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Returning 35 results for 'cube wearing route'.
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Spells
Player’s Handbook
targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing
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.
Magic Items
Dungeon Master’s Guide
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it
)
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
Mordenkainen Presents: Monsters of the Multiverse
toward Moloch.
Breath of Despair (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath of Despair"}. Moloch exhales in a 30-foot cube. Each creature in that area must
, and become frightened of Moloch for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless
Monsters
Strixhaven: A Curriculum of Chaos
Blood Aegis. The AC of Y’demi includes her Constitution modifier while she isn’t wearing armor or wielding a shield.
Oriq Mask. Y’demi wears an Oriq mask. While wearing the mask, Y
blood mages almost impossible to ambush.NecroticSanguine Tentacles (1/Day). The blood in the copper basin disappears as tentacles of congealed blood fill a 10-foot cube centered at a point on the ground
Monsters
Mordenkainen Presents: Monsters of the Multiverse
action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the
equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
Monsters
Tomb of Annihilation
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.Geryon can take 3 legendary actions, choosing from the options below. Only one legendary
at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take
Magic Items
Tomb of Annihilation
. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost.
Cold Immunity. While attuned to and wearing the ring, you have
regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
You can expend 1 charge as an action
Magic Items
The Book of Many Things
Beast’s game statistics, and any nonmagical equipment you’re wearing or carrying melds into your new form and can’t be used. Any magic items you’re carrying drop in an
it is killed or when you are reduced to 0 hit points. If there isn’t enough space for a Large or larger creature to appear, this card has no effect.
Ooze. A gelatinous cube immediately appears
Moloch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Breath of Despair","rollDamageType
available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to
Disintegrate
Legacy
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Spells
Basic Rules (2014)
hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a
of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Titivilus
Legacy
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Monsters
Mordenkainen’s Tome of Foes
, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action
. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport. Titivilus magically teleports, along with any equipment he is wearing and
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Robe of Useful Items
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it
(10 foot);Wooden ladder (24 feet long)
45-51
A riding horse with saddlebags;saddle bags
52-59
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
Geryon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sure how to reach the gnome settlement, but is in favor of going there if it offers a route to the surface or to Gauntlgrym. If the characters allow Glabbagool (the sentient gelatinous cube from “The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sure how to reach the gnome settlement, but is in favor of going there if it offers a route to the surface or to Gauntlgrym. If the characters allow Glabbagool (the sentient gelatinous cube from “The
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Points, the barricade is destroyed.
F2: Cube Route Olivier Bernard This smooth tunnel forms a rectangular circuit.
A hungry Gelatinous Cube slowly loops counterclockwise through this part of the cave
gelatinous cube in area F2 arrives here to dispatch them. The sentry is lying about how many hobgoblins remain. Weakened by their recent loss, the hobgoblins fear marauders and try to present a strong
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
and your companions within range if any of you are sleeping naturally when combat begins. Cap of Water Breathing While wearing this cap underwater, you can speak its command word as an action to create
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Points, the barricade is destroyed.
F2: Cube Route Olivier Bernard This smooth tunnel forms a rectangular circuit.
A hungry Gelatinous Cube slowly loops counterclockwise through this part of the cave
gelatinous cube in area F2 arrives here to dispatch them. The sentry is lying about how many hobgoblins remain. Weakened by their recent loss, the hobgoblins fear marauders and try to present a strong
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
and your companions within range if any of you are sleeping naturally when combat begins. Cap of Water Breathing While wearing this cap underwater, you can speak its command word as an action to create
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carrying a puzzle cube (see chapter 3) enters the tunnel, the oil basin matching the cube’s trickster god bursts into flame. A detect magic spell or similar effect reveals an aura of divination magic
tunnel, though it functions the same as the others. Bringing Unkh’s puzzle cube into the tunnel lights Unkh’s brazier, giving characters advantage on ability checks made to find the secret door. Treasure
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carrying a puzzle cube (see chapter 3) enters the tunnel, the oil basin matching the cube’s trickster god bursts into flame. A detect magic spell or similar effect reveals an aura of divination magic
tunnel, though it functions the same as the others. Bringing Unkh’s puzzle cube into the tunnel lights Unkh’s brazier, giving characters advantage on ability checks made to find the secret door. Treasure
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into
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->D&D Beyond Basic Rules
Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into
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->D&D Beyond Basic Rules
Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into
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->Basic Rules (2014)
everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell
automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell
automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell
automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into
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 (2014)
everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell
automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
their AC.
Companions who are shapechangers (such as the mimic companion) can’t use that ability while wearing barding.
Companions who have corrosive bodies or are amorphous (such as the gelatinous cube companion) can’t wear nonmagical barding.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of Useful Items Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches
–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1