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Returning 35 results for 'cube into choice beasts short next'.
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Magic Items
Dungeon Master’s Guide
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the
Monsters
Monster Manual
":"1d6", "rollType":"recharge", "rollAction":"Hunger of Yeenoghu"}. The gnoll conjures a 30-foot Cube of magical Darkness originating from a point it can see within 60 feet, which lasts for 1 minute
turn. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Hunger of Yeenoghu", "rollDamageType":"Necrotic"} Necrotic damage, and the gnoll or a creature of its choice it can see
Spells
Player’s Handbook
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected
Spells
Player’s Handbook
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the start of the vampire’s next turn.
Hunger of Hadar (Recharge 5–6);{"diceNotation":"1d6", "rollType
the start of its next turn.
Umbral Strike. The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.Vampire Lairs
vampire;Vampires and vampire umbral lords
Monsters
Monster Manual
"} Psychic damage, and the target has the Frightened condition until the end of its next turn.
Enervation Ray. Constitution Saving Throw: DC 14. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
", "rollAction":"Enervation Ray", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit
Magic Items
Dungeon Master’s Guide
100 GP
09–15
Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP
16–22
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which
)
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
Monsters
Monster Manual
target has the Frightened condition until the end of its next turn. Success: Half damage only.
Slowing Ray. Constitution Saving Throw: DC 17. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage
", "rollAction":"Slowing ray", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target can’t take Reactions; its Speed is halved; and it can take
Monsters
Monster Manual
. Response—Constitution Saving Throw: DC 14, each creature of the sahuagin’s choice in a 5-foot Emanation originating from the sahuagin. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType
":"damage", "rollAction":"Fiendish Blood", "rollDamageType":"Acid"} Acid damage, and the target is cursed until it finishes a Short or Long Rest. While cursed, the target can’t benefit from the
Monsters
Monster Manual
Frightened condition until the end of its next turn. 4: Slowing Ray. Constitution Saving Throw: DC 16. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Slowing Ray
", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target’s Speed is halved; the target can’t take Reactions; and it can take either an action or a
Spells
Player’s Handbook
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
Monsters
Monster Manual
", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn
Magic Items
Dungeon Master’s Guide
You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving
nature, a target ceases to be Charmed in this way. Once used, this property can’t be used again until the next dawn.
Monsters
Monster Manual
", "rollAction":"Scimitar", "rollDamageType":"Poison"} Poison damage, and the target suffers one of the following effects of the pirate’s choice:
Awestruck. The target has the Charmed condition
until the start of the pirate’s next turn. Poison. The target has the Poisoned condition until the start of the pirate’s next turn.
Pistol. Ranged Attack Roll: +10;{"diceNotation":"1d20
Spells
Player’s Handbook
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don&rsquo
Monsters
Monster Manual
choice of (A) the Charmed condition until the start of the githzerai’s next turn or (B) the Prone condition, provided the target is a Large or smaller creature.
Spellcasting. The githzerai casts one
Monsters
Monster Manual
", "rollDamageType":"Radiant"} Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn.
Spellcasting. The pixie casts
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55
You have the Stunned condition until the end of your next turn, believing something awesome
Monsters
Monster Manual
":"recharge", "rollAction":"War Cry"}. The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant’s next turn.
", "rollAction":"Great Bow", "rollDamageType":"Cold"} Cold damage, and the target’s Speed decreases by 10 feet until the end of its next turn.ColdWar Cry (Recharge 5–6);{"diceNotation":"1d6", "rollType
Spells
Player’s Handbook
location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You
an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
Monsters
Monster Manual
the Frightened condition until the start of the worg’s next turn. Success: Half damage only.Warp Step. The worg teleports, along with a willing creature of its choice within 5 feet of it, up to 30 feet to an unoccupied space it can see.
(2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of the worg’s next turn
Monsters
Monster Manual
(performer’s choice) until the end of the performer’s next turn. Success: Half damage only.
Spellcasting. The performer casts one of the following spells, requiring no Material components
performer with an attack roll. Response—Wisdom Saving Throw: DC 17, the triggering creature. Failure: The attack roll misses the performer, and the target has the Charmed condition until the end of the performer’s next turn.
Spells
Player’s Handbook
For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls
against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.
Spells
Player’s Handbook
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
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
Monsters
Monster Manual
: The target is immune to this cloaker’s Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and
. Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker’s next turn. Success
Magic Items
Dungeon Master’s Guide
amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words:
Splash. The decanter
;re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning
Spells
Player’s Handbook
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
;ean’s choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):
At Will: Calm
Magic Items
Dungeon Master’s Guide
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the
Daylight effect can’t be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
;ean’s choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):
At Will: Calm
Monsters
Monster Manual
cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Baleful Command
":"Psychic"} Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa’s next turn.
Spellcasting. The rakshasa casts one of the following
Spells
Player’s Handbook
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to
designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Spells
Player’s Handbook
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.
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Hunter (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
following effect:
Fearful (Hunter Only). The target has the Frightened condition until the end of its next turn.
Magic Resistance. The animal lord has Advantage on saving throws against spells and
Monsters
Monster Manual
space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy’s next turn.Legendary Action Uses: 3 (4
mummy’s next turn.
Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9;{"diceNotation