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Returning 35 results for 'checks way reaction'.
Equipment
If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you
ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or
Magic Items
Dungeon Master’s Guide
.
Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.
Attack Deflection (Quarterstaff Form Only). When you are hit by
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
Magic Items
Dungeon Master’s Guide
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Initiative rolls and Wisdom (Perception) checks.
Ioun Stone of Fortitude;Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Ioun
Monsters
Quests from the Infinite Staircase
Industrious. The leprechaun is proficient with all artisan’s tools and adds double its proficiency bonus to ability checks made with them.
Reluctant Refusal. When a creature offers the
charmed in this way, the leprechaun partakes of the offering, treats the creature as a trusted friend, and seeks to defend it from harm. The charmed condition ends if the creature or any of its allies
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack.
Scimitar. Melee Weapon Attack: +8
hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to
Duergar Kavalrachni
Legacy
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Monsters
Out of the Abyss
Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack against the same target as a reaction.
Duergar Resilience
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two war pick attacks.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the
Monsters
Waterdeep: Dungeon of the Mad Mage
Battle Command. As a bonus action, Zress Orlezziir targets one ally she can see within 30 feet of her. If the target can see or hear the drow, the target can use its reaction to make one melee attack
(self only)
Sunlight Sensitivity. While in sunlight, Zress Orlezziir has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Zress wears mithral plate;mithral
Magic Items
Ghosts of Saltmarsh
stone can’t be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you
remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage.
Monsters
Baldur’s Gate: Descent into Avernus
Tactical Discipline. The iron consul has advantage on all ability checks and saving throws made during combat.Multiattack. The iron consul makes one attack with its spear and can use its Voice of
immediately use its reaction to make one melee attack.Bane’s devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as
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
Out of the Abyss
(Perception) checks that rely on sight.Armor of Shadows (Recharges after a Short or Long Rest). Narrak casts mage armor on himself.
Shortsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
.
One with Shadows. While he is in dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
one Wave of Sorrow attack.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.The appearance of
have disadvantage on Dexterity (Stealth) checks made to hide.
Regional Effects
The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects
Monsters
Icewind Dale: Rime of the Frostmaiden
the target is pushed to within 5 feet of a creature friendly to Jarund, that creature can make an attack against the target as a reaction.
Javelin. Melee or Ranged Weapon Attack: +7;{"diceNotation
strengthen the bond between them. Mjenir believes that the only way to break Auril's spell is to slay the goddess in her home, but Jarund believes that his warriors aren't strong enough to accomplish that task alone.
Magic Items
Out of the Abyss
Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.
The crystal has
the spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
Magic Items
Tasha’s Cauldron of Everything
tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.
Shadowy
Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.
Magic Tattoo
Monsters
Eberron: Rising from the Last War
Keen Senses. The defender has advantage on Wisdom (Perception) checks.
Telepathic Bond. While the defender is on the same plane of existence as its master, it can magically convey what it senses to
in this way at a time.An iron defender fights for its creator. They come in many shapes and are often crafted in the form of animals. More creative artificers craft iron defenders in the shape of hybrid animals or other fantastical creatures.Poison
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
Monsters
Acquisitions Incorporated
Fey Ancestry. Oak has advantage on saving throws against being charmed, and magic can't put him to sleep.
Keen Hearing and Sight. Oak has advantage on Wisdom (Perception) checks that rely on hearing
others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter's charm, he makes good use of it either way.
Oak becomes a radically
Monsters
Strixhaven: A Curriculum of Chaos
professor until the start of the professor’s next turn. The charmed creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor&rsquo
probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent’s resolve.
Professors of theory hold that altering the way a person
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
Spelljammer: Adventures in Space
themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other
surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
Monsters
Spelljammer: Adventures in Space
revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae
texture of its surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Monsters
Out of the Abyss
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Hanne is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation
must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Plant Camouflage. The treefolk has advantage on Dexterity (Stealth) checks it makes in forest terrain.
Tree Stride. Once on each of its turns, the treefolk can use 10 feet of its movement to step
treefolk can grapple up to six creatures this way.
Nightshade Bolt. Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"spell", "rollAction":"Nightshade Bolt"} to hit, range 60 ft., one
Monsters
Guildmasters’ Guide to Ravnica
action as a bonus action on each of its turns.
Ruin Dweller. The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed
"} piercing damage.Rubblebelt stalkers are scouts and skirmishers for the Gruul Clans. They excel at moving over challenging terrain, whether they’re picking their way through treacherous ruins
Monsters
Hunt for the Thessalhydra
Keen Smell. The demogorgon has advantage on Wisdom (Perception) checks that rely on smell.
Blood Frenzy. The demogorgon has advantage on melee attack rolls against any creature that doesn't have all
","rollAction":"Claw"}+3) slashing damage.A predator of the Upside Down, the demogorgon hunts the dimension looking for unfortunate creatures that find their way there. The size and shape of an adult humanoid, the demogorgon's mouth encompasses its face and unfolds like a blossoming flower.
Magic Items
Storm King's Thunder
, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength
attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
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
Guildmasters’ Guide to Ravnica
charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn’t already within 5 feet of that creature. It then must make
creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can’t maintain concentration on a
Monsters
Waterdeep: Dungeon of the Mad Mage
, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
While cursed with spider features, he can climb difficult surfaces, even across ceilings
on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Brine Lurker. The deep diver has advantage on Dexterity (Stealth) checks
of Sekolah. The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light.
Monsters
Tales from the Yawning Portal
stalagmite.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Crush. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Crush"} to
the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. One creature charmed by Zuggtmoy that she can see must use its reaction, if available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.The Demon
(Medicine) and Wisdom (Survival) checks have disadvantage.
Fungal Infestation. Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.
Mutating
Monsters
Tales from the Yawning Portal
Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack
in that area must succeed on a DC 12 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Spores