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Returning 35 results for 'disease interior are bonus'.
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diseases interior are bonus
Magic Items
Dungeon Master’s Guide
interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has
a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
Magic Items
Dungeon Master’s Guide
following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: detect poison and disease, druidcraft
2/day each: enlarge/reduce, speak with plants
1
);{"diceNotation":"2d4","rollType":"roll","rollAction":"Oaken Boon"} temporary hit points at the start of each of its turns. This blessing lasts for 1 minute, until the treefolk has the incapacitated condition, or until the treefolk uses this bonus action again.
Magic Items
Bigby Presents: Glory of the Giants
Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.
You can use a bonus action to activate the shield, causing glowing lava to
can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane
traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current
Magic Items
Phandelver and Below: The Shattered Obelisk
a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a
small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening
Magic Items
Acquisitions Incorporated
, which you play back liberally
Whispered Encyclopedia
At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action
cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can’t be used again until the next dawn.
Monsters
Fizban's Treasury of Dragons
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
magically transforms into 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
Monsters
Fizban's Treasury of Dragons
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
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
interior chambers of their lairs meticulously dry.
The challenge rating of a legendary topaz dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing
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
their homes. They keep the interior chambers of their lairs meticulously dry.
The challenge rating of a legendary topaz dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On
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.
Rod of Alertness
Legacy
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Magic Items
Basic Rules (2014)
rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.
Protective Aura. As an action, you can plant
is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.
The rod's head stops glowing and the effect
Daern's Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior
. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the
Solar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack
, disease, poison, blindness, or deafness.The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior
. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the
Oinoloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Bringer of Plagues (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Bringer of Plagues"}. As a bonus action, the oinoloth blights the area within 30 feet of it. The blight
","rollType":"recharge","rollAction":"Corrupted Healing"}. The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on
Saving Throws
Legacy
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Rules
A saving throw — also called a save — represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw
modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.
Each class gives
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
, and you gain the following benefits:
You have truesight.
You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
The eye has 8
both the hand and eye, you gain the following additional benefits:
You are immune to disease and poison.
Using the eye’s X-ray vision never causes you to suffer exhaustion.
You experience
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
mountains to the west, south, and east shield the interior from the sea and from the view of sailors. The rivers are so sluggish that it can be difficult determining which direction is upstream and
can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft.
Challenge 3 (700 XP) Proficiency Bonus +2
Rotting
target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bonus. Infestation Spores (1/Day). The myconid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood
creature in the cloud when it appears, or that enters it later, must make a Constitution saving throw. The save DC is 8 + the myconid’s Constitution modifier + the myconid’s proficiency bonus. On a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
Swarm. The swarm can occupy another creature’s space and
succeed on a DC 12 Constitution saving throw or contract a disease.
Each time the diseased creature finishes a long rest, roll a d6 to determine the disease’s effect:
1–2. The creature is blinded
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Redoubt Features The following features are common throughout the cliffside redoubt. Ceilings Ceilings within the redoubt are 12 feet high. Forbiddance The redoubt’s interior is warded by a permanent
Forbiddance spell. The ward deals necrotic damage to Celestials and Fey who enter the redoubt. Lighting The redoubt’s interior is dark. Area descriptions assume the characters have a light source or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
serve as a kind of palisade around the grove.
Zuggtmoy’s Spores. This malevolent disease is spread by myconids transformed by Zuggtmoy’s demonic influence (see “Myconids” in appendix C).
A
enters it later, must make a Constitution saving throw. The save DC is 8 + the myconid’s Constitution modifier + the myconid’s proficiency bonus. On a successful save, the creature can’t be infected by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see
. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see
. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good Detect Magic Detect Poison and Disease See Invisibility Protective Aura. As a Magic action, you can
a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good Detect Magic Detect Poison and Disease See Invisibility Protective Aura. As a Magic action, you can
a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses blindsight 30 ft., passive Perception 19
Languages Common, Druidic, Sylvan
Challenge 11 (7,200 XP) Proficiency Bonus +4
. The treefolk casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: detect poison and disease, druidcraft
2
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
bonus, and you regain all expended uses when you finish a long rest. Healing Machine. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to
: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 5 (1,800 XP) Proficiency Bonus +3
targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
Unusual Nature. The spawn of Kyuss requires no air, food, drink
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
esthetic contains enough interior space to comfortably accommodate its reigar host and up to six Medium passengers. Access is gained through a hatch that the reigar (and no one else) can open or close
300 ft. (blind beyond this radius), passive Perception 10
Languages —
Challenge 12 (8,400 XP) Proficiency Bonus +4
Bioluminescence. While it has at least 1 hit point, the esthetic sheds bright
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a
small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at
a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof
. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such






