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Returning 35 results for 'bonus being diffusing continually rush'.
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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
Magic Items
Descent into the Lost Caverns of Tsojcanth
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination
of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your
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
Mordenkainen Presents: Monsters of the Multiverse
supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who determines which colony
", "rollType":"damage", "rollAction":"Spectral Dagger", "rollDamageType":"force"} force damage.
The dagger lasts for 1 minute. As a bonus action on later turns, the choldrith can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
Monsters
Fizban's Treasury of Dragons
caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying
bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or
combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your
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->Descent into the Lost Caverns of Tsojcanth
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or
combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your
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
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->Descent into the Lost Caverns of Tsojcanth
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or
combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
special traits. 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
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->Player’s Handbook
special traits. 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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
special traits. 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
Bonus Actions
Watery Rush. While underwater, the ghoul moves up to half its Swim Speed without provoking Opportunity Attacks.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
by 5 feet until the start of the berserker’s next turn.
Bonus Actions
Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
Bonus Actions
Watery Rush. While underwater, the ghoul moves up to half its Swim Speed without provoking Opportunity Attacks.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
by 5 feet until the start of the berserker’s next turn.
Bonus Actions
Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without
Compendium
- Sources->Dungeons & Dragons->Monster Manual
by 5 feet until the start of the berserker’s next turn.
Bonus Actions
Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
Bonus Actions
Watery Rush. While underwater, the ghoul moves up to half its Swim Speed without provoking Opportunity Attacks.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
report feeling a burst of energy like a long-lasting sugar rush. Gingerbrute Tiny Construct, Typically Chaotic Neutral
Armor Class 14
Hit Points 18 (4d4 + 8)
Speed 60 ft.
STR
13 (+1)
DEX
Perception 10
Languages one language of its creator
Challenge 1/2 (100 XP) Proficiency Bonus +2
Can’t Catch Me. The gingerbrute has advantage on any ability checks or saving throws it makes to
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
report feeling a burst of energy like a long-lasting sugar rush. Gingerbrute Tiny Construct, Typically Chaotic Neutral
Armor Class 14
Hit Points 18 (4d4 + 8)
Speed 60 ft.
STR
13 (+1)
DEX
Perception 10
Languages one language of its creator
Challenge 1/2 (100 XP) Proficiency Bonus +2
Can’t Catch Me. The gingerbrute has advantage on any ability checks or saving throws it makes to
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
report feeling a burst of energy like a long-lasting sugar rush. Gingerbrute Tiny Construct, Typically Chaotic Neutral
Armor Class 14
Hit Points 18 (4d4 + 8)
Speed 60 ft.
STR
13 (+1)
DEX
Perception 10
Languages one language of its creator
Challenge 1/2 (100 XP) Proficiency Bonus +2
Can’t Catch Me. The gingerbrute has advantage on any ability checks or saving throws it makes to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
/day: greater restoration
Bonus Actions
Whirlpool Step. The riverine magically teleports to an unoccupied space it can see within 30 feet of itself. Both the space it leaves and its destination must
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
/day: greater restoration
Bonus Actions
Whirlpool Step. The riverine magically teleports to an unoccupied space it can see within 30 feet of itself. Both the space it leaves and its destination must
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
/day: greater restoration
Bonus Actions
Whirlpool Step. The riverine magically teleports to an unoccupied space it can see within 30 feet of itself. Both the space it leaves and its destination must
Monsters
Fizban's Treasury of Dragons
older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying honeycombs of hidden passages, deceptively thin walls
retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Monsters
Fizban's Treasury of Dragons
realize they enjoy hunting together.
5
A tempestuous marid continually floods the carefully dried-out lair of a topaz dragon.
6
A sahuagin baron attempts to gain the support of other sahuagin
dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.






