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Returning 35 results for 'beast bonus don cold red'.
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beasts bonus don cold red
brass bonus don cold red
beast boss don cold red
Magic Items
Dungeon Master’s Guide
(Copper);Copper
Acid
Dragon Scale Mail (Gold);Gold
Fire
Dragon Scale Mail (Green);Green
Poison
Dragon Scale Mail (Red);Red
Fire
Dragon Scale Mail (Silver);Silver
Cold
Dragon Scale Mail (White);White
Cold
either case, Dragon Scale Mail is highly valued.
While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have
Spells
Player’s Handbook
;a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0
Spells
Player’s Handbook
that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Monsters
Monster Manual
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC
Monsters
Monster Manual
":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 24, each creature
in a 90-foot Cone. Failure: 67 (15d8);{"diceNotation":"15d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success: Half damage.
Paralyzing Breath
Spells
Player’s Handbook
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls
and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage
Monsters
Monster Manual
instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.Acid, Cold, Fire, Lightning, Thunder
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands
Spells
Player’s Handbook
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
Spells
Player’s Handbook
Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
Magic Items
Dungeon Master’s Guide
. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table.
Gem
Summoned
Elemental
Elemental Gem (Blue Sapphire);Blue Sapphire
Air Elemental
Elemental Gem (Emerald);Emerald
Water Elemental
Elemental Gem (Red Corundum);Red Corundrum
Fire Elemental
Elemental Gem (Yellow Diamond);Yellow Diamond
Earth Elemental
Spells
Player’s Handbook
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range
Monsters
Monster Manual
"} Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or
", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Ice Spear", "rollDamageType":"Cold
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
.
Cube of Summoning
1d6
Spell
1
Summon Aberration
2
Summon Beast
3
Summon Construct
4
Summon Dragon
5
Summon Elemental
6
Summon Fey
Magic Items
Dungeon Master’s Guide
damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.
Curse. Once you don this cursed armor, you can’t doff it unless you
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strike;Unarmed Strikes to deal 1d8 Slashing
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Spells
Player’s Handbook
Prismatic Rays table.
Prismatic Rays
1d8
Ray
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save
.
5
Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.
6
Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Proficiency Bonus)
Traits
Amorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.
Actions
Multiattack
Monsters
Monster Manual
its next turn. While Poisoned, the target can take either an action or a Bonus Action on its turn, not both, and it can’t take Reactions.
Swarm. The swarm can occupy another creature’s
":"Rend", "rollDamageType":"Slashing"} Slashing damage, or 9 (3d4 + 2);{"diceNotation":"3d4+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage if the swarm is Bloodied.PoisonBludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Spells
Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
for the spell’s level in the stat block.
Bestial Spirit
Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Magic Items
Dungeon Master’s Guide
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
Spells
Player’s Handbook
, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass
Monsters
Monster Manual
. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
Monsters
Monster Manual
. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.
Luck. If the weapon is on your person
, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be
Equipment
Proficiency with a Halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Spells
Player’s Handbook
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
Spells
Player’s Handbook
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
, Frightened
Senses Darkvision 60 ft.; Passive Perception 12
Languages Celestial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Perception 10
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Festering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Senses Darkvision 60 ft.; Passive Perception 10
Languages Sylvan, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a
Monsters
Monster Manual
Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost’s Possession
for 24 hours.
Success: The target is immune to this ghost’s Possession for 24 hours.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
Magic Items
Dungeon Master’s Guide
. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a
command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required
Feats
Player’s Handbook
proficiency with Cook’s Utensils if you don’t already have it.
Replenishing Meal. As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand
. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to
Equipment
Proficiency with a Greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.






