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Returning 10 results for 'cube cracks'.
Other Suggestions:
cube checks
cure cracks
core cracks
cause cracks
come cracks
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Water Chamber Characters approaching this rough-walled cave hear the sound of pouring water. The water enters through cracks in the 10-foot-high ceiling. Given the rate at which the water flows in
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cracks form along its surface, and the alien entity withdraws into its distant demiplane, never to return. As it withdraws, its dominate monster spells end. H32. Mirrored Cavern Every surface of this
dwarf’s Stonecunning trait can prove helpful here.) If the check succeeds, the character can confirm that the stone is neither naturally formed nor hewn, but rather shaped by magic. H35. Mysterious Cube On
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
area F1. Each 5-foot cube of crystal has AC 11, 15 hit points, immunity to poison and psychic damage, and vulnerability to thunder damage. The crystals are highly conductive to lightning energy, which
cracks in the walls. They were riled up and ultimately scared off from the lower chamber by the draconians. They attack the first creature they see. The draconians in area F3 have heard other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
reveals that each one contains what appears to be a 10-foot cube of ice. One of the cubes has a humanoid skeleton—the remains of High Evoker Zadulus—suspended inside it. These blocks of ice are, in
arrived. Y26. Tower of Transmutation A tower rises before you, straight as an arrow. A faint light shines from in the spire’s highest window, and hairline cracks creep up its walls like ivy.
The cracks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
walls of the cavern. When White Maw drops to 0 hit points, cracks shoot through the smooth white stone, which collapses to white dust, exposing the exits and dropping the characters 1 foot to the
B) and two dread warriors (see appendix B) watch from near the eastern wall as four Thayan warriors (see appendix B) battle a gelatinous cube. Two of the four warriors have been engulfed, and all are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
spots. Cracks and crevices are common, but are too small to admit anything but insects and other tiny vermin. Automatic Doors. A number of doors in the super-secret basement are activated by placing
creature resembling a cube with wings. All of them work to place parts into two fifteen-foot-wide, floor-to-ceiling, metallic walls at the room’s center. Those walls are the source of the hum, and each glows
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
and sell can find mundane tools and records here (see “Conclusion” for details). H7c: City Sculpture. In the center of this chamber stands an immovable 10-foot cube of pink sandstone. The cube’s top
shedding a faint, warm light. The egg grows warm to the touch and cracks open, revealing a faintly pulsing light within. The characters can’t open the egg more, and they don’t have an opportunity to
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->Lost Laboratory of Kwalish
poses and petrified (or, rather, vitrified) by the cult of the medusa. Many of the statues above the ooze show chips and cracks from long years of weathering. But below the ooze, most of the well
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
the Wisdom saving throw then increases to 20. If the globe is reduced to 0 hit points or taken from the room, it cracks and goes dark and silent. It no longer functions. 8. Pressure Plate The air is
dragon’s mouth, filling a 20-foot cube and expending the canister’s last charge. Those in the area must make a DC 10 Constitution saving throw. On a failed save, a creature takes 5 (1d10) poison






