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Returning 35 results for 'dangerous intention are bonus'.
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Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.
Protection. You gain a +3 bonus to
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
Magic Items
Quests from the Infinite Staircase
use a bonus action to dim the lantern, reducing the light to dim light in a 5-foot radius, or brighten the lantern back to its normal bright light radius.
Lenses. When found, the lantern’s
willingly snuff the lantern’s flame with the intention to destroy the artifact. When its flame is snuffed in this way, the lantern’s gold corrodes, the lenses and remaining gemstone fuel turn to worthless sand, and the creature attuned to it is spared.
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.
Magic Items
Tasha’s Cauldron of Everything
originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home
Dooms of the Malpheggi (emerald lizardfolk fang)
1 Lizard King/Queen;lizardfolk queen and 4 lizardfolk
You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a
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
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
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
while the wand is attuned to Orcus himself.
Protection. You gain a +3 bonus to Armor Class while holding the wand.
Spells. The wand has 7 charges. While holding it, you can use an action and expend 1
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the wise know strangers are intrinsically dangerous. The Carnival doesn’t exist to entertain its visitors. Rather, it’s a traveling domain, capable of visiting other domains and lands beyond the Mists
. Visibly marked as outsiders by birth, circumstance, intention, or talent, the Carnival’s troupers trade their unique performances for coin and whatever else they need to survive. Although these
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->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->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->Princes of the Apocalypse
tribe are dangerous raiders. Most locals consider them to be savage bandits. Those who are from other regions know the Elk tribe reputation with a successful DC 10 Intelligence (History) check
the Uthgardt intend to allow no Nettlebee to survive. This intention can be confirmed if the characters ask the right questions. If the adventurers bargain for the safety of innocent Nettlebees, Javor
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Simple Traps The following simple traps can be used to populate your adventures or as models for your own creations. Bear Trap Simple trap (level 1–4, dangerous threat) A bear trap resembles
trap triggers it. Effect. The trap makes an attack against the triggering creature. The attack has a +8 attack bonus and deals 5 (1d10) piercing damage on a hit. This attack can’t gain advantage or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bonus to attack rolls 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 properties (see “Artifacts” in
the wand is attuned to Orcus. Protection. You gain a +3 bonus to Armor Class while holding the wand. Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding
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->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->Quests from the Infinite Staircase
light. While attuned to the lantern, you can use a bonus action to dim the lantern, reducing the light to dim light in a 5-foot radius, or brighten the lantern back to its normal bright light radius
creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must willingly snuff the lantern’s flame with the intention to destroy the
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->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






