Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Share Your Homebrew! (+thread)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Iry" data-source="post: 7965608" data-attributes="member: 6777378"><p>It's a bardic gelatinous cube that makes eerie and beautiful music when it wiggle, wiggle, wiggles.</p><p></p><p><strong><u><span style="font-size: 22px">Quivering Cube</span></u></strong></p><p>Large ooze, unaligned</p><ul> <li data-xf-list-type="ul">Armor Class 6</li> <li data-xf-list-type="ul">Hit Points 171 (8d10, 8d8+80)</li> <li data-xf-list-type="ul">Speed 20 ft (slightly better at wiggling)</li> </ul> <table style='width: 100%'><tr><td>STR 14 (+2)</td><td>DEX 3 (-4)</td><td>CON 20 (+5)</td><td>INT 1 (-5)</td><td>WIS 6 (-2)</td><td>CHA 14 (+2)</td></tr></table> <ul> <li data-xf-list-type="ul">Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone</li> <li data-xf-list-type="ul">Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 8</li> <li data-xf-list-type="ul">Stealth +6, Performance +12 (Expertise)</li> <li data-xf-list-type="ul"><strong>Ooze Cube.</strong> The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 16 Strength check, and the creature making the attempt takes 12 (4d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.</li> <li data-xf-list-type="ul"><strong>Transparent.</strong> Even when the cube is in plain sight, it takes a successful DC 16 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.</li> <li data-xf-list-type="ul"><strong>Bardic Inspiration.</strong> The quivering cube can inspire others through strange warbling and hypnotic wiggling. The quivering cube randomly hands out a d8 bardic inspiration to one person at the beginning of its turn.</li> </ul><p><span style="font-size: 22px"><strong>Actions</strong></span></p><ul> <li data-xf-list-type="ul"><strong>Pseudopod.</strong> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one creature. <em>Hit: </em>(4d6) acid damage.</li> <li data-xf-list-type="ul"><strong>Engulf.</strong> The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 16 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 12 (4d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 24 (8d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.</li> <li data-xf-list-type="ul"><strong>Enthralling Performance.</strong> The quivering cube performs an instinctive dance that creates a series of fluting noises and pleasant warbling. Anyone within 30 feet of the quivering cube must make a DC 15 Wisdom save or find it both haunting and beautiful. This has no mechanical effect.</li> <li data-xf-list-type="ul"><strong>Innate Spellcasting.</strong> The quivering cube's spellcasting ability is Charisma (spell save DC 15). The quivering cube can innately cast the following spells, requiring no material components: At will: dancing lights, vicious mockery, 3/day each: sleep, hideous laughter, hypnotic pattern, 2/day each: confusion.</li> </ul><p><strong><span style="font-size: 22px">Plot Ideas</span></strong></p><ul> <li data-xf-list-type="ul"><strong>Inventor's Muse. </strong>An eccentric inventor keeps a quivering cube behind a glass wall in his lab. The soft music and playful chirps inspire him as he works long hours into the night, but he's willing to break the glass if someone really threatens him.</li> <li data-xf-list-type="ul"><strong>Dinner Delight.</strong> A wealthy queen keeps three quivering cubes in a pit beside the dining hall. Guests throw their scraps down into it and are rewarded with pleasant music and excited gyrations. And if someone happens to get pushed into the pit, the evening is even more entertaining.</li> <li data-xf-list-type="ul"><strong>Center Stage.</strong> A travelling circus is known to keep several quivering cubes to shock and delight the people that visit them. The circus leaves a trail of missing people in their wake as they struggle to keep their main attractions well fed and playing their beautiful song.</li> </ul></blockquote><p></p>
[QUOTE="Iry, post: 7965608, member: 6777378"] It's a bardic gelatinous cube that makes eerie and beautiful music when it wiggle, wiggle, wiggles. [B][U][SIZE=6]Quivering Cube[/SIZE][/U][/B] Large ooze, unaligned [LIST] [*]Armor Class 6 [*]Hit Points 171 (8d10, 8d8+80) [*]Speed 20 ft (slightly better at wiggling) [/LIST] [TABLE] [TR] [TD]STR 14 (+2)[/TD] [TD]DEX 3 (-4)[/TD] [TD]CON 20 (+5)[/TD] [TD]INT 1 (-5)[/TD] [TD]WIS 6 (-2)[/TD] [TD]CHA 14 (+2)[/TD] [/TR] [/TABLE] [LIST] [*]Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone [*]Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 8 [*]Stealth +6, Performance +12 (Expertise) [*][B]Ooze Cube.[/B] The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 16 Strength check, and the creature making the attempt takes 12 (4d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. [*][B]Transparent.[/B] Even when the cube is in plain sight, it takes a successful DC 16 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. [*][B]Bardic Inspiration.[/B] The quivering cube can inspire others through strange warbling and hypnotic wiggling. The quivering cube randomly hands out a d8 bardic inspiration to one person at the beginning of its turn. [/LIST] [SIZE=6][B]Actions[/B][/SIZE] [LIST] [*][B]Pseudopod.[/B] [I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one creature. [I]Hit: [/I](4d6) acid damage. [*][B]Engulf.[/B] The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 16 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 12 (4d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 24 (8d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. [*][B]Enthralling Performance.[/B] The quivering cube performs an instinctive dance that creates a series of fluting noises and pleasant warbling. Anyone within 30 feet of the quivering cube must make a DC 15 Wisdom save or find it both haunting and beautiful. This has no mechanical effect. [*][B]Innate Spellcasting.[/B] The quivering cube's spellcasting ability is Charisma (spell save DC 15). The quivering cube can innately cast the following spells, requiring no material components: At will: dancing lights, vicious mockery, 3/day each: sleep, hideous laughter, hypnotic pattern, 2/day each: confusion. [/LIST] [B][SIZE=6]Plot Ideas[/SIZE][/B] [LIST] [*][B]Inventor's Muse. [/B]An eccentric inventor keeps a quivering cube behind a glass wall in his lab. The soft music and playful chirps inspire him as he works long hours into the night, but he's willing to break the glass if someone really threatens him. [*][B]Dinner Delight.[/B] A wealthy queen keeps three quivering cubes in a pit beside the dining hall. Guests throw their scraps down into it and are rewarded with pleasant music and excited gyrations. And if someone happens to get pushed into the pit, the evening is even more entertaining. [*][B]Center Stage.[/B] A travelling circus is known to keep several quivering cubes to shock and delight the people that visit them. The circus leaves a trail of missing people in their wake as they struggle to keep their main attractions well fed and playing their beautiful song. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Share Your Homebrew! (+thread)
Top