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Returning 35 results for 'bonus basic diffusing con rely'.
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Equipment
As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition
Equipment
Ability: Intelligence Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool
Spells
Player’s Handbook
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
+3
DEX
10
+0
+0
CON
10
+0
+0
Mod
Save
INT
3
−4
−4
WIS
3
−4
−4
CHA
1
−5
−5
Spells
Player’s Handbook
.
Mod
Save
STR
19
+4
+4
DEX
14
+2
+2
CON
17
+3
+3
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
14
+2
+2
the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage
Spells
Player’s Handbook
’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to
Spells
Player’s Handbook
;
Mod
Save
STR
16
+3
+3
DEX
10
+0
+0
CON
15
+2
+2
Mod
Save
INT
16
+3
+3
WIS
10
+0
+0
CHA
6
−2
−2
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
STR
13
+1
+1
DEX
16
+3
+3
CON
14
+2
+2
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
16
+3
+3
Immunities Charmed
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
Spells
Player’s Handbook
DEX
14
+2
+2
CON
16
+3
+3
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
16
+3
+3
Resistances Radiant
Immunities Charmed
, 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
Speed 30 ft.; Fly 40 ft. (hover; Ghostly only)
Mod
Save
STR
12
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
Mod
Save
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
Spells
Player’s Handbook
.
Mod
Save
STR
18
+4
+4
DEX
10
+0
+0
CON
18
+4
+4
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
5
you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit
Spells
Player’s Handbook
. (Demon only); Fly 60 ft. (Devil only)
Mod
Save
STR
13
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
Mod
Save
INT
10
+0
+0
None (XP 0; PB equals your Proficiency Bonus)
Traits
Death Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your
Spells
Player’s Handbook
); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
Mod
Save
STR
18
+4
+4
DEX
15
+2
+2
CON
17
+3
+3
Mod
Save
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
Spells
Player’s Handbook
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
Mod
Save
STR
18
+4
+4
DEX
11
+0
+0
CON
16
+3
+3
;Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn’t provoke Opportunity Attack;Opportunity Attacks when it flies out of an
Spells
Player’s Handbook
number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Magic Items
Dungeon Master’s Guide
CON
16
+3
+3
Mod
Save
INT
16
+3
+3
WIS
16
+3
+3
CHA
16
+3
+3
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
Magic Items
Planescape: Adventures in the Multiverse
This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.
As a bonus action, you can toss the device into the air, whereupon
successful unarmed strike against AC 22 or a successful DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device.
The device has AC 22, 25 hit points, immunity to
Magic Items
Candlekeep Mysteries
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As
a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
Equipment
Twinblades are martial melee weapons; double-bladed polearms that rely on the user’s dexterity to keep them in constant motion. They have the finesse and two-handed properties, and deal 2d4
slashing damage on a hit. They also have the Special: Whirl property.
Special: Whirl. When you are wielding the twinblade in two hands, you can use a bonus action to attempt to whirl the weapon. To
Shadow Demon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
(Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
Panther
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.Bite. Melee
Saber-Toothed Tiger
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.Bite. Melee Weapon
Tiger
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.Bite. Melee Weapon
Alter Self
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell
1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Lion
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is
must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start
Young Red Shadow Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The
Equipment
modifier and Proficiency Bonus). On a failure, the target takes an amount of Necrotic damage determined by the type of bomb: 2d6 for a Necrotic Bomb, Basic;Basic Necrotic Bomb, 4d6 for a Necrotic Bomb
a Basic Necrotic Bomb, 1d4 for a Moderate, 1d6 for a Greater, or 1d8 for a Major. In addition, each creature within 5 feet of the target takes damage as if it had successfully saved against the bomb
Leucrotta
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Keen Smell. The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.
Kicking Retreat. If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action
leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.Multiattack. The leucrotta makes
Shadow Mastiff
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Keen Hearing and Smell. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell
.
Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow
Monsters
Guildmasters’ Guide to Ravnica
Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Shadow Stealth. While in dim light or darkness, the horror can take the Hide action as a bonus action.
Shadow
Stride. As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows
Girallon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Aggressive. As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on
Equipment
modifier and Proficiency Bonus). On a failure, the target takes an amount of Necrotic damage determined by the type of bomb: 2d6 for a Necrotic Bomb, Basic;Basic Necrotic Bomb, 4d6 for a Necrotic Bomb
, Moderate;Moderate, 6d6 for a Greater, or 8d6 for a Necrotic Bomb, Major;Major. Even on a successful save, the target takes Necrotic damage according to the bomb thrown: 1 for a Basic Necrotic Bomb
Equipment
modifier and Proficiency Bonus). On a failure, the target takes an amount of Necrotic damage determined by the type of bomb: 2d6 for a Necrotic Bomb, Basic;Basic Necrotic Bomb, 4d6 for a Necrotic Bomb
, Moderate;Moderate, 6d6 for a Necrotic Bomb, Greater;Greater, or 8d6 for a Major. Even on a successful save, the target takes Necrotic damage according to the bomb thrown: 1 for a Basic Necrotic Bomb
Monsters
Out of the Abyss
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage
with its bite and two with its claws. It can then make a second bite attack as a bonus action.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit
Kobold Scale Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
level (2 slots): scorching ray
Sorcery Points. The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:
Heightened Spell: When it
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit
Monsters
Mythic Odysseys of Theros
Keen Smell. The Nyxborn lynx has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the Nyxborn lynx moves at least 20 feet straight toward a creature and then hits it with a
claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Nyxborn lynx can make one bite attack against it as a bonus action






