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Returning 35 results for 'bonus balinor diffusing contain rush'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
speak to and understand rat;rats and giant rat;giant rats.
Swarming Rush. A jermlaine adds 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Swarming Rush"} to its weapon damage rolls while
can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons
Gnoll Flesh Gnawer
Legacy
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Monsters
Volo's Guide to Monsters
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.Multiattack. The
.
Sudden Rush. Until the end of the turn, the gnoll’s speed increases by 60 feet and it doesn’t provoke opportunity attacks.
Monsters
Baldur’s Gate: Descent into Avernus
Goring Rush. Immediately after using the Dash action, Torogar can make one melee attack with his horns.
Labyrinthine Recall. Torogar can perfectly recall any path he has traveled.
Rage (Recharges
after a Short or Long Rest). As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked unconscious or if his turn ends and he hasn't attacked a
Equipment
These handy books contain detailed information on a single large city or notable destination chosen by the GM. Most of these guides were written by Jonall, though some were written by other notable
explorers. A traveler’s guide allows you to add your proficiency bonus to any Intelligence checks you make related to the destination it details.
Monsters
The Book of Many Things
DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink
, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents
Monsters
The Book of Many Things
must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe
, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb
Monsters
The Book of Many Things
creature it can see within 30 feet of itself. The creature must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While
orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise
Monsters
The Book of Many Things
enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use
planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15
Monsters
The Book of Many Things
contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar
travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush. Each gnoll
most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait.
Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to
Monsters
Bigby Presents: Glory of the Giants
possession. While holding or wearing the object bearing the rune, the giant can use its Magma Wave action and Furnace Armor bonus action.
The object bearing the rune has AC 15; 40 hit points; and immunity to
.
A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
spell's saving throw DC is 15 and has a +9 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
saving throw DC is 17 and has a +9 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
stored spell's saving throw DC is 18 and has a +10 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
stored spell's saving throw DC is 19 and has a +11 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
indestructible and opaque walls, and is only as big as it needs to be to contain the target, which doesn’t suffer from hunger or thirst while imprisoned. No other creature can enter the demiplane
, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
saving throw DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
spell's saving throw DC is 15 and has a +7 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
stored spell's saving throw DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
spell's saving throw DC is 17 and has a +10 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
spell's saving throw DC is 18 and has a +10 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
Magic Items
Phandelver and Below: The Shattered Obelisk
These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.
When you cast a spell that has a casting time of 1
saving throw it makes against the spell.
Mind Crystal (Quickened);Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting.
Mind Crystal (Subtle);Subtle (Common). You cast the spell without any somatic or verbal components for this casting.
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
’s rarity and the stored spell’s saving throw DC and attack bonus, as shown in the Spell Gem table.
You can imbue the gem with a spell if you’re attuned to it and it’s empty
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Sizzling streams of acid flow down the streets. Villagers rush about, shouting for loved ones and struggling to contain the damage.
Near the shore, flames leap from the windows of a low-roofed building
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Sizzling streams of acid flow down the streets. Villagers rush about, shouting for loved ones and struggling to contain the damage.
Near the shore, flames leap from the windows of a low-roofed building
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Sizzling streams of acid flow down the streets. Villagers rush about, shouting for loved ones and struggling to contain the damage.
Near the shore, flames leap from the windows of a low-roofed building
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Goring Rush
. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action. Hammering Horns. Immediately after you hit a creature with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Goring Rush
. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action. Hammering Horns. Immediately after you hit a creature with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Goring Rush
. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action. Hammering Horns. Immediately after you hit a creature with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Orc Traits As an orc, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Adrenaline Rush. You can take the Dash
action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Orc Traits As an orc, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Adrenaline Rush. You can take the Dash
action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Orc Traits As an orc, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Adrenaline Rush. You can take the Dash
action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times
equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest. Darkvision. You have Darkvision with a range of 120 feet. Relentless Endurance. When you are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times
equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest. Darkvision. You have Darkvision with a range of 120 feet. Relentless Endurance. When you are






