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Returning 35 results for 'bite bonus destroyed count range'.
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both bonus destroyed count range
blue bonus destroyed count range
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
Monsters
Monster Manual
Bite attacks.
Bite. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4", "rollType":"damage", "rollAction
":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Tentacle. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Tentacle"}, reach 60 ft. Hit: The target has the
Monsters
Monster Manual
Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.Multiattack. The rust monster makes one Bite attack and uses Antennae twice.
Bite. Melee Attack Roll
: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
Spells
Player’s Handbook
makes a number of attacks equal to half this spell’s level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell
attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
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
Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
Monsters
Monster Manual
it knows the location of any other creature in contact with the same web.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} , reach 5 ft. Hit: 7 (1d8 + 3
);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Bite
Monsters
Monster Manual
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.Multiattack. The erinyes makes three Withering Sword attacks and can
Magic Items
Dungeon Master’s Guide
possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it
as a Bonus Action. The bowl can’t be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Monsters
Monster Manual
, and the ettercap knows the location of any other creature in contact with the same web.Multiattack. The ettercap makes one Bite attack and one Claw attack.
Bite. Melee Attack Roll: +4;{"diceNotation
":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 2
Spells
Player’s Handbook
spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one
Magic Items
Dungeon Master’s Guide
languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Magic Items
Dungeon Master’s Guide
, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can’t be used this way again until the next dawn.
Magic Items
Dungeon Master’s Guide
your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can’t be used this way again until the next dawn.
Magic Items
Dungeon Master’s Guide
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff's property again
Magic Items
Dungeon Master’s Guide
immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You can’t use this property again until the next
. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.
When you attack a creature with the axe and roll a 20 on the d20 for the attack
Monsters
Monster Manual
destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition.Sunlight. The vampire takes 20 Radiant damage if it starts its turn
in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two Claw attacks and uses Bite.
Claw. Melee Attack Roll: +6;{"diceNotation
Magic Items
Dungeon Master’s Guide
. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count
. 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
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
Magic Items
Dungeon Master’s Guide
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Spells
Player’s Handbook
modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell’s level Piercing damage plus 1d4 Poison damage.
Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
Spells
Player’s Handbook
). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.
Psychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
Spells
Player’s Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Magic Items
Dungeon Master’s Guide
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Monsters
Monster Manual
magical effects.
Undead Restoration. If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast
on them.Multiattack. The flameskull makes two Fire Ray attacks.
Fire Ray. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Ray"}, reach 5 ft. or range
Monsters
Monster Manual
body is destroyed only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil
curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
Spells
Player’s Handbook
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
Monsters
Monster Manual
Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Hail of Bark"}, range 180 ft. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Hail of Bark
Intelligence and Charisma scores of 1, it can’t speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
Feats
Player’s Handbook
. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30
feet when you cast it. The spell’s spellcasting ability is the ability increased by this feat.
Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Spells
Player’s Handbook
turn.
Grave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell’s level Necrotic damage.
Rotting Claw (Putrid Only). Melee
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form






