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Returning 35 results for 'dangerous instances are bonus'.
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Monsters
Acquisitions Incorporated
Echo Spell (1/day). Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal.
Spellcasting. Pendragon is a 4th
the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out
Monsters
Waterdeep: Dragon Heist
Cunning Action. On each of her turns, the Black Viper can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the Black Viper is subjected to an effect that allows her to make
nobles she targets are made of sterner stuff, so Esvele has learned how to fight as well. She knows she's playing a dangerous game, but is satisfied that at least one member of the Rosznar family is earning the respect of Waterdeep's nobility.
Monsters
The Wild Beyond the Witchlight
barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack.Kelek is a greedy, narcissistic sociopath who revels in chaos but is a
coward at heart. The fact that he’s highly intelligent makes him even more dangerous. More than anything, he wants the staff of power in the possession of his most hated foe, Ringlerun (described
Monsters
Spelljammer: Adventures in Space
. Killing a leech while it is attached to the ship is dangerous, because the trauma of its death can be felt by the ship’s spelljammer, who is weakened and incapacitated by the shock.Attach to Hull
itself as a bonus action. As an action, a creature within reach of the leech can to try to scrape it off the hull, doing so with a successful DC 18 Strength check. On a failed check, the action is wasted
Monsters
Mordenkainen Presents: Monsters of the Multiverse
this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by some
carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all
Magic Items
Acquisitions Incorporated
planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.
To prevent the orrery from ever being so used, Lottie
within 30 feet of you, you gain a +1 bonus to AC.
Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your
Magic Items
Mythic Odysseys of Theros
Purphoros’s hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on
a force of destruction, or forge something remarkable somewhere the god isn’t welcome.
Hammer of the Forge. This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When
Monsters
Fizban's Treasury of Dragons
claimed it.
2
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest
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
creature has claimed it.
2
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites
any creature that is Medium or Small, while 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.
feats
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature) You have learned to tap into the dangerous but powerful art of Shadowsteel casting. You gain the following benefits. Ability
you have.Shadowsteel’s Bite. While holding your Shadowsteel Focus, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells.Shadowsteel Weapon. If your Shadowsteel Focus is also a weapon, that weapon has a +1 bonus to attack rolls and damage rolls.
Monsters
Mordenkainen's Fiendish Folio Volume 1
Ethereal Jaunt. As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Poison Stinger. The xill injects poison into one creature it hit with its
Kerpatis's followers. Brainwashed by his magic and set to guard his many dungeons, these fanatics are among his most dangerous followers. It is telling that the xills rarely kidnap commoners. Instead, they
feats
Your deep knowledge of the dangerous creatures that inhabit the world aid you in both fighting and tracking them. You gain the following benefits:
Select two creature types of your choice
. Whenever you roll initiative at the start of a combat that has one or more hostile creatures of the chosen type, you can add your proficiency bonus to the roll. If a creature has magically altered its form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character to have more than one at a time. Moreover, a character can’t benefit from multiple instances of a Blessing at the same time. For example, a character can’t benefit from two instances of the
(Blessing) You gain a +1 bonus to AC and saving throws. Blessing of Understanding Supernatural Gift (Blessing) Your Wisdom score increases by 2, up to a maximum of 22. Blessing of Valhalla Supernatural
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character can’t benefit from multiple instances of a blessing at the same time. For example, a character can’t benefit from two instances of the Blessing of Health at once. Example blessings are
Constitution score increases by 2, up to a maximum of 22. Blessing of Protection You gain a +1 bonus to AC and saving throws. Blessing of Magic Resistance You have advantage on saving throws against spells
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, or burning all instances of something from the multiverse. Salamander Inferno Master Large Elemental, Neutral Evil
AC 18 Initiative +8 (18)
HP 256 (27d10 + 108)
Speed 40 ft., Climb 40 ft
) Fire damage at the start of each of its turns instead of the normal burning damage. The target gains 1 Exhaustion level whenever it takes this burning damage. Success: Half damage only.
Bonus Actions
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
end of each week. On a 19 or higher, you earn a bonus of 3d20 gp due to the unexpectedly dangerous nature of your most recent assignment.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
designed for a higher-level party; the encounters there will be more dangerous and taxing, but characters can retreat if things get too rough. Characters can also leave Undermountain, adventure elsewhere
award XP for overcoming traps and for exceptional roleplaying with key NPCs. The Bonus XP Awards table provides recommended XP awards for such interactions. Bonus XP Awards Character Level
XP Award
1st–4th
50
5th–10th
250
11th–16th
1,000
17th–20th
2,500
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Bleak Cabal Void Soother A void soother cares for creatures struck by curses and the negative effects of the planes. These warriors go to dangerous planes and areas torn by conflict to provide relief
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Multiattack. The void soother makes two Mace or Void Bolt attacks.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
experience points (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.
