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Returning 35 results for 'beyond been down completed reaction'.
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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
Hydra
Legacy
This doesn't reflect the latest rules and lore.
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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
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
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->Heroes of the Borderlands
for a good or service, collect Gold Pieces equal to its cost from that player. Quest. This section contains a quest unique to the location. Most take place in the keep, though some encourage the characters to venture beyond its walls. Each quest can be completed only once.
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->Strixhaven: A Curriculum of Chaos
Arriving at the Masquerade The Magister’s Masquerade starts at dusk. Once characters have completed their preparations (or time has run out), they should head to Kollema Hall. As they arrive at
mingle. Beyond a check-in stand attended by student hosts, tables are arranged with whimsical ice sculptures and ornate refreshments. A band plays energetic music near the demonstration stage, which
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->Acquisitions Incorporated
Conclusion With this first episode completed, the characters attain 2nd level! But even as they get to bask in the warm glow of that achievement, they must return to Acquisitions Incorporated to
minus the Acquisitions Incorporated fee). If the characters were only partly successful, adjust Omin’s reaction and what follows as necessary. Having since learned about the initial mistaken identity
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
3. The Boneyard As the characters emerge into this area, read or paraphrase the following boxed text: This area extends well beyond where you can see, stretching into the darkness. Thousands of
Shatterkeel arranged the corpses into orderly lines, so that he might prepare them for transition into one of the living dead. He completed a ritual using a small amount of blood he had obtained from a kraken
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
originally created the Radiant Citadel. Their travels took them across perilous planes and to distant worlds, and many died or gave up in despair. Only a quarter of the heroes who set out completed
have declined to answer scholars’ questions on the subject. Recently, two founding civilizations were discovered and reconnected to the Citadel: the Tayyib Empire and Umizu (detailed in “Beyond the
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
originally created the Radiant Citadel. Their travels took them across perilous planes and to distant worlds, and many died or gave up in despair. Only a quarter of the heroes who set out completed
have declined to answer scholars’ questions on the subject. Recently, two founding civilizations were discovered and reconnected to the Citadel: the Tayyib Empire and Umizu (detailed in “Beyond the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Andir Valmakos Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead
, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, Runara invites the character to consider how their reaction to the zombies on the beach might reflect their destiny—or not. If the character talks to Runara after having completed one or more of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift). Sudden Cacophony. When you are hit by an attack roll, you can use your reaction to channel your haunting
to miss, you can’t use the trait again until you finish a long rest. Voices from Beyond. Immediately after you make an attack roll, an ability check, or a saving throw and roll a 1 on the d20, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
body of a Humanoid, but he’s swiftly pulled back if caught beyond its walls without a host. Left to Right: Caradoc the Spirit, Caradoc the Soldier, Caradoc the Knight Caradoc
Medium Undead
Divisive Whispers. Caradoc magically whispers to one creature within 60 feet of himself. The target must succeed on a DC 15 Wisdom saving throw, or the target must immediately use its reaction to
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
since its last turn. The hydra regains 10 hit 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has
. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Reach. This weapon adds 5 feet to your reach when you
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town council. The council members are unable to provide context beyond what is written on the board. When the characters return to the fishery after completing a quest, the council pays the reward
no job board notice for this quest. Instead, it happens automatically after the players have completed two of the three starting quests. At this point, the rival cults launch their attack on the town
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
negative. Loading You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make
long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can’t attack a target beyond the long range. Reach A Reach weapon adds 5 feet to your reach when
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
blindsight out to a range of 60 feet and is blind beyond this radius. It activates when a creature comes within 60 feet of it. Once it is activated, Shockerstomper attempts to destroy all creatures in
the cavern. It can’t pursue creatures beyond the cavern, because it’s too big to fit through the exit. The characters earn 11,500 XP for disabling or defeating it. Shockerstomper is a Gargantuan
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Junkyard Metal Wasps. Buzzing about the 50-foot-high cavern are five giant wasps made of metal (see “Metal Wasps”).
Discarded Junk. Half-completed and destroyed metal contraptions, most rusted
beyond repair, lay strewn across the floor. Hidden amidthe wreckage are a couple discarded magic items (see “Treasure” below).
Rust Monsters. Three rust monsters gorge on the piles of scrap and are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Mind Master The feared duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions
causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
)
CHA
1 (−5)
Damage Vulnerabilities fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified
Senses blindsight 10 ft. (blind beyond this radius
within 5 feet of itself and gently wraps its branches around the target. The target is grappled (escape DC 0). Any attempt by the target to escape the grapple causes the gadabout to use its reaction
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range
, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range






