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Returning 35 results for 'common reaction game to have require'.
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Monsters
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
notices that if the villagers are asked about anything outside Wisteria Vale or their individual talents, they quickly change subjects to small talk about the weather or gossip, and always in Common
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
indefinitely.
Unusual Nature. The gadabout doesn’t require food or sleep.Multiattack. The gadabout makes two Branch attacks.
Branch. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
target to escape the grapple causes the gadabout to use its reaction to move into the nearest unoccupied space. While grappled by the gadabout, the target determines where the gadabout moves on the
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
wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods’ notice. Most ironscale hydras inhabit lakes and boggy caverns, from which
Equipment
the most common form of dragonshard. They are primarily refined into a glowing powder. This dragonshard dust can be used to fuel almost any act of magic. When casting a spell, you can use dragonshard
and elemental airships — require an ongoing expenditure of Eberron dragonshards to maintain their enchantments.
Magic Items
The Book of Many Things
you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that
is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn.
Monsters
Journeys through the Radiant Citadel
":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Unusual Nature. The haint doesn’t require air, food, drink, or sleep.Multiattack. The
appearance of the Humanoid it was in life, while retaining its game statistics. The assumed appearance ends if the haint is reduced to 0 hit points or uses an action to end it.Rising from the
Magic Items
Tasha’s Cauldron of Everything
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
Coverage
Tattoo Rarity
Area Covered
Common
One hand or foot or a quarter of a limb
Uncommon
Half a limb or the scalp
Rare
One limb
Very Rare
Two limbs or the chest or upper back
Legendary
Two limbs and the torso
Monsters
Curse of Strahd
to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink
number of permanent spell effects on it to make the armor a better castle defender.
The armor understands Common but obeys only the commands of its master.
Lightning, PoisonCold, Fire
Monsters
Mythic Odysseys of Theros
death. They care nothing for morbid reunions with their lost bodies or Returned remnants.
Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose.
Undead
Nature. An eidolon doesn’t require air, food, drink, or sleep.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Van Richten’s Guide to Ravenloft
doesn’t require sleep.Multiattack. The boneless makes two Slam attacks. If both attacks hit a Large or smaller creature, the creature is grappled (escape DC 13), and the boneless can use
them to death in their full-body grip.
Boneless arise in a variety of forms. While the animate skins of specific creatures are the most common, foul spellcasters might create these horrors from the
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
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).
Species
Spelljammer: Adventures in Space
.
Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.
Thri-kreen
member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability
Monsters
Spelljammer: Adventures in Space
two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to 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, indicating to other
Monsters
Spelljammer: Adventures in Space
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
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
Monsters
Spelljammer: Adventures in Space
eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to 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, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Unusual Nature. The allip doesn’t require air, food, drink, or sleep.Maddening Touch. Melee Spell
":"2d8+3", "rollType":"damage", "rollAction":"Whispers of Compulsion", "rollDamageType":"psychic"} psychic damage and must use its reaction to make a melee weapon attack against one creature of the
Monsters
Van Richten’s Guide to Ravenloft
creature must succeed on a DC 15 Wisdom (Perception) check to discern that the carrionette is animate.
Unusual Nature. The carrionette doesn’t require air, food, drink, or sleep.Silver Needle. Melee
porcelain dolls are the most common, all manner of deadly stuffed animals, crawling jack-in-the-boxes, bloodthirsty poppets, murderous jewelry box ballerinas, and so forth might be carrionettes. These
Monsters
Spelljammer: Adventures in Space
Legendary Resistance (3/Day). If the horror fails a saving throw, it can choose to succeed instead.
Unusual Nature. The horror doesn’t require air.Multiattack. The horror makes one Bite attack
they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages.Acid, Poison
Magic Items
Waterdeep: Dungeon of the Mad Mage
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest
Monsters
Van Richten’s Guide to Ravenloft
death’s head doesn’t require air, food, drink, or sleep.Gnashing Bite (Gnashing Head Only). Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Gnashing Bite
Intelligence saving throw or it can’t take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only
Monsters
Van Richten’s Guide to Ravenloft
Jiangshi Weaknesses. The jiangshi has the following flaws:
Fear of Its Own Reflection. If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away
Nature. The jiangshi doesn’t require air.Multiattack. The jiangshi makes three Slam attacks and uses Consume Energy.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
Monsters
The Book of Many Things
caretaker at heart.PoisonBludgeoning, Piercing, and Slashing from Nonmagical AttacksChange Shape. Euryale changes shape into her Huge serpent form or back into her Medium medusa form. Euryale’s game
lasts until the creature is freed by the Greater Restoration spell or other magic
A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the blinded condition until the end of its next turn.
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.
Morningstar. Melee Weapon Attack: +3;{"diceNotation
priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships, not only as emissaries
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.The greatwyrm can take 3 legendary actions
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.The greatwyrm can take 3 legendary actions
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.The greatwyrm can take 3 legendary actions
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Bite. Melee
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Monsters
Van Richten’s Guide to Ravenloft
the dullahan after it uses Headless Summoning.
Legendary Resistance (2/Day). If the dullahan fails a saving throw, it can choose to succeed instead.
Unusual Nature. The dullahan doesn’t require
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
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.The greatwyrm can take 3 legendary actions
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.The greatwyrm can take 3 legendary
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
.
ThunderChange Shape. The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
.
NecroticChange Shape. The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Multiattack
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Slam. Melee
number of Hit Dice.
8
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water