Starting off at 1st level
your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).
At 1st level, your character has 1 Hit Die, and the die type is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
characters claim any missing components of the Infernal Machine, those components can be added to the mechanical guide, providing a +2 bonus to this check per component. You might decide that neither agent
dangerous combination of living teleport and time stop spells, and might malfunction as you see fit. Sir Ursas’s guide is a captured quarut (an inevitable that seeks to uphold the laws of space and time
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Derro Apprentice Derro who have just begun to discover and control their magic are called apprentices. The magic of a derro apprentice is dangerous and unpredictable. Derro Apprentice Small
)
Skills Stealth +4
Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon
Challenge 1 (200 XP) Proficiency Bonus +2
Magic Resistance. The derro has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the indicated levels. A deadly trap is likely to kill characters of the indicated levels. Trap Save DCs and Attack Bonuses Trap Danger Save DC Attack Bonus Setback 10-11 +3 to +5 Dangerous 12-15 +6
, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered. The attack bonus of a trap, the save DC to resist its effects, and the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
below the ocean’s surface, while they peek above the water during low tide. Navigating Sandbars Sandbars make dangerous obstacles for vessels, particularly at high tide when they are less noticeable
on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew’s quality
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Githzerai Monk Githzerai monks pursue control of their minds by honing their physical and psionic talents. They might be found beyond githzerai sanctuaries, testing themselves amid the dangerous
is Invisible)
1/Day: See Invisibility
Bonus Actions
Psi-Powered Leap (2/Day). The githzerai casts Jump, requiring no spell components and using the same spellcasting ability as Spellcasting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the indicated levels. A deadly trap is likely to kill characters of the indicated levels. Trap Save DCs and Attack Bonuses Trap Danger Save DC Attack Bonus Setback 10–11 +3 to +5 Dangerous 12–15
, contain, or drive off any creature unfortunate enough to trigger them. A trap’s description specifies what happens when it is triggered. The attack bonus of a trap, the save DC to resist its effects, and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Trap Save DCs and Attack Bonuses Trap Danger Save/Check DC Attack Bonus Moderate 10 +5 Dangerous 15 +8 Deadly 20 +12 Damage Severity by Level Character Level Moderate Dangerous Deadly 1–4 5 (1d10
moderate, dangerous, or deadly threat to characters in its level range. A moderate trap is unlikely to kill a character. A dangerous trap typically deals enough damage that a character hit by one is eager
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, poisoned
Senses blindsight 60 ft., passive Perception 11
Languages Common plus any three languages
Challenge 1 (200 XP) Proficiency Bonus +2
Campus Knowledge. While at Strixhaven, the guide can’t
target doesn’t move into obviously dangerous ground, such as a fire or a pit. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Having been trained in his youth to fight ogres and trolls, he’s much more dangerous against creatures that are significantly bigger than he is. Elkhorn
Medium Humanoid (Dwarf), Lawful Good
Armor Class
Bonus +2
Special Equipment. Elkhorn wields a +1 longsword.
Actions
Multiattack. Elkhorn makes two Dagger or +1 Longsword attacks.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
fulfilled. For example, a foresworn might be pledged to protect a family’s bloodline from harm or guard a dangerous artifact against thieves. If a foresworn is destroyed before it can complete its duty
darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 6 (2,300 XP) Proficiency Bonus +3
Duty-Bound. The foresworn is bound to enacting a singular duty it pledged
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the center of each boat. The lake is covered in ice floes, which make travel dangerous. As the characters row out from Bremen, their boats must steer around 1d4 + 1 ice floes. Any character who
tries to steer a boat around an ice floe must succeed on a DC 14 Wisdom check, adding their proficiency bonus to the roll if they’re proficient with water vehicles. On a failed check, the boat hits the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn’t illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them also
+4, Persuasion +3
Senses passive Perception 12
Languages Common, Dohwar, telepathy 30 ft. (see also Merging below)
Challenge 0 (10 XP) Proficiency Bonus +2
Merging. Two dohwars can have a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githyanki Gish Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized
attack as a bonus action
Actions
Multiattack. The githyanki makes two longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Githyanki Gish Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized
attack as a bonus action
Actions
Multiattack. The githyanki makes two longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
their unshakable loyalty, merregons form the backbone of many devils’ protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Infernal but can’t speak, telepathy 120 ft.
Challenge 4 (1,100 XP) Proficiency Bonus
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
between the two. Pendragon was kicked out of wizarding school as a result of the dark rumors following the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells
Perception 10
Languages Common, Draconic, Elvish, Halfling
Challenge 2 (450 XP)
Echo Spell (1/day). Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus






