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                        Returning 10 results for 'starting cube'.
                    
                
                        
                            
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                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     starting its turn there must succeed on a DC 13 Dexterity saving throw or be restrained by the tentacles. A creature that starts its turn restrained by the tentacles takes 10 (3d6);{"diceNotation":"3d6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     emotions, phantasmal force 3rd blink, plant growth 4th dominate beast, greater invisibility 5th dominate person, seeming  Fey Presence Starting at 1st level, your patron bestows upon you the ability to
                                                
                                            
                                                
                                                     project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     that uses either of those skills. Channel Divinity: Knowledge of the Ages Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one
                                                
                                            
                                                
                                                     the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. Potent Spellcasting Starting at 8th level, you add your Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     fill the empty space. When a statue that has been turned is released, it grinds back to its starting position. The clay golem has orders to attack any creature that it sees and can reach. If the golem
                                                
                                            
                                                
                                                     gas that fills a 15-foot cube centered above the chest (filling the entire pit). The gas instantly corrodes and destroys all nonmagical metal that comes into contact with it, including armor and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     terrain. Moreover, a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12 Dexterity saving throw or become restrained by the webs. A restrained
                                                
                                            
                                                
                                                     creature can use its action to try to escape, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. Each 10-foot cube of giant webs has AC 10, 15 hit points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                       3rd Storm Aura 6th Storm Soul 10th Shielding Storm 14th Raging Storm  Storm Aura Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every
                                                
                                            
                                                
                                                     resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    /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 that Y’demi can see within 15 feet of her. The effect lasts for 1
                                                
                                            
                                                
                                                     minute, during which time that area is difficult terrain. Any creature entering that area for the first time on a turn or starting its turn there must succeed on a DC 13 Dexterity saving throw or be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    The Streets of Sharn The Street Events tables starting with "Lower Sharn Street Events" are filled with random events the characters can witness while they wander around Sharn. You can expand on an
                                                
                                            
                                                
                                                     spill down and out into the surrounding pool. 6 A team of handlers from House Vadalis walk alongside a small gelatinous cube. "We're trying it out, seeing if it can help keep things clean," they say. 7
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    , starting with its earliest memories. The wearer can sense that its memories are being stolen but can’t remove the crown from its head except within an antimagic field. After wearing the crown for 1 hour
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     (Perception) check. These tell the story of the cult of the medusa, starting with the capture of Gloine Nathair-Nathair, long years of sacrificial victims brought before her, and the vitrified statues now
                                                
                                            
                                        






