spells
Player’s Handbook
and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a
creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.
Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.
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
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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
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
gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a
target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6. JAVIER CHARRO A tiefling Cleric casts Dispel Evil and Good to expel an evil spirit from a possessed innocent
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->D&D Beyond Basic Rules
gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a
target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.
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->Tomb of Annihilation
, 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
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fireplace burns with purple flame. Swinging from the chandelier above the center of the common room is a red-haired figure in a green shirt and red cape. He appears to be having a grand time.
Sigil the
two failed death saving throws. Chance makes a death saving throw at the end of each round. If the chuuls are defeated and Chance is saved and revived, the spy can share that they were ambushed by
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->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->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->Lost Laboratory of Kwalish
gelatinous cube with these changes: It is immune to all damage and conditions. Its reach is 10 feet. Each round, the ooze can make one attack against each creature within its reach: a pseudopod attack against
disturbing impression that this glass piping is not manufactured, but rather resembles intestines. (The piping derives from the bodies of glass statues — former high priests partially revived by Kwalish so
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






