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Returning 35 results for 'bonus bones'.
Spells
Player’s Handbook
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them
Monsters
Eberron: Rising from the Last War
Commander of Bones. As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target
must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.
Master of the Pallid Banner. While
Monsters
Mythic Odysseys of Theros
bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.
Grave Calling Song. Aphemia intones a low, growling
magical melody. Every undead within 300 feet of her must succeed on a DC 14 Wisdom saving throw or fall under her control until the song ends. Aphemia must take a bonus action on her subsequent turns to
Monsters
Dragonlance: Shadow of the Dragon Queen
attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being charmed and frightened, and his Divisive Whispers bonus
drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied
Monsters
Divine Contention
, including gaining access to the target's knowledge, class features, and proficiencies.
The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or
dragon's bones turned to dust.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can finish such a gory feast.
After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll’s
giant gains a +4 bonus to the damage roll.
The giant has resistance to bludgeoning, piercing, and slashing damage.
Monsters
Princes of the Apocalypse
, the dragon has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight
its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and
Monsters
Icewind Dale: Rime of the Frostmaiden
bonus action to move up to half its speed and make a bite attack.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or
leaving nothing behind but bones, gristle, and the victim’s blood-spattered belongings.
Gnoll vampires are indiscriminate feeders that prefer the flesh and blood of humanoids, including other
Monsters
Eberron: Rising from the Last War
damage, this trait doesn’t function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Teleport. As a bonus action, Dyrrn can
horrid site shaped from the leftover flesh and bones of the daelkyr’s sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing. Lair Actions. While
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
Bones Know Their Home. When you
Animate Dead
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Spells
Basic Rules (2014)
creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead
magic-items
This warhammer is made from giant bones and forged in undead dust. The bones are then stained with monster blood.
You gain a +1 bonus to attack and damage rolls with this magic warhammer.
When you
score a Critical Hit with this warhammer, the target is Dazed until the start of your next turn.
Crafting. Creating a Dazing Warhammer requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Skull from a Giant
[Dust] Undead Dust
[Fluid] Monster Blood
Berbalang
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Monsters
Mordenkainen’s Tome of Foes
Spectral Duplicate (Recharges after a Short or Long Rest). As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the
gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life.
Speakers of the Dead
magic-items
This hammer is made from giant bones and forged in undead dust. The bones are then stained with monster blood.
You gain a +1 bonus to attack and damage rolls with this magic hammer.
When you score
a Critical Hit with this hammer, the target is Dazed until the start of your next turn.
Crafting. Creating a Dazing Hammer requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Skull from a Giant
[Dust] Undead Dust
[Fluid] Monster Blood
magic-items
This maul is made from giant bones and forged in undead dust. The bones are then stained with monster blood.
You gain a +1 bonus to attack and damage rolls with this magic maul.
When you score a
Critical Hit with this maul, the target is Dazed until the start of your next turn.
Crafting. Creating a Dazing Maul requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Skull from a Giant
[Dust] Undead Dust
[Fluid] Monster Blood
monsters
Hexing Aura. Each creature of the rat-thing’s choice in a 10-foot Emanation originating from the rat-thing gains a +1 bonus to its spell save DC.
Magic Resistance. The rat-thing has Advantage
":"1d3+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
The bones of the tiny paws, it is rumoured, imply prehensile characteristics more typical of a
magic-items
These steel arm blades are razor sharp, 4-foot-long scythes that are fastened to two locking bracers made of spinal bones. The fasteners are made from fine leather with steel buckles. Delerium
shortswords counts as being attuned to one magic item.
You gain a +2 bonus to attack and damage rolls made with these magic shortswords. While attuned to these weapons, you can activate the Nick mastery
magic-items
This large greataxe is made from a blade taken off a Ripper and refitted into a housing made from the plates of constructs and reinforced with the rib bones of a monstrosity. The blade is equipped
with a leather belt that connects to an elemental-fueled motor powered by a Very Rare Animus.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Once on your turn when you hit
magic-items
This otherworldly shortsword is made from starmetal steel; a potent alloy produced by combining iron with carbon extracted from the bones of powerful aberrant creatures. During the forging process
gain a +2 bonus to attack and damage rolls made using this magic shortsword.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately after the
magic-items
You gain a +1 bonus to Armor Class while wearing this magic armor.
This magic armor has 50 charges. It regains all expended charges each day at dawn. While wearing this armor and attuned to it, at
:
[Animus] Animus from a Giant
[Bones] Skulls of any two Trolls
[Fluid] Monster Blood from any Troll
[Fur] Stitches
[Hide] Skin of any Troll
magic-items
This bow is hand-carved carefully from the bones of a dryad and stained in the undead blood of vampires. Strung with the hair of a banshee with a powerful wraith animus is placed within the handle
. Once the bow's crafting is complete, it fades from its physical form into a semi-corporeal form.
