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Returning 35 results for 'bonus of flight'.
Other Suggestions:
bonus of fight
Monsters
Tyranny of Dragons
takes an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Fanatic Advantage"} damage of the weapon’s type.
Limited Flight. The dragonwing can use a bonus action to gain a flying
Magic Items
The Book of Many Things
following properties, which you can use while wearing the crown:
Star Flight. As a bonus action, you can spend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying
Magic Items
Storm King's Thunder
following properties, which work only while it’s on your person.
Wind Step. As an action, you fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have
property, you can’t use it again until you finish a short or long rest.
Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can
Magic Items
Fizban's Treasury of Dragons
.
The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.
Flight. As a bonus action, you can
expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.
Gravitational Thrust. As an action, you can
Monsters
Tyranny of Dragons
takes an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Fanatic Advantage"} damage of the weapon’s type.
Limited Flight. The dragonsoul can use a bonus action to gain a flying
Monsters
Tyranny of Dragons
takes an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Fanatic Advantage"} damage of the weapon’s type.
Limited Flight. The dragonfang can use a bonus action to gain a flying
monsters
can take its Hungering Stride Bonus Action. A Humanoid reduced to 0 Hit Points by this damage rises at the end of the jiangshi’s turn as a Wight under the jiangshi’s control. If this wight
notoriously afflicts the limbs of jiangshi, causing them to hold their arms rigidly and to walk with a stiff gait. This, along with their flight, leads many to call them hopping vampires.
By day, jiangshi
Monsters
Guildmasters’ Guide to Ravnica
magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws, the target is grappled in
Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a
Monsters
Guildmasters’ Guide to Ravnica
throws against spells and other magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws
Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Monsters
Guildmasters’ Guide to Ravnica
throws against spells and other magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws
(Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Monsters
Fizban's Treasury of Dragons
gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their
magical mobility, using flight and teleportation to navigate obstacles in their lairs.
The challenge rating of a legendary amethyst dragon increases by 1 when it’s encountered in its lair.
Lair
Monsters
Fizban's Treasury of Dragons
physical laws affect them. They defy gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding
. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
at the end of this flight, you fall unless you have another means of staying aloft. Comforting Wind. You can’t suffocate. Wind’s Grasp. As a reaction when you fall, you can cause yourself to take no
damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest. Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
charges daily at dawn. Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time
time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic
Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Damage Resistance. You have Resistance to the damage type determined by your
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage of the weapon’s type.
Limited Flight. The dragonwing can use a bonus action to gain a flying
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage of the weapon’s type.
Limited Flight. The dragonwing can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage of the weapon’s type.
Limited Flight. The dragonwing can use a bonus action to gain a flying
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them. Gem Flight. Starting at 5th level, you can use a bonus action to
an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage of the weapon’s type.
Limited Flight. The dragonsoul can use a bonus
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage of the weapon’s type.
Limited Flight. The dragonsoul can use a bonus
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage of the weapon’s type.
Limited Flight. The dragonfang can use a bonus action
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage of the weapon’s type.
Limited Flight. The dragonsoul can use a
bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics. The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonsoul’s allies
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
incapable of flight—though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get
9
Languages Common, Draconic
Challenge 1/2 (100 XP) Proficiency Bonus +2
Controlled Fall. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage of the weapon’s type.
Limited Flight. The dragonfang can use a
bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics. The dragonfang has advantage on an attack roll against a creature if at least one of the dragonfang’s allies is
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage of the weapon’s type.
Limited Flight. The dragonfang can use a bonus action
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Bonus +2
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.
Actions
Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed
Flight. Immediately after taking damage, the mutate flies up to its speed. This movement doesn’t provoke opportunity attacks.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
. Although its preferred mode of travel is flight, a gadabout can creep slowly along the ground as well. Elves are the only Humanoids to date who know how to grow gadabouts. Since gadabouts don’t
), passive Perception 8
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Air Envelope. If it has at least 1 hit point, the gadabout can generate an air envelope around itself when in a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
identity. She also speaks little, relying on sharp hand gestures to direct dragonnel-riders in flight. Red Ruin
Medium Humanoid, Lawful Evil
Armor Class 20 (plate, shield)
Hit Points 150 (20d8
+8, Perception +6
Damage Resistances fire
Senses passive Perception 16
Languages Common, Draconic
Challenge 10 (5,900 XP) Proficiency Bonus +4
Draconic Devotion. While Red Ruin can see a
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
jiangshi, causing them to hold their arms rigidly and to walk with a stiff gait. This, along with their flight, leads many to call them hopping vampires.
By day, jiangshi lurk within tombs or hidden
the Necrotic damage taken, the jiangshi’s Fly Speed increases to 20 feet until the end of its next turn, and it can take its Hungering Stride Bonus Action. A Humanoid reduced to 0 Hit Points by this
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a Long Rest, the elixir and its vial vanish. Drinking an Elixir. As a Bonus Action, a
10 feet for 1 hour. This bonus increases when you reach Artificer levels 9 (15 feet) and 15 (20 feet).
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes. The duration increases
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack. Level 6: Mindless Rage You have Immunity to
creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike. Level 14: Intimidating Presence As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
a +1 bonus to AC for 10 minutes. 4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. 5 Flight. The drinker gains a
cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
hit points equal to 2d4 + your Intelligence modifier.
2 Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10
minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10