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                        Returning 35 results for 'detach inner are bonus'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
A creature can take an action to try to detach the darkmantle
                                                
                                            
                                                
                                                     from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.
Darkness Aura (1/Day). Magical Darkness fills a 15
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ","rollAction":"Bite","rollDamageType":"piercing"} piercing damage at the start of each of the eel’s turns. The eel can detach itself as a bonus action. A creature, including the target, can use
                                                
                                            
                                                
                                                     its action to detach the eel.
Tail Spine. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Tail Spine"} to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 11 Strength check as an action. On its turn, the
                                                
                                            
                                                
                                                     darkmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura (1/Day). A 15-Â-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting
                                                
                                            
                                                
                                                     focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity.
In addition, while you’re holding the deck, you can draw a card
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     Intelligence saving throw or it can’t take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only
                                                
                                            
                                                
                                                    ","rollAction":"Death's Head Tree"} death’s heads dangle like foul fruit. The heads detach to protect the tree if it’s threatened. Should the tree be destroyed, the heads scatter and plant
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                     can detach from the helm as a bonus action, which ends its attunement to the helm.Clockwork horrors are ruthless insectile automatons— eldritch machines encased in adamantine or some other
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     the ship (ignoring the ship’s damage threshold). This damage can’t be repaired until the leech is scraped off the hull. While the leech is attached, its speed is 0, and it can detach
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara’s points detach and closely orbit your head.
The crown has 6 charges for the
                                                
                                            
                                                
                                                     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
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give
                                                
                                            
                                                
                                                     next dawn.
The shadow (variant);detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble
                                                
                                            
                                                
                                                     dragon’s presence, and glow with a soft inner light. The older the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of
                                                
                                            
                                                
                                                     than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see.Multiattack. Belashyrra makes two attacks with its claws and uses its Eye Ray once.
Claw. Melee Weapon Attack: +14
                                                
                                            
                                                
                                                     places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                     in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
                                                
                                            
                                                
                                                     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.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win.
8
A sapphire dragon’s lair is so well protected that its inner defenses have
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                     who will undoubtedly terrorize the area if they win.
8
A sapphire dragon’s lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the
                                                
                                            
                                                
                                                     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.
                                                
                                            
                                        
                                                    Darkmantle
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it
                                                
                                            
                                                
                                                     moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     shield takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. The khargra can detach itself by spending 5 feet
                                                
                                            
                                                
                                                     of its movement. A creature, including the target, can use its action to detach the khargra.
Earth Phasing. Until the end of its next turn, the khargra can fly through nonmagical earth and stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                     attacks. Instead, the target takes 4 (1d6 + 1) piercing damage at the start of each of the eel’s turns. The eel can detach itself as a bonus action. A creature, including the target, can use its action
                                                
                                            
                                                
                                                    Space Eel Space eels avoid confrontations with larger creatures unless the eels are starving. These 5-foot-long scavengers might trail a spelljamming ship and feed on barnacles they detach from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     blindsight 30 ft. (can’t see beyond this radius), passive Perception 11
 Languages —
 Challenge 3 (700 XP) Proficiency Bonus +2
 Encephalon Progeny. The gemmule matures into an encephalon cluster if
                                                
                                            
                                                
                                                     Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d10) psychic damage.
 Bonus Actions
 Leech. The gemmule targets one creature within 5 feet of itself and forces the target to make a DC 14
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    ) 
 
  WIS
  8 (−1) 
 
  CHA
  6 (−2)
Senses darkvision 60 ft., passive Perception 9
 Languages —
 Challenge 1/8 Proficiency Bonus +2
 Actions
 Blood Drain. Melee Weapon Attack: +5 to hit
                                                
                                            
                                                
                                                     target loses 5 (1d4 + 3) hit points.
  The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    )
 DEX
 10 (+0)
 CON
 16 (+3)
 INT
 2 (−4)
 WIS
 10 (+0)
 CHA
 2 (−4)
 
 Senses passive Perception 10
 Languages —
 Challenge 2 (450 XP) Proficiency Bonus +2
 Actions
 Proboscis. Melee
                                                
                                            
                                                
                                                     Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the tick attaches to the target. While attached, the tick can't make Proboscis attacks. The tick can detach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                     Perception 10
 Languages telepathy 30 ft.
 Challenge 3 (700 XP) Proficiency Bonus +2
 
 Unusual Nature. The parasite doesn’t require air or sleep.
 Actions
 Cling. Melee Weapon Attack: +4 to hit
                                                
                                            
                                                
                                                    , reach 5 ft., one creature. Hit: 12 (3d6 + 2) necrotic damage, and the parasite attaches to the target. While attached, the parasite can’t make Cling attacks. The parasite can detach itself by spending
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    . The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target.
 A creature can detach the darkmantle by making a successful DC 13 Strength check
                                                
                                            
                                                
                                                     as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
 Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , charmed, frightened
 Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 12
 Languages —
 Challenge 3 (700 XP) Proficiency Bonus +2
 False Appearance. If the barkburr is
                                                
                                            
                                                
                                                     has the restrained condition as its body begins to transform into wood.
 An attached barkburr can detach itself by spending 5 feet of its movement on its turn. A creature that can reach the barkburr
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
 A creature can take an action to try to detach the darkmantle from itself, doing so with a
                                                
                                            
                                                
                                                     successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.
 Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     attunement begins. The horror can operate the helm even though it isn’t a spellcaster. The horror can detach from the helm as a bonus action, which ends its attunement to the helm.
                                                
                                            
                                                
                                                    ) Proficiency Bonus +2
 Shutdown. If targeted by dispel magic, the horror must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     hours or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.
Bonus Actions
Chime
                                                
                                            
                                                
                                                     detach itself from one of these cords. A creature attached to a cord can leap from the gyrocopter wonder and glide, moving up to 5 feet horizontally for every 1 foot it descends in the air. If a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner
                                                
                                            
                                                
                                                     a range of 60 feet. Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
 The khargra can detach itself by spending 5 feet of its
                                                
                                            
                                                
                                                     movement. A creature, including the target, can use its action to detach the khargra.
 Earth Phasing. Until the end of its next turn, the khargra can fly through nonmagical earth and stone. While
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or
                                                
                                            
                                                
                                                     not the shadow is snipped, this property of the scissors can’t be used again until the next dawn. The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.
 The cloaker can detach itself by spending 5 feet of movement. The target or a
                                                
                                            
                                                
                                                     creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check.
 Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     understands the languages it knew in life but can’t speak
 Challenge 1 (200 XP) Proficiency Bonus +2
 Compression. The boneless can move through any opening at least 1 inch wide without squeezing. It
                                                
                                            
                                                
                                                     boneless moves with it. The boneless can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to try to detach the boneless and force it to move into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ) 
 
  WIS
  13 (+1) 
 
  CHA
  6 (−2)
Skills Stealth +7
 Condition Immunities blinded
 Senses tremorsense 60 ft., passive Perception 11
 Languages —
 Challenge 3 (700 XP) Proficiency Bonus +2
                                                
                                            
                                                
                                                     stalker moves with the target and has advantage on attack rolls against it.
 A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ) Proficiency Bonus +2
 Beheaded Form. When created, a death’s head takes one of three forms: Aberrant Head, Gnashing Head, or Petrifying Head. This form determines the creature’s attack.
 Unusual Nature
                                                
                                            
                                                
                                                    , or a bonus action; it gets only one of the three.
 Petrifying Bite (Petrifying Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage, and the target
                                                
                                            
                                        