You gain a +2 bonus to attack and damage rolls made with this magic longbow.
The bow produces its own
magic-items
This otherworldly rapier is made from starmetal steel; a potent alloy produced by combining iron with carbon extracted from the bones of powerful aberrant creatures. During the forging process, the
gain a +2 bonus to attack and damage rolls made using this magic rapier.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately after the attack
magic-items
This otherworldly blade is made from starmetal steel; a potent alloy produced by combining iron with carbon extracted from the bones of powerful aberrant creatures. During the forging process, the
a +2 bonus to attack and damage rolls made using this magic weapon.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately after the attack
magic-items
This otherworldly scimitar is made from starmetal steel; a potent alloy produced by combining iron with carbon extracted from the bones of powerful aberrant creatures. During the forging process, the
gain a +2 bonus to attack and damage rolls made using this magic scimitar.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately after the
magic-items
This otherworldly greatsword is made from starmetal steel; a potent alloy produced by combining iron with carbon extracted from the bones of powerful aberrant creatures. During the forging process
magic.
You gain a +2 bonus to attack and damage rolls made using this magic weapon.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately
magic-items
This otherworldly longsword is made from starmetal steel; a potent alloy produced by combining iron with carbon extracted from the bones of powerful aberrant creatures. During the forging process
gain a +2 bonus to attack and damage rolls made using this magic longsword.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately after the
magic-items
You gain a +1 bonus to Armor Class while wearing this magic leather armor.
This magic leather armor has 50 charges. It regains all expended charges each day at dawn. While wearing this armor and
:
[Animus] Animus from a Giant
[Bones] Skulls of any two Trolls
[Fluid] Monster Blood from any Troll
[Fur] Stitches
[Hide] Skin of any Troll
magic-items
aberrant brain. This steel hammer is fitted into a shaft made from fiend skin leather and the ribs of a dragon.
You gain a +3 bonus to attack rolls and damage rolls made with this weapon. This hammer has
. Creating the Hammer of Chaos requires a Legendary Workshop and the following Legendary Components:
[Animus] Any Animus
[Bones] Spine from a Dragon
[Dust] Elemental Dust
[Fluid] Elemental Fluid
[Hide] Plates from a Construct
[Hide] Skin from a Fiend
[Organ] Brain from an Aberration
Wand of Orcus
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Magic Items
Dungeon Master’s Guide (2014)
.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the
as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random
magic-items
You gain a +1 bonus to Armor Class while wearing this magic hide armor.
This magic hide armor has 50 charges. It regains all expended charges each day at dawn. While wearing this hide armor and
:
[Animus] Animus from a Giant
[Bones] Skulls of any two Trolls
[Fluid] Monster Blood from any Troll
[Fur] Stitches
[Hide] Skin of any Troll
magic-items
brain. This steel maul is fitted into a shaft made from fiend skin leather and the ribs of a dragon.
You gain a +3 bonus to attack rolls and damage rolls made with this maul. This hammer has the
the Maul of Chaos requires a Legendary Workshop and the following Legendary Components:
[Animus] Any Animus
[Bones] Spine from a Dragon
[Dust] Elemental Dust
[Fluid] Elemental Fluid
[Hide] Plates from a Construct
[Hide] Skin from a Fiend
[Organ] Brain from an Aberration
magic-items
an aberrant brain. This steel hammer is fitted into a shaft made from fiend skin leather and the ribs of a dragon.
You gain a +3 bonus to attack rolls and damage rolls made with this warhammer. This
hand.
Crafting. Creating the Warhammer of Chaos requires a Legendary Workshop and the following Legendary Components:
[Animus] Any Animus
[Bones] Spine from a Dragon
[Dust] Elemental Dust
[Fluid
magic-items
Spellcasting Focus for your spells, you gain a bonus determined by the cauldron’s rarity to all saving throws, and you can use the following properties.
Size Change (Rare+). You can perform a 1
, one creature of your choice who eats gains a +2 bonus to AC until you finish a Short or Long Rest. During this time, the creature’s skin is hardened and monstrous.
Coven Abomination (Legendary
magic-items
Spellcasting Focus for your spells, you gain a bonus determined by the cauldron’s rarity to all saving throws, and you can use the following properties.
Size Change (Rare+). You can perform a 1
, one creature of your choice who eats gains a +2 bonus to AC until you finish a Short or Long Rest. During this time, the creature’s skin is hardened and monstrous.
Coven Abomination (Legendary
Eye and Hand of Vecna
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Magic Items
Dungeon Master’s Guide (2014)
, and you gain the following benefits:
You have truesight.
You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
The eye has 8
, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your