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Returning 35 results for 'before beyond deliver continual reaction'.
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before beyond derived continue relation
before beyond derived continued relation
before beyond delivers continue reactions
before beyond deliver continue reaction
before beyond deliver continues reaction
Monsters
Monster Manual
damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for
Spells
Player’s Handbook
touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to
Hydra
Legacy
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Monsters
Basic Rules (2014)
.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is
Monsters
Mythic Odysseys of Theros
each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least
, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the
Monsters
Icewind Dale: Rime of the Frostmaiden
. The Telepathic Pentacle regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the Telepathic Pentacle has beyond one, it gets an extra reaction that can be used only
Find Familiar
Legacy
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Spells
Basic Rules (2014)
familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Monsters
Dragonlance: Shadow of the Dragon Queen
’s swiftly pulled back if caught beyond its walls without a host.
Personality Trait. “I might be dead, but there’s no reason I can’t live it up a little.”
Ideal. &ldquo
himself. The target must succeed on a DC 15 Wisdom saving throw, or the target must immediately use its reaction to make a melee attack against another creature of Caradoc’s choice (wasting its reaction if there are no other creatures within reach).
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
points for each head regrown this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attack;opportunity attacks.
Wakeful. While
Monsters
Fizban's Treasury of Dragons
. For each head the dracohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the dracohydra sleeps, at least one of its heads is
Monsters
Mythic Odysseys of Theros
Reactive. The giant can take one reaction on every turn in a combat.
Vigilant. The giant can't be surprised.Multiattack. The giant makes four longsword attacks or two rock attacks.
Longsword. Melee
beards, frozen skin, hair crackling with lightning, or other primal incarnations.
Beyond these primal giants, though, other giants fill the tales of Theros.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
turn, unless it has taken poison damage since its last turn. The Goose Mother regains 10 hit points for each head when it regrows.
Reactive Heads. For each head the Goose Mother has beyond one, it gets
an extra reaction that can be used only for opportunity attack;opportunity attacks.
Wakeful. While the Goose Mother sleeps, at least one of its heads is awake.Multiattack. The Goose Mother makes as
Monsters
Mythic Odysseys of Theros
beyond one, it gets an extra reaction that can be used only to make opportunity attacks.
Siege Monster. Polukranos deals double damage to objects and structures.
Wakeful. While Polukranos sleeps, at
, from the bog-dwelling hydras known across the multiverse to massive ironscale hydra;ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul
Monsters
Planescape: Adventures in the Multiverse
to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As
action on its turn, not both. The creature also can’t take a reaction or a bonus action.
Timeline Divergence. The dragon chooses a space it can fit into within its lair. The dragon exists
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to
effect.Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease
Monsters
Planescape: Adventures in the Multiverse
threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and
affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action.
Timeline Divergence. The dragon chooses a space it can fit into
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no
creatures are within reach, or the target can’t take a reaction, it takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic"} psychic
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If
no creatures are within reach, or the target can’t take a reaction, it takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic
Magic Items
The Book of Many Things
the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage
Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Mischief. You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Beyond the curtain lies a 100-foot-high hexagonal chamber containing a giant-sized wooden table and stone chair. Dangling from the ceiling by iron chains are six crystal spheres with continual flame
Magic Items
Tasha’s Cauldron of Everything
, you can use your reaction to cause them to be hit instead. You can’t use this reaction again until you finish a short or long rest.
4
The Mill Road Murders (halfling canine)
3 green hag
dawn. You gain the following flaw: “When I see wickedness in action, I must oppose it.”
8
Beyond the Rock of Bral (silver mind flayer tooth)
2 mind flayer;mind flayers
You gain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to
deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death
trait. Infernal Loyalty. This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Loyalty beyond Death (Recharges after a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall. These panels depict silver dragons in flight. Beyond the glass doors lies a dark, misty room that appears to be a chapel.
A continual flame spell was cast on the crystal chandelier long ago and has never been dispelled. The knight statues are lifelike but inanimate.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
continual furnace of creation, a domain of brilliance beyond the ability of mortal eyes to comprehend. It is a vibrant plane, so alive that travelers are empowered by visiting it. The Positive Plane has no
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
guardian is almost always a suit of plate armor. To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles
, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Languages —
Challenge 1 (200 XP)
Antimagic Susceptibility
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
brightly lit by continual flame spells cast on crumbling stone wall sconces. Tunnels have 20-foot-high arched ceilings, and rooms have flat 25-foot-high ceilings, unless otherwise noted. Staircases are
interior and extends out 120 feet from the asteroid. Beyond this range is the airless void of space. A creature can survive in space for a number of rounds equal to its Constitution modifier (minimum 1
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
green devil’s face, its flared nostrils set just above the putrescent mass. A sconce above the face holds a flickering torch.
The torch burns with a continual flame spell, illuminating the humanoid
and destroyed. If a character fails the saving throw, another character within reach, or any character bound to the first character by a rope, can use his or her reaction to grab on and grant the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
origins: Common, which functions as a shared tongue throughout the Land of the Mists. Beyond this, all the other languages noted in the Player’s Handbook and Monster Manual are spoken among the Domains of
. Her holy symbol is a sprig of belladonna atop a silver kite shield. Beyond that, her disparate sects of worshipers view her differently—and contradictorily. For some, Ezra is a goodly guardian, while
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Touch of Death Your touch is pain, harming whoever you come in contact with. The deathly power within you is beyond your control, afflicting any who touch your bare skin. By the same token, you can
deliver death to your enemies with your touch. Roll on or choose an option from the Deadly Touch table to determine how this Dark Gift presents itself. Additionally, you gain the traits that follow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high granite pedestal. Dozens of eyes are carved into the wizard’s robe, and he holds a stone staff topped with a flickering magical flame (created by a continual flame spell).
Desk. Resting before
system to deliver them to the academy’s students. The assignments involve reading books, completing experiments, and drafting essays on various arcane topics. The headmaster’s chair has an antipathy
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
success, telling them to rest up, and informing them that a representative of Acquisitions Incorporated will arrive soon to deliver paperwork and any other information a new franchise needs. Sure
enough, well-known Acquisitions Incorporated operative Viari (see appendix A) arrives the next day to deliver the documents and supplies, and to officially christen the new Acquisitions Incorporated
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
13. Crypt of Diderius Diderius’s final resting place is a 20-foot-high chamber lit by braziers imbued with continual flame. A massive stone sarcophagus sits atop a stepped stone dais at center. The
.” Varram If the adventurers spoke well to the statues in area 1, the voice says, “Yuan-ti have taken the one called Varram beyond their portal in the northern wall. Be prepared, for I shall open the way to






