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Returning 35 results for 'bringing border diffusing continues reaction'.
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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
hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in the minds and
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
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
wilds have developed a symbiotic relationship with the Goose Mother, often bringing it fresh meat in exchange for the treasures inside its golden eggs.
If you have Bigby Presents: Glory of the Giants
Monsters
Curse of Strahd
strong that he adopted the name of the Vistana who welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Kasimir continues to live among Velikov's
more important, he believes that the Amber Temple holds the secret to bringing the ancient dead back to life.
With the characters' help, Kasimir thinks he might be able to find out how to restore
Monsters
Van Richten’s Guide to Ravenloft
a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
use its reaction to make a melee attack.
Headless Wail (Costs 2 Actions). An echoing shriek issues from the dullahan’s headless stump. Each creature of the dullahan’s choice within 10
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
period of hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in
Monsters
Fizban's Treasury of Dragons
Creatures
1
Moved by pity, a giant eagle continues bringing food to an abandoned topaz dragon wyrmling, despite the wyrmling’s attempts to eat the eagle.
2
A pseudodragon who is
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
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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
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
continues, you can decide to take this readied Reaction—or, if plans change, you can take any other Reaction you might have access to, such as an Opportunity Attack. But remember that you have only one
commitment. By taking the Ready action, you’re giving your character access to a tailor-made Reaction to use in a given circumstance. However, you’re not bound to take that readied Reaction. As combat
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
continues, you can decide to take this readied Reaction—or, if plans change, you can take any other Reaction you might have access to, such as an Opportunity Attack. But remember that you have only one
commitment. By taking the Ready action, you’re giving your character access to a tailor-made Reaction to use in a given circumstance. However, you’re not bound to take that readied Reaction. As combat
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
continues, you can decide to take this readied Reaction—or, if plans change, you can take any other Reaction you might have access to, such as an Opportunity Attack. But remember that you have only one
commitment. By taking the Ready action, you’re giving your character access to a tailor-made Reaction to use in a given circumstance. However, you’re not bound to take that readied Reaction. As combat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward. The shrieking of the gas spore alerts the hobgoblins in areas 32c and 33, who come to investigate.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward. The shrieking of the gas spore alerts the hobgoblins in areas 32c and 33, who come to investigate.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward. The shrieking of the gas spore alerts the hobgoblins in areas 32c and 33, who come to investigate.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
case, the adventure they undertake can set the stage for events in the “present day” of your campaign. You might run an introductory session or flashback set during the waning years of the war, bringing
in a memorable battle? Do they take actions they’ll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day? A magical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
case, the adventure they undertake can set the stage for events in the “present day” of your campaign. You might run an introductory session or flashback set during the waning years of the war, bringing
in a memorable battle? Do they take actions they’ll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day? A magical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
case, the adventure they undertake can set the stage for events in the “present day” of your campaign. You might run an introductory session or flashback set during the waning years of the war, bringing
in a memorable battle? Do they take actions they’ll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day? A magical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
that extends to protecting the border from incursions, but more often a Warden contend with monstrosities and wild beasts that threaten the populace, magical corruption that harms the land, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
that extends to protecting the border from incursions, but more often a Warden contend with monstrosities and wild beasts that threaten the populace, magical corruption that harms the land, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
that extends to protecting the border from incursions, but more often a Warden contend with monstrosities and wild beasts that threaten the populace, magical corruption that harms the land, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
strengthen the whole. We must destroy undead and ensure that the cycle continues. We, the Gatekeepers, protect the natural world from the forces that come from outside it, from those beings that slither in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
strengthen the whole. We must destroy undead and ensure that the cycle continues. We, the Gatekeepers, protect the natural world from the forces that come from outside it, from those beings that slither in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
strengthen the whole. We must destroy undead and ensure that the cycle continues. We, the Gatekeepers, protect the natural world from the forces that come from outside it, from those beings that slither in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Welcome to Dragon’s Rest Jenn Ravenna The adventure continues at a tiny cloister on Stormwreck Isle called Dragon’s Rest, a haven where world-weary people come to seek peace, reconciliation, and
keep their reasons secret for now. Ask the players to give you the party’s marching order as they start toward the cloister. Who’s in front, and who’s bringing up the rear? Make a note of this marching order. When you’re ready, continue with the “Drowned Sailors” section.
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Welcome to Dragon’s Rest Jenn Ravenna The adventure continues at a tiny cloister on Stormwreck Isle called Dragon’s Rest, a haven where world-weary people come to seek peace, reconciliation, and
keep their reasons secret for now. Ask the players to give you the party’s marching order as they start toward the cloister. Who’s in front, and who’s bringing up the rear? Make a note of this marching order. When you’re ready, continue with the “Drowned Sailors” section.
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Welcome to Dragon’s Rest Jenn Ravenna The adventure continues at a tiny cloister on Stormwreck Isle called Dragon’s Rest, a haven where world-weary people come to seek peace, reconciliation, and
keep their reasons secret for now. Ask the players to give you the party’s marching order as they start toward the cloister. Who’s in front, and who’s bringing up the rear? Make a note of this marching order. When you’re ready, continue with the “Drowned Sailors” section.
Orc
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Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again






