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Returning 35 results for 'dancing inside are bonus'.
Magic Items
Dungeon Master’s Guide
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.
The Shield has the following additional properties that you can use
while holding it.
Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and
Spells
Player’s Handbook
moved and disappears when the spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a
Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The
Magic Items
Dungeon Master’s Guide
requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.
If any of its pouches is overloaded, pierced, or
torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside
Magic Items
Dungeon Master’s Guide
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
Spells
Player’s Handbook
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
.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied
Magic Items
Dungeon Master’s Guide
This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from
Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
Magic Items
Dungeon Master’s Guide
Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Multiattack. The
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
succeed on a DC 18 Intelligence (Investigation) check to discern that the statue isn’t an object.
Ghostly Inhabitant. The eidolon that enters the statue remains inside it until the statue
drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the
Magic Items
The Wild Beyond the Witchlight
wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra 1d8 radiant damage on a hit.
Sense Mood. While the vane is inside the
can’t be blinded, deafened, petrified, or stunned.
While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no
Monsters
Mordenkainen Presents: Monsters of the Multiverse
necromancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: dancing lights, mage hand, prestidigitation
2/day each: bestow curse
creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action.
Monsters
The Book of Many Things
they were difficult terrain. He takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"force"} force damage if he ends his turn inside an
, class features, or proficiencies.
The possession lasts until the target drops to 0 hit points, Gremorly ends it as a bonus action, or Gremorly is turned or forced out by an effect like the Dispel Evil
Monsters
Waterdeep: Dungeon of the Mad Mage
Superior Invisibility. As a bonus action, Otto can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment Otto wears or carries is invisible with it
changes color, it gains additional spells as shown below.
Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray
Yellow, 1/day: mirror image
Green, 1/day
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips.
Portent of the Stars. As a reaction
Magic Items
Bigby Presents: Glory of the Giants
This magic weapon is a triple-barreled bronze musket. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is radiant instead of piercing, and it doesn
’t have the loading property. The base of the weapon is emblazoned with the light rune.
Additionally, while attuned to the weapon, you can cast dancing lights from the musket at will.
Invoking
Monsters
Strixhaven: A Curriculum of Chaos
", "rollDamageType":"force"} force damage if it ends its turn inside an object.Quantum Strike. Melee Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Quantum Strike"} to
advantage. The fractal can become no larger than Huge via this bonus action.
Diminish. The fractal’s size decreases by one category. While the fractal is Tiny, it makes attack rolls, Dexterity
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
Monsters
Out of the Abyss
Divine Eminence. As a bonus action, Asha can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Divine
components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Asha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely
Monsters
Out of the Abyss
Cunning Action. On each of her turns, Khalessa can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Khalessa deals an extra 7 (2d6);{"diceNotation":"2d6
spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:
At will: dancing lights
Equipment. Khalessa owns a hat of disguise
Magic Items
The Book of Many Things
. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you
This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact
Monsters
Mordenkainen Presents: Monsters of the Multiverse
casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: dancing lights, mage hand, prestidigitation
2/day each: fireball, mage armor, unseen
conjurer, whom it obeys. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.
Monsters
Out of the Abyss
can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Viln has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Scimitar of Speed. Viln wields a scimitar of speed and can make one attack with it as a bonus action on her turn. All of
Monsters
The Wild Beyond the Witchlight
Superior Invisibility. As a bonus action, Sir Talavar can magically turn invisible until his concentration ends (as if concentrating on a spell). Any equipment Sir Talavar wears or carries is
material components. As the dragon ages and changes color, it gains additional spells as shown below.
Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray
Yellow, 1
Monsters
The Wild Beyond the Witchlight
Consume Life. As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10
);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Variable Illumination. The will-o’-wisp
Monsters
Waterdeep: Dungeon of the Mad Mage
Battle Command. As a bonus action, Zress Orlezziir targets one ally she can see within 30 feet of her. If the target can see or hear the drow, the target can use its reaction to make one melee attack
spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate
Monsters
Out of the Abyss
save DC 15). She can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. Quenthel is a
. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success
Monsters
Quests from the Infinite Staircase
, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist.
Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat
aura is active, the champion and all its allies in the aura have advantage on attack rolls. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura.
Monsters
Candlekeep Mysteries
no material components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are
is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: dancing lights, mage armor, mage hand
an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow’s next turn, which can cause the triggering attack roll to miss.Nearly every priestess of Lolth
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
"} force damage if it ends its turn inside an object.
Unusual Nature. The fractine doesn’t require air, drink, or sleep.Extradimensional Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5
. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s glassy surface
Monsters
Spelljammer: Adventures in Space
, with the leech inside in larval form. A spore that remains attached to a ship for a few days punctures the hull and begins to develop a hard shell that roughly matches the color of the hull. The
shell is affixed to the ship by a glue-like substance secreted by the leech. The shell grows until it’s about 1 foot in diameter. The leech inside is reddish-purple in color, with a body resembling
Monsters
Curse of Strahd
they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or
Monsters
Bigby Presents: Glory of the Giants
cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of
almost nonexistent within 6 miles of the scion, parching the land and withering most plant life.
Empowered Fire Giants. Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage
Monsters
Vecna: Eve of Ruin
berserk. On each of its turns while berserk, the bearer has advantage on melee attack rolls, it can Dash as a bonus action, and it must attack the nearest creature it can see. If no creature is near
as a guardian. Its name derives from the preserved black rose the bearer carries inside a delicate bell jar. The slightest jostle can cause the bearer to lose its grasp on the bell jar, destroying
Monsters
Bigby Presents: Glory of the Giants
damage at the start of each of the scion’s turns.
The scion’s stomach can hold up to two creatures at a time. If the scion takes 60 damage or more on a single turn from a creature inside it
entangle and entomb foes.
If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can






