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Returning 35 results for 'con reversed guards to have reaction'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens
after a Short or Long Rest). As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that
Monsters
Eberron: Rising from the Last War
succeed on a DC 22 Wisdom saving throw or take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Implant Fear","rollDamageType":"psychic"} psychic damage and immediately use its reaction
places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
Monsters
Mordenkainen's Fiendish Folio Volume 1
shouts bloodcurdling threats at the creatures that serve it. Each medium or smaller ally of the giant within 120 feet of it that can see or hear it can use its reaction to make a melee attack.The place of
down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
through without a second look. Flaming Fist Reactions d8 Reaction 1 The guards demand that everyone drop to the ground, bludgeoning those who don’t comply immediately. After searching everyone
conducted by the book. 8 The guards are spoiling for a fight and attack anyone who looks like they might be guilty. Watch Reactions d8 Reaction 1 The guards immediately arrest the poorest
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
gate” service.
8 The guards wave travelers through without a second look.
Flaming Fist Reactions d8 Reaction
1 The guards demand that everyone drop to the ground, bludgeoning
they might be guilty.
Watch Reactions d8 Reaction
1 The guards immediately arrest the poorest looking person involved and lock them in jail for 24 hours before letting them go.
2
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and destroyed. If a character fails the saving throw, another character within reach, or any character bound to the first character by a rope, can use his or her reaction to grab on and grant the
with whatever they are wearing or carrying. The lever then resets. If the characters return to this room at a later time, the effects of the levers are reversed.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Warrior Warrior
11th-level Medium humanoid
Armor Class 21 (plate, shield)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws Con +6
Skills Athletics +8, Perception +5, Survival +5
Senses passive Perception 15
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Warrior Warrior
9th-level Medium humanoid
Armor Class 20 (plate, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
18 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws Con +6
Skills Athletics +8, Perception +5, Survival +5
Senses passive Perception 15
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
alignment
Armor Class 17 (half plate)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
14(+2)
DEX
15(+2)
CON
14(+2)
INT
10(+0)
WIS
12(+1)
CHA
10(+0)
Skills
.
Reactions
Feather Fall. The rider wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Guard Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Guard
Medium humanoid (any race), any alignment
Armor Class 16
(chain shirt, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Warrior Warrior
1st-level Medium humanoid
Armor Class 16 (chain shirt, shield)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws Con +4
Skills Athletics +4, Perception +3, Survival +3
Senses passive Perception 13
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Warrior Warrior
7th-level Medium humanoid
Armor Class 20 (plate, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
10
(+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws Con +5
Skills Athletics +6, Perception +4, Survival +4
Senses passive Perception 14
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat
+ your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
(natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws
Str +6, Dex +6, Con +4
Skills Athletics +6, Perception +3
Condition Immunities frightened
Senses passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP) Proficiency Bonus +2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Str 19 +4 +4 Dex 18 +4 +8 Con 16 +3 +7 Ability Score Mod Save Int 16 +3 +7 Wis 19 +4 +8 Cha 18 +4 +8
Skills Arcana +11, History +11, Religion +11
Immunities Poison; Charmed, Paralyzed
6 version), Flame Strike (level 6 version), Geas, True Seeing
Guards Sentries and Watch Members
Habitat: Any; Treasure: Armaments, Individual
Guards protect people, places, and things, either
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Giant Sea Eel Snaking predators lurking in the dark waters of the ocean, these kelp-colored beasts serve as guards and mounts for the locathah (including those found in Danger at Dunwater). Giant Sea
Eel
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 0 ft., swim 40 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
7 (-2
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards Guard Medium or Small Humanoid, Neutral
AC 16 Initiative +1 (11)
HP 11 (2d8 + 2)
Speed 30 ft.
Ability Score Mod Save
Str 13 +1 +1
Dex 12 +1 +1
Con 12 +1 +1
18 Initiative +4 (14)
HP 75 (10d8 + 30)
Speed 30 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex 14 +2 +2
Con 16 +3 +3
Ability Score Mod Save
Int 12 +1
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Orzhov Giant A few giants join the ranks of the Orzhov Syndicate and serve as guards, executioners, and thugs — the muscle of the guild. The presence of Orzhov giants in markets and streets serves as
(+6)
DEX
13(+1)
CON
21(+5)
INT
12(+1)
WIS
13(+1)
CHA
8(−1)
Saving Throws Dex +4, Con +8, Wis +4
Senses darkvision 60 ft., passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Warlord Warlord
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 229 (27d8 + 108)
Speed 30 ft.
