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Returning 35 results for 'docent insect are bonus'.
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Spells
Player’s Handbook
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to
make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
Magic Items
Wayfinder's Guide to Eberron
(Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.
Random Properties. A docent has the following properties:
Languages. The docent knows Common, Giant, and 1d4
additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
Skills. The docent has a +7 bonus to
Monsters
Guildmasters’ Guide to Ravnica
(3 slots): blight, giant insect, grasping vine
5th level (2 slots): cloudkill, insect plague
6th level (1 slot): circle of death, create undead
7th level (1 slot): finger of death, forcecage
Spore
Infusion. Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Spore Infusion","rollDamageType
Monsters
Guildmasters’ Guide to Ravnica
, druidcraft
3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion
1/day each: conjure fey, mass cure wounds
Legendary Resistance (3/Day). If Trostani
until Trostani uses a bonus action to end the effect. These trees understand Druidic and obey Trostani’s spoken commands, but can’t speak. If she issues no commands to them, the trees do nothing but follow her and take the Dodge action.
Monsters
Acquisitions Incorporated
bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed
Drow Arachnomancer
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form
Monsters
Mordenkainen's Fiendish Folio Volume 1
Ethereal Jaunt. As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Poison Stinger. The xill injects poison into one creature it hit with its
be a cross between a lizard and insect. They emerge from the Ethereal Plane to fall upon their victims with their vicious claws, but their aim is no to kill. Instead, a xill injects its victim with a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
end your turn with 0 hit points, the Docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the Docent stabilizes you. Random Properties. A Docent has the following
language through your senses. Skills. The Docent has a +7 bonus to ability checks using one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you. Random Properties. A docent has the following properties: Languages
senses. Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The docent knows one of the following spells
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you. Random Properties. A docent has the following properties: Languages
senses. Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The docent knows one of the following spells
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you. Random Properties. A docent has the following properties: Languages
senses. Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The docent knows one of the following spells
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you. Random Properties. A docent has the following properties: Languages
senses. Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The docent knows one of the following spells
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
end your turn with 0 hit points, the Docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the Docent stabilizes you. Random Properties. A Docent has the following
language through your senses. Skills. The Docent has a +7 bonus to ability checks using one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult
Giant Insect Level 4 Conjuration (Druid) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You summon a giant centipede, spider, or wasp (chosen
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
−4 −4
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can
turn.
Bonus Actions
Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect’s next turn.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult
Giant Insect Level 4 Conjuration (Druid) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You summon a giant centipede, spider, or wasp (chosen
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
−4 −4
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can
turn.
Bonus Actions
Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect’s next turn.
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->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->Player's Handbook (2014)
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
, freedom of movement 9th conjure elemental, scrying Desert Druid Level
Spells
3rd blur, silence 5th create food and water, protection from energy 7th blight, hallucinatory terrain 9th insect
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
, freedom of movement 9th conjure elemental, scrying Desert Druid Level
Spells
3rd blur, silence 5th create food and water, protection from energy 7th blight, hallucinatory terrain 9th insect
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
terrain
9th
insect plague, wall of stone
Forest Druid Level Spells 3rd
barkskin, spider climb
5th
call lightning, plant growth
7th
divination, freedom of movement
9th
commune
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
terrain
9th
insect plague, wall of stone
Forest Druid Level Spells 3rd
barkskin, spider climb
5th
call lightning, plant growth
7th
divination, freedom of movement
9th
commune
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, sleet storm 7th control water, ice storm 9th destructive wave, insect plague Bonus Proficiencies At 1st level, you gain proficiency
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, sleet storm 7th control water, ice storm 9th destructive wave, insect plague Bonus Proficiencies At 1st level, you gain proficiency
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics
hand, poison spray
1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics
hand, poison spray
1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride Acolyte of Nature At 1st level, you learn one druid cantrip of your
: Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
fire, fly, insect plague, invisibility
Bonus Actions
Change Shape (Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour
., passive Perception 17
Languages Elvish, Undercommon, can speak with spiders
Challenge 13 (10,000 XP) Proficiency Bonus +5
Fey Ancestry. The drow has advantage on saving throws against being
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
fire, fly, insect plague, invisibility
Bonus Actions
Change Shape (Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour
., passive Perception 17
Languages Elvish, Undercommon, can speak with spiders
Challenge 13 (10,000 XP) Proficiency Bonus +5
Fey Ancestry. The drow has advantage on saving throws against being
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride Acolyte of Nature At 1st level, you learn one druid cantrip of your
: Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tree Stride Tropical Land Druid Level Circle Spells 3 Acid Splash, Ray of Sickness, Web 5 Stinking Cloud 7 Polymorph 9 Insect Plague Level 3: Land’s Aid As a Magic action, you can expend a use
there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tree Stride Tropical Land Druid Level Circle Spells 3 Acid Splash, Ray of Sickness, Web 5 Stinking Cloud 7 Polymorph 9 Insect Plague Level 3: Land’s Aid As a Magic action, you can expend a use
there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 6 (2,300 XP) Proficiency Bonus +3
of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
At will: Thaumaturgy
2/day each: Command, Silence
1/day: Insect Plague
Dario Jelusic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
a cross between a lizard and insect. They emerge from the Ethereal Plane to fall upon their victims with their vicious claws, but their aim is no to kill. Instead, a xill injects its victim with a
9(−1)
Skills Acrobatics +6, Athletics +4, Perception +4
Senses darkvision passive Perception 14
Languages Common
Challenge 3 (700 XP)
Ethereal Jaunt. As a bonus action, a xill can magically