Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bonus being diffusing chain region'.
Other Suggestions:
bonus being diffusing chasing regions
bonus being diffusing claim regions
bonus being diffusing charm region
bonus being diffusing chasing reason
bonus being diffusing chasing religion
Equipment
, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that
Monsters
Monster Manual
Bonus Action on its turn, not both. Success: Half damage only. 5: Enervation Ray. Constitution Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
in the Underdark or in lairs created for them by their servants.
The region containing a beholder’s lair is twisted by its presence, creating the following effects:
Scopophobia. Creatures
Monsters
Monster Manual
either an action or a Bonus Action on its turn, not both. Success: Half damage only.
Enervation Ray. Constitution Saving Throw: DC 17. Failure: 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
region containing a death tyrant’s lair is warped by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from
Feats
Forgotten Realms: Heroes of Faerûn
Advantage on attack rolls against a creature Grappled by you.
Sturdy Knot. When you use Chain, Manacles, or Rope to bind a creature, add your Proficiency Bonus to the DC to escape or burst the Chain
Monsters
Forgotten Realms: Adventures in Faerûn
’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1
minute, it succeeds automatically.Curious and self-confident, young spirit dragons can cause trouble for a region’s other denizens, by either unleashing long-buried evils or misusing scarcely
Monsters
Forgotten Realms: Adventures in Faerûn
by this breath in a 15-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the
a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon
Monsters
Forgotten Realms: Adventures in Faerûn
is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on
art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon
Monsters
Forgotten Realms: Adventures in Faerûn
take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can
Shadow Dancer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Fey Ancestry. The shadow dancer has advantage on saving throws against being charmed, and magic can't put it to sleep.
Shadow Jump. As a bonus action, the shadow dancer can teleport up to 30 feet to
another action it takes.Multiattack. The shadow dancer makes three spiked chain attacks.
Spiked Chain. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spiked Chain
Monsters
Guildmasters’ Guide to Ravnica
Nimble. The performer can take the Disengage action as a bonus action on each of its turns.
Performer Type. The performer is one of the following types: blade juggler, fire eater, or high-wire
","rollDamageType":"piercing"} piercing damage.
Fire Eater Actions
Multiattack. The fire eater makes two attacks with its bladed chain.
Bladed Chain. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
Monsters
Storm King's Thunder
Amphibious. Hekaton can breathe air and water.Multiattack. Hekaton makes two attacks with his broken chains.
Broken Chain. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
","rollAction":"Broken Chain"} to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Broken Chain","rollDamageType":"bludgeoning"} bludgeoning damage
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
monsters
Each: Chain LightningThunderous Rebuke. Trigger: A creature within 60 feet of the merfolk deals damage to it. Response—Constitution Saving Throw: DC 14, the triggering creature. Failure: 11 (2d10
or whales.
Wardens of the Water. Most stormcallers seek to maintain balance within their realm. Like the Wardens of the Wood, they strive to protect their region from outside threats, but also to
Arcanaloth (summoner variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster
6th level (1 slot): chain lightning
7th level (1 slot): finger of death
as it pleases and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
Monsters
Waterdeep: Dragon Heist
Special Equipment. Durnan wields a greatsword of sharpness called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning.
Indomitable (Recharges after a Long
, spell save DC, attack bonus, and spellcasting ability of the caster.Multiattack. Durnan makes four melee weapon attacks.
Grimvault. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
Equipment
Nunchaku are martial melee weapons composed of two hard batons connected to one another by a short chain or tether. They have the finesse, versatile (1d8), and Special: Flourish properties, and deal
before you make your first attack. To flourish, make a DC 13 Dexterity check, adding your proficiency bonus if you are proficient with nunchaku. On a success, you gain a +2 bonus to the first attack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, requiring no spell components or concentration. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus
armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command
magic-items
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
Magic Items
Bigby Presents: Glory of the Giants
A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.
While wearing this item, you have resistance to necrotic damage
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
succeed instead.
Magic Resistance. The sibriex has advantage on saving throws against spells and other magical effects.Multiattack. The sibriex makes three Chain attacks, and it uses Squirt Bile
.
Chain. Melee Weapon Attack: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Chain"} to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7);{"diceNotation":"2d12+7", "rollType":"damage
Drow Favored Consort
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
6th level (1 slot): chain lightning
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
War Magic. When
the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.Multiattack. The drow makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +11;{"diceNotation":"1d20+11
Vampire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm of bats
. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4;{"diceNotation":"2d4
, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4
the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
Monsters
Vecna: Eve of Ruin
blighted region. Among the blades, Glaive is best known for her talent at self-modification. “Glaive” is etched onto the back of her neck-plate. It is the only name Glaive has ever known
advantage on Strength checks and Strength saving throws.
When Glaive makes a melee weapon attack, she gains a +4 bonus to the damage roll.
Glaive’s speed increases to 50 feet.
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
.
As a bonus action, you can 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 or all of them at
appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its