STR
20(+5)
DEX
16(+3)
CON
18(+4)
INT
12
(+1)
WIS
12(+1)
CHA
18(+4)
Saving Throws Str +9, Dex +7, Con +8
Skills Athletics +9, Intimidation +8, Perception +5, Persuasion +8
Senses passive Perception 15
Languages any
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
is guarded by ashen creatures that used to be the king’s guards. The king’s dogs, Cinnabar and Sol, have become hell hounds that wander the castle’s interior. Charmayne’s Location. Charmayne spends
, Charmayne’s ritual can be reversed and Ghalasine restored to its former glory by removing Jhaeros’s still-beating heart from the city. This might be the only way to repair the damage Charmayne has wrought and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(6d8 + 6)
Speed 20 ft.
STR
17(+3)
DEX
7(−2)
CON
12(+1)
INT
5(−3)
WIS
5(−3)
CHA
5(−3)
Damage Immunities poison
Condition Immunities charmed
the hammerer can respond by using its Multiattack with its reaction.
Siege Monster. The hammerer deals double damage to objects and structures.
Actions
Multiattack. The hammerer makes two
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Commander Medium or Small Humanoid, Neutral
AC 16 Initiative +5 (15)
HP 136 (16d8 + 64)
Speed 40 ft.
Ability Score Mod Save
Str 19 +4 +7
Dex 14 +2 +2
Con 19 +4 +7
by 5 feet until the start of the berserker’s next turn.
Bonus Actions
Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
+ 6)
Speed 30 ft.
STR
16 (+3)
DEX
9 (–1)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages
attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Points 38 (7d8 + 7)
Speed 20 ft.
STR
18(+4)
DEX
7(−2)
CON
12(+1)
INT
5(−3)
WIS
5(−3)
CHA
5(−3)
Damage Immunities poison
Condition Immunities
screamer, and the screamer can respond by using its Multiattack with its reaction.
Actions
Multiattack. The screamer makes one drill attack and uses its Sonic Scream.
Drill. Melee Weapon Attack: +6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+3 +3
Dex 14 +2 +2
Con 13 +1 +1
Ability Score Mod Save
Int 8 −1 −1
Wis 11 +0 +0
Cha 9 −1 −1
Senses Darkvision 60 ft.; Passive Perception 10
targets another creature it can see within 60 feet of itself that has the Rampage Bonus Action. The target can take a Reaction to make one melee attack.
Bonus Actions
Rampage (2/Day). Immediately
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ft.
STR
23 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
19 (+4)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws Dex +9, Con +11, Wis +10, Cha +11
Skills
. 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
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
)
Hit Points 85 (10d10 + 30)
Speed 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
17 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws Str +9, Cha +5
Skills Perception +7
effects of the echo’s choice:
Confused Reaction. The target must use its reaction to make a melee attack against another creature of the echo’s choice that the echo can see.
Psychic Torment. The target takes 13 (2d12) psychic damage.
Matias Tapia
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
frame. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel. Star Spawn Mangler
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13
)
Speed 40 ft., climb 40 ft.
STR
8(−1)
DEX
18(+4)
CON
12(+1)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Vampire Spawn Vampire Spawn
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3
Charisma modifier. The character’s alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
)
DEX
17 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws Con +5, Wis +4
Skills Perception +4, Sleight of Hand +7, Stealth +5
Senses darkvision 60 ft
gifts the target a measure of luck. The creature gains the leprechaun’s Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The leprechaun can
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws Dex +6, Con +8, Wis +7, Cha +8
Skills Perception +7
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Armor Class 22 (natural armor)
Hit Points 319 (22d12 + 176)
Speed 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
26 (+8)
INT
18 (+4)
WIS
24 (+7)
CHA
16
(+3)
Saving Throws Dex +9, Con +15, Wis +14
Skills Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
company of guards, as well as servants who are commoners. The noble’s statistics can also be used to represent courtiers who aren’t of noble birth. Noble
Medium humanoid (any race), any alignment
Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Minotaur Living Crystal Statue Given life through powerful magic, a large, crudely carved crystal minotaur guards the tunnels in Isle of the Abbey. Minotaur Living Crystal Statue
Large construct
, unaligned
Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 30 ft.
STR
18 (+4)
DEX
9 (-1)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Archer Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards. Some renowned
)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
11 (+0)
WIS
13 (+1)
CHA
10 (+0)
Skills Acrobatics +6, Perception +5
Senses passive