Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before both destroyed creature reaction'.
Spells
Player’s Handbook
creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at a time
successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice). Additional Effects: This layer is destroyed by Dispel Magic.
Spells
Player’s Handbook
A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Magic Items
Dungeon Master’s Guide
against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and
is destroyed when its last charge is expended.
Spell Resistance. You have Advantage on saving throws against spells.
Spells
Player’s Handbook
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus
Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Spells
Player’s Handbook
container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature’s soul is in the
container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
When the spell ends, the container is destroyed.
Magic Items
Dungeon Master’s Guide
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself
a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1
Spells
Player’s Handbook
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a Reaction to make one melee attack with it against any creature in your
Spells
Player’s Handbook
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Net
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to
Proficiency with a net allows you to add your proficiency bonus to the attack roll for any attack you make with it.
A Large or smaller creature hit by a net is restrained until it is freed. A net
Monsters
Monster Manual
creature it can see within 60 feet of itself that has the Rampage Bonus Action. The target can take a Reaction to make one melee attack.Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Bone Whip attack.
Feats
Player’s Handbook
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage
dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Magic Items
Dungeon Master’s Guide
Languages from it using your spell save DC.
Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Spells
Player’s Handbook
your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force
the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.
Monsters
Monster Manual
Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Corrosive Form", "rollDamageType":"Acid"} Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing
Spells
Player’s Handbook
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
Monsters
Monster Manual
creature within 5 feet of the target.
Javelin. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 18 (4d6 + 4
’s next turn.Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without provoking opportunity attack;Opportunity Attacks. The berserker can also move up to half its Speed without provoking Opportunity Attacks.
Monsters
Monster Manual
destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper’s next turn.
Reel. The roper pulls each creature Grappled by it up to 30 feet straight toward it.
Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends.
The tentacle can be damaged, freeing a creature it has Grappled when
Spells
Player’s Handbook
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Spells
Player’s Handbook
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must
immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Monsters
Monster Manual
Resistance. The marilith has Advantage on saving throws against spells and other magical effects.
Reactive. The marilith can take one Reaction on every turn of combat.Multiattack. The marilith makes six Pact
":"Necrotic"} Necrotic damage.
Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType
Monsters
Monster Manual
creature with the object. Failure: The object takes a −1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon
"} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
Spells
Player’s Handbook
creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a
Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you
Monsters
Monster Manual
, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.Multiattack. The erinyes makes three Withering Sword attacks and can
":"Necrotic"} Necrotic damage.
Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
Magic Items
Dungeon Master’s Guide
directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.
Protective Field. As a Reaction, when you or an ally you can see
Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet
Magic Items
Dungeon Master’s Guide
15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC
Magic Items
Dungeon Master’s Guide
.
Spell Absorption. While holding the staff , you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If
or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a
Magic Items
Dungeon Master’s Guide
pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material
This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the
Monsters
Monster Manual
regain Hit Points.
Magic Resistance. The dracolich has Advantage on saving throws against spells and other magical effects.
Soul Gem. The dracolich has a magical gem. If the dracolich is destroyed while
it turns to dust if reduced to 0 Hit Points. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending 5,000 GP, which the
Monsters
Monster Manual
it knows the location of any other creature in contact with the same web.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} , reach 5 ft. Hit: 7 (1d8 + 3
", "rollDamageType":"Poison"} Poison damage.
Web (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":" Web"}. Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its
.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items
Dungeon Master’s Guide
This item symbolizes unrepentant evil. A creature that isn’t a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn
. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the
Monsters
Monster Manual
until the net is destroyed (AC 10; HP 5; Immunity to Bludgeoning, Poison, and Psychic damage). A creature can take an action to make a DC 10 Strength (Athletics) check to free itself or another creature
":"Piercing"} Piercing damage.
Sticky Net (1/Day). Dexterity Saving Throw: DC 10, one Large or smaller creature the kuo-toa can see within 15 feet. Failure: The target has the Restrained condition
Monsters
Monster Manual
creature the ettercap can see within 30 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison
, and the ettercap knows the location of any other creature in contact with the same web.Multiattack. The ettercap makes one Bite attack and one Claw attack.
Bite. Melee Attack Roll: +4;{"diceNotation
Magic Items
Dungeon Master’s Guide
the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target
makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On






