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Returning 35 results for 'can was reactive'.
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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
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
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Can a Hydra use Reactive Heads to make multiple Opportunity Attack against one creature at the same time when it provokes? Yes. For that reason, we recommend taking the Disengage action when you’re going to move away from a Hydra.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Can a Hydra use Reactive Heads to make multiple Opportunity Attack against one creature at the same time when it provokes? Yes. For that reason, we recommend taking the Disengage action when you’re going to move away from a Hydra.
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
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die
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
","rollDamageType":"acid"} acid damage.
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws
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
Hold Breath. The Telepathic Pentacle can hold its breath for 1 hour.
Multiple Heads. The Telepathic Pentacle has five heads. While it has more than one head, the Telepathic Pentacle has advantage on
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
Monsters
Vecna: Eve of Ruin
take 16 (2d8 + 7);{"diceNotation":"2d8+7", "rollType":"damage", "rollAction":"Reactive Tail", "rollDamageType":"bludgeoning"} bludgeoning damage.The borthak can take 3 legendary actions, choosing
;s next turn.
Webbed Feet. The borthak can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra
Monsters
Fizban's Treasury of Dragons
heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The dracohydra regains 10 hit points for each head regrown this way.
Reactive Heads
. 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
","rollDamageType":"acid"} acid damage.
Hold Breath. Polukranos can hold its breath for 1 hour.
Legendary Resistance (3/Day). If Polukranos fails a saving throw, it can choose to succeed instead.
Multiple
since its last turn, unless it has taken 40 or more fire damage since its last turn. Polukranos regains 20 hit points for each head regrown in this way.
Reactive Heads. For each head Polukranos has
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Legendary Resistance (3/Day). If the Goose Mother fails a saving throw, it can choose to succeed instead.
Multiple Heads. The Goose Mother has five heads. Whenever the Goose Mother takes 25 or more
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
Monsters
Planescape: Adventures in the Multiverse
succeeds on three of these saves.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using Legendary Resistance or in response to being hit by an attack
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +13;{"diceNotation
Monsters
Planescape: Adventures in the Multiverse
by the dragon from opening in the rulers’ presence or anywhere within their domains.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using
). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +17;{"diceNotation":"1d20+17", "rollType":"to hit
Marilith
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marilith's weapon attacks are magical.
Reactive. The marilith can take one
marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.
Teleport. The marilith magically teleports, along with any equipment it is wearing
Hydra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded
Marilith (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marilith's weapon attacks are magical.
Reactive. The marilith can take one
marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.
Teleport. The marilith magically teleports, along with any equipment it is wearing
Feats
Fizban's Treasury of Dragons
, you can't do so again until you finish a long rest.
Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that
You’ve manifested some of the power of chromatic dragons, granting you the following benefits:
Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it
feats
Player’s Handbook (2024)
Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with
the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon’s damage die for this attack is a d4.
Reactive Strike. While you’re holding a Quarterstaff, a Spear
feats
Player’s Handbook (2024)
maximum of 20.
Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by
leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of 20. Pole Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee
attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon’s damage die for this attack is a d4. Reactive Strike. While you’re holding a Quarterstaff, a Spear, or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of 20. Pole Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee
attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon’s damage die for this attack is a d4. Reactive Strike. While you’re holding a Quarterstaff, a Spear, or
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
use this bonus action, you can’t do so again until you finish a long rest. Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself
Gift of the Chromatic Dragon You’ve manifested some of the power of chromatic dragons, granting you the following benefits: Chromatic Infusion. As a bonus action, you can touch a simple or martial
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
use this bonus action, you can’t do so again until you finish a long rest. Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself
Gift of the Chromatic Dragon You’ve manifested some of the power of chromatic dragons, granting you the following benefits: Chromatic Infusion. As a bonus action, you can touch a simple or martial
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1, to a maximum of 20. Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration. Reactive Spell. When a creature provokes an Opportunity Attack from you
by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1, to a maximum of 20. Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration. Reactive Spell. When a creature provokes an Opportunity Attack from you
by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
with all its Hit Points somewhere in the Abyss.
Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects.
Reactive. The marilith can take one Reaction
plus 7 (2d6) Necrotic damage.
Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival. Darkvision. You can see in dim light within 60 feet of you as if it
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival. Darkvision. You can see in dim light within 60 feet of you as if it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
with all its Hit Points somewhere in the Abyss.
Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects.
Reactive. The marilith can take one Reaction
plus 7 (2d6) Necrotic damage.
Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
first sight of intruders, they raise the alarm, alerting nearby allies so those comrades can employ the reactive tactics described above. Traps. The defenders might place additional traps, such as
adventurers is Friendly, Indifferent, or Hostile. In an encounter you’ve created, you can decide that starting attitude, or you can randomly determine it using the Initial Attitude table. Initial
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
first sight of intruders, they raise the alarm, alerting nearby allies so those comrades can employ the reactive tactics described above. Traps. The defenders might place additional traps, such as
adventurers is Friendly, Indifferent, or Hostile. In an encounter you’ve created, you can decide that starting attitude, or you can randomly determine it using the Initial Attitude table. Initial
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
—
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn