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                        Returning 35 results for 'disperses inspect are bonus'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     (such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance
                                                
                                            
                                                
                                                     wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     just happened.
56–60
A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61–65
You pull a nonmagical object
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction
                                                
                                            
                                                
                                                     like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a
                                                
                                            
                                                
                                                     point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Leaping Legs. With or
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
                                                
                                            
                                                
                                                    -radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
                                                
                                            
                                                
                                                    -radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). Keresta magically calls 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm
                                                
                                            
                                                
                                                     commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
                                                
                                            
                                        
                                                    Green Hag
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by
                                                
                                            
                                                
                                                     to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible until she
                                                
                                            
                                        
                                                    Dretch
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target
                                                
                                            
                                                
                                                     can take either an action or a bonus action on its turn, not both, and can't take reactions.PoisonCold, Fire, Lightning
                                                
                                            
                                        
                                                    Green Hag (Coven Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                     like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical
                                                
                                            
                                        
                                                    Sea Hag
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes
                                                
                                            
                                                
                                                     action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
                                                
                                            
                                        
                                                     Monsters
                                                    Locathah Rising
                                                    
                                                
                                            
                                                    ":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Whymsee's next turn.
Shell
                                                
                                            
                                                
                                                     Defense. Whymsee withdraws into her shell. Until she emerges, she gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in her shell, Whymsee is prone, her speed is 0
                                                
                                            
                                        
                                                    Sea Hag (Coven Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                     makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up
                                                
                                            
                                        
                                                    Gust of Wind
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent
                                                
                                            
                                                
                                                     chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
                                                
                                            
                                        
                                                    Talisman of Pure Good
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it
                                                
                                            
                                                
                                                     or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
                                                
                                            
                                        
                                                     Monsters
                                                    Locathah Rising
                                                    
                                                
                                            
                                                     collapses into a pool of inky water that rapidly disperses. Except for Wave and his claw, anything he was wearing or carrying is left behind.Multiattack. Gar makes two melee attacks, one with his claw and
                                                
                                            
                                                
                                                     than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1
                                                
                                            
                                                
                                                     minute. The area within it is heavily obscured. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 21 (6d6) necrotic damage. A strong wind disperses the cloud
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Staff of Power Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) 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 throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     until the start of its next turn, as it laughs uncontrollably. A strong wind (such as that created by Gust of Wind) disperses the gas for 1 minute, while Dispel Magic disperses the gas for 24 hours. The
                                                
                                            
                                                
                                                     All secret doors in Nakari’s lair are magical and marked on the map. Each secret door blends seamlessly with the surrounding wall (DC 20 to notice). Nakari can open any secret door as a Bonus Action
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Radiant damage and takes the damage again each time it ends its turn 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
                                                
                                            
                                                
                                                     either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
                                                
                                            
                                                
                                                     percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     himself as a different Humanoid of approximately his height and weight. While Jacko is disguised, a creature that takes the Study action to inspect Jacko’s appearance can make a DC 13 Intelligence
                                                
                                            
                                                
                                                     20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 3 (1d6) Poison damage.
 Bonus Actions
 Cunning Action. Jacko takes the Dash, Disengage, or Hide action.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman
                                                
                                            
                                                
                                                     trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes
                                                
                                            
                                                
                                                     candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes
                                                
                                            
                                                
                                                     candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman
                                                
                                            
                                                
                                                     trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    )
Skills Perception +3, Stealth +3, Survival +3
 Senses passive Perception 13
 Languages Draconic
 Challenge 1/2 (100 XP) Proficiency Bonus +2
 Hold Breath. The ssurran can hold its breath for 15
                                                
                                            
                                                
                                                     feet away, where it explodes, releasing a 10-foot-radius sphere of poisonous gas that disperses quickly. Each creature in the sphere must make a DC 11 Constitution saving throw, taking 10 (3d6) poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
                                                
                                            
                                                
                                                     percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
                                                
                                            
                                                
                                                     percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Radiant damage and takes the damage again each time it ends its turn 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
                                                
                                            
                                                
                                                     either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. Conceptopolis  Sword of Life
                                                
                                            
                                        






