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                        Returning 35 results for 'destroyed instances are bonus'.
                    
                
                        
                            
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                                        destroyed instance are bonus
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
                                                
                                            
                                                
                                                    , or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.Multiattack. The erinyes makes three Withering Sword attacks and can
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     body is destroyed only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil
                                                
                                            
                                                
                                                     curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    As a Bonus Action, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its inanimate form.
When you take the Attack action, you can make
                                                
                                            
                                                
                                                     one of the attack rolls using the animated snake head, which has a reach of 5 feet. Apply your Proficiency Bonus and Wisdom modifier to the attack roll. On a hit, the target takes 1d6 Piercing damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.
When you roll a 20 on an attack roll made
                                                
                                            
                                                
                                                     with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
                                                
                                            
                                                
                                                     makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw
                                                
                                            
                                                
                                                     is destroyed when its last charge is expended.
Spell Resistance. You have Advantage on saving throws against spells.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target
                                                
                                            
                                                
                                                     has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.
A
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
                                                
                                            
                                                
                                                     target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
                                                
                                            
                                                
                                                     you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The fl ames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a
                                                
                                            
                                                
                                                     Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
                                                
                                            
                                                
                                                     last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
                                                
                                            
                                                
                                                     Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
                                                
                                            
                                                
                                                    . 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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff's property again
                                                
                                            
                                                
                                                     for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the following table.
Spell Scroll
Spell Level
Rarity
Save DC
Attack Bonus
Spell Scroll
                                                
                                            
                                                
                                                     is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
                                                
                                            
                                                
                                                     world.
Destroying Wave. Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant or someone imbued with a storm giant’s
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature’s Attunement to it ends.
Benefits granted by the Book of Exalted Deeds
                                                
                                            
                                                
                                                     a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
                                                
                                            
                                                
                                                     or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must
                                                
                                            
                                                
                                                    ), the DM determines randomly what happens using the following table.
1d100
Result
01–50
The sphere is destroyed.
51–85
The sphere moves through the portal or into the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    .
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
                                                
                                            
                                                
                                                     Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
                                                
                                            
                                                
                                                     +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
                                                
                                            
                                                
                                                     Blackrazor. Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can’t stand to hear, causing the sword to shatter.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
                                                
                                            
                                                
                                                    ; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
Sage. At any time you choose within one year of
                                                
                                            
                                                
                                                     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
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
                                                
                                            
                                                
                                                     spell or other magic.
Haste (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Haste"}. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     foliage, heavy rain, falling snow, mist, and other natural phenomena.
Wild Shape (Recharges after a Short or Long rest). As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in
                                                
                                            
                                                
                                                     this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies.
While transformed, Walnut's game
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Amphibious. The nereid can breathe air and water.
Aquatic Invisibility. If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water
                                                
                                            
                                                
                                                    , ends the invisibility as a bonus action, or dies.
Mantle Dependent. The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature’s spirit. The mantle has an AC and
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     is near enough to move to and attack, Jhaeros attacks an object, with preference for an object smaller than himself. Once Jhaeros goes berserk, he continues to do so until he is destroyed or regains
                                                
                                            
                                                
                                                     greater restoration spell or other magic.
Haste (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Haste"}. Until the end of his next turn, Jhaeros magically gains a +2 bonus
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.
The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in
                                                
                                            
                                                
                                                     1 round.
Instinctive Attack. When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action.
Spellcasting. The Ooze Master is a 9th-level
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise
                                                
                                            
                                                
                                                     remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb
                                                
                                            
                                                
                                                     the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Zorak is destroyed, is on a different plane of existence than the target, or takes a bonus action
                                                
                                            
                                                
                                                    , provided that it isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents
                                                
                                            
                                                
                                                     the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature
                                                
                                            
                                        






