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Returning 35 results for 'before being depending current reactions'.
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before bring defending currently reactions
Monsters
Forgotten Realms: Adventures in Faerûn
is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on
action again until the start of its next turn.Ancient spirit dragons have outgrown the petty concerns of the current age. After centuries of studying the culture and beliefs of an ancient empire, a
Monsters
Acquisitions Incorporated
advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
Though most clockwork dragons have a breath weapon
that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.Poison, Psychic
Monsters
Acquisitions Incorporated
” Team's decisionist — and, depending on who you talk to, a reincarnated demigod. (It's a long story.) Those who know him acknowledge his confidence, his arrogance, and his odd ability to engage with
for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault.
Faerie Dragon (Younger)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
saving throw, or for 1 minute, the target can’t take reactions and must roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each of its turns to
. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.&rdquo
Faerie Dragon (Older)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
;The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must
contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.”
Friendly and Bright. A faerie dragon has a sharp mind, a fondness
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only
from their native land without feeling homesick, often viewing their current companions as their family.
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
and can't increase, she has disadvantage on Dexterity saving throws, it can't take reactions, and the only action she can take is a bonus action to emerge.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t take reactions, and the only action it can take is a bonus action to emerge.
Spellcasting. The tortle casts one of the following spells, using Wisdom as the spellcasting ability (spell save
long.
Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.
Monsters
Mordenkainen's Fiendish Folio Volume 1
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
old pathways become impassable or a flock sustains heavy losses in a particular area, dire corbies will sometimes chart a new migratory course. Depending on their new route, a mob of these creatures
Monsters
Icewind Dale: Rime of the Frostmaiden
"} cold damage, and the target can’t take reactions until the start of its next turn.
Chromatic Orb. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction
own flaws. It’s appropriate for Auril to act as though she’s invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
emotion and empathy. The same label serves as an apt depiction of lizardfolk.
Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
Magic Items
Tyranny of Dragons
damage to a creature, it can’t take reactions until its next turn.
Water Breathing (Black Dragon Mask;Black or Green Dragon Mask Only). You can breathe underwater.
Winter’s Fury (White
Dragon Mask Only). While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Monsters
The Wild Beyond the Witchlight
Charisma saving throw. On a failed saving throw, the creature can’t take reactions until the start of its next turn, and it rolls a d4;{"diceNotation":"d4", "rollType":"roll", "rollAction
":"Confusing Burble"} to determine what it does during its current turn:
1–2. The creature does nothing.
3. The creature does nothing except use all its movement to move in a random direction.
4. The
Monsters
Adventure Atlas: The Mortuary
dead (as an action), dispel magic, speak with dead
1/day each: finger of death, plane shift (self only), project imageSkall can take up to three reactions per round but only one per turn.
Baleful
being hit by an attack, Skall teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.Skall is the current factol of the Heralds of Dust and the
Monsters
Planescape: Adventures in the Multiverse
baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.The baernaloth can take up to three reactions per round but only one per turn
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
Monsters
Quests from the Infinite Staircase
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
:
Downdraft. Nafas targets one creature he can see within 120 feet of himself. A downward current of air surrounds the target, reducing its flying speed (if any) to 0 feet until the end of its next turn
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Oak Truestrike Oak Truestrike is the “B” Team’s decisionist — and, depending on who you talk to, a reincarnated demigod. (It’s a long story.) Those who know him acknowledge his confidence, his
deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
— or simply bored, depending on what the characters have accomplished before reaching this level. See appendix A for more information on the Mad Mage. If the characters and their actions support
Halaster’s current goal (see “Halaster’s Goals”), the Mad Mage is not necessarily hostile. For example, if his primary goal is to find an apprentice, Halaster has kept an eye on any arcane spellcasters in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Cold and Calculating Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk. Lacking any internal emotional reactions
to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.
Bonus Actions
Aim. The scout has Advantage on the next attack roll it makes during the current turn
.
Reactions
Uncanny Dodge. Trigger: The scout is hit by an attack roll. Response: The scout halves the damage (round down) it takes from that attack.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target is grappled (escape DC 15). The relic sloth can grapple no more than two targets at a time.
Reactions
Slow but Sturdy
. When the relic sloth is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
evil tyrants. In the current situation, it doesn’t take long for them to suspect that the Zhentarim is wholly or partially responsible for the escalation of violence in Waterdeep. Harper spies might
depending on the circumstances. Remallia Haventree (see appendix B) feeds useful bits of information to the adventurers and might also offer them temporary shelter. If the adventurers are accosted and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Despite their influence within the city, factions have been erased from the city in the past, and current factions tread carefully to avoid that fate for themselves. They actively recruit new members
individuals known as factols. These leaders embody their groups’ philosophies and serve different roles depending on their factions’ needs. Factols and their delegates also represent their factions
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
original expedition that lead to Daoine Gloine, the legendary city deep within the Barrier Peaks — and the site of Kwalish’s current laboratory. After reaching Daoine Gloine, the characters find the city
— 1980’s adventure module S3 for first edition AD&D — placed its titular mountains in Greyhawk, north of the Grand Duchy of Geoff and the Valley of the Mage. Depending on your campaign, you can set this
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family. Tortle The generic tortle
saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid Many tortles view the world as a place of wonder. They live for the chance to hear a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Towers, Master Armorer), others bestowed as needed in wartime (the Lords’ Hand and the Lords’ Champion) Warden of Waterdeep The current Warden of Waterdeep is Elminster, who answers to the Open Lord
.
Reactions
Feather Fall. The rider wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
might end with the adventurers convincing him that his current actions don’t serve the balance among the gods. Kruphix’s mind isn’t easily changed, though, and the adventurers might need to produce
status quo rather than overturn it, so his schemes often begin as reactions to the activities of another god. The Kruphix’s Divine Schemes table presents a few examples of how Kruphix’s inflexible
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Constitution saving throw, taking 9 (2d8) 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
prone, her speed is 0 and can’t increase, she has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action she can take is a bonus action to emerge.
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
her current hit points, her hit point maximum, this bonus action, her alignment, and her Intelligence, Wisdom, and Charisma scores.
Reactions
Fiery Rebuke (3/Day). When Doric is damaged by a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is done, the dragon might reveal itself, depending on the disposition of its “prey.” Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense
of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
step 5, you’ll need to develop each villain’s reactions to the potential setbacks they face during the adventure. However, you don’t need to put equal effort into detailing the reactions of every villain
whether the foiled villain reacts or not. Influence Depending on the scenario, you might want to track the party’s influence with different NPCs or factions, or even track influence separately for each
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
course. Depending on their new route, a mob of these creatures might emerge in a dungeon connecting the Underdark and the surface world. Rampaging through such a dungeon, the flock often forces its
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Modes of Travel The adventurers might find different ways to cross the Darklake, depending on how long they traverse it and who or what they encounter along the way. Since there is no wind in the
character sitting in a floating barrel or other watertight container, either steering with a paddle or flowing with the current. Such a vessel has a speed of 1 mph, requires a crew of 1, allows for no






