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Returning 35 results for 'conduct wind reactions'.
Other Suggestions:
consult with reactions
contact wind reaction
consult wings reactions
consult will reactions
consult wild reactions
Magic Items
Bigby Presents: Glory of the Giants
within 30 feet of yourself. The energy then detonates into a 10-foot-radius sphere of turbulent wind and thunder centered on that point, and each creature in that sphere must make a DC 14 Constitution
saving throw. On a failed save, a creature takes 3d6 thunder damage, and it can’t take reactions until the end of your next turn. On a successful save, a creature takes half as much damage only.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Thunder Hooves", "rollDamageType":"thunder"} thunder damage.The hart can take up to two reactions per round but only one
waves as if tossed by a strong wind. Its patterned hide resembles the twisting beanstalks that also coil around its legs, shoulders, and haunches.
Storm giant hunters consider tempest harts to be the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t take reactions, and the only action it can take is a bonus action to emerge.
Spellcasting. The tortle casts one of the following spells, using Wisdom as the spellcasting ability (spell save
wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the world
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace", "rollDamageType":"fire"} fire damage at the start of each of its turns. The effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's
Monsters
Adventure Atlas: The Mortuary
be dispersed by wind. It does not move with him.
Each creature that enters the fog for the first time on a turn or starts its turn there must make a DC 19 Constitution saving throw, taking 28 (8d6
dead (as an action), dispel magic, speak with dead
1/day each: finger of death, plane shift (self only), project imageSkall can take up to three reactions per round but only one per turn.
Baleful
Monsters
Quests from the Infinite Staircase
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
Monsters
Mordenkainen Presents: Monsters of the Multiverse
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace", "rollDamageType":"fire"} fire damage at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
):
At Will: Elementalism, Gust of Wind, Mage Hand, Message
1/Day: Lightning Bolt
Reactions
Feather Fall (1/Day). The aarakocra casts Feather Fall in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
. The aarakocra makes two Wind Staff attacks, and it can use Spellcasting to cast Gust of Wind.
Wind Staff. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 120 ft. Hit: 7 (1d8 + 3) Bludgeoning
Compendium
- Sources->Dungeons & Dragons->Monster Manual
):
At Will: Elementalism, Gust of Wind, Mage Hand, Message
1/Day: Lightning Bolt
Reactions
Feather Fall (1/Day). The aarakocra casts Feather Fall in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
. The aarakocra makes two Wind Staff attacks, and it can use Spellcasting to cast Gust of Wind.
Wind Staff. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 120 ft. Hit: 7 (1d8 + 3) Bludgeoning
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bandit Captain Bandit captains command gangs of scoundrels and conduct straightforward heists. Others serve as guards and muscle for more influential criminals. Bandit Captain Medium or Small
) Slashing damage.
Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.
Reactions
Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bandit Captain Bandit captains command gangs of scoundrels and conduct straightforward heists. Others serve as guards and muscle for more influential criminals. Bandit Captain Medium or Small
) Slashing damage.
Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.
Reactions
Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
one of the following traits of your choice:
Attacker. The warrior gains a +2 bonus to attack rolls.
Defender. The warrior gains the Protection reaction below.
Second Wind (Recharges after a
.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
one of the following traits of your choice:
Attacker. The warrior gains a +2 bonus to attack rolls.
Defender. The warrior gains the Protection reaction below.
Second Wind (Recharges after a
.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
choice:
Attacker. The warrior gains a +2 bonus to attack rolls.
Defender. The warrior gains the Protection reaction below.
Second Wind (Recharges after a Short or Long Rest). The warrior can use
to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). When a creature the warrior can see attacks a target other than the warrior that is
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
attack rolls.
Defender. The warrior gains the Protection reaction below.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal
) piercing damage.
Reactions
Protection (Defender Only). When a creature the warrior can see attacks a target other than the warrior that is within 5 feet of the warrior, the warrior can use their reaction to impose disadvantage on the attack roll. The warrior must be wielding a shield.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
choice:
Attacker. The warrior gains a +2 bonus to attack rolls.
Defender. The warrior gains the Protection reaction below.
Second Wind (Recharges after a Short or Long Rest). The warrior can use
to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). When a creature the warrior can see attacks a target other than the warrior that is
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
attack rolls.
Defender. The warrior gains the Protection reaction below.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal
) piercing damage.
Reactions
Protection (Defender Only). When a creature the warrior can see attacks a target other than the warrior that is within 5 feet of the warrior, the warrior can use their reaction to impose disadvantage on the attack roll. The warrior must be wielding a shield.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mysterious sponsor. If villagers conduct this reconnaissance, they report back by midmorning with dire information, having learned everything the characters would in the following expedition. If the
clawed reptilian feet the characters can’t identify. The tracks wind north through the woods. Following the tracks takes more than an hour, leading the characters from the woods into rugged hills. In
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mysterious sponsor. If villagers conduct this reconnaissance, they report back by midmorning with dire information, having learned everything the characters would in the following expedition. If the
clawed reptilian feet the characters can’t identify. The tracks wind north through the woods. Following the tracks takes more than an hour, leading the characters from the woods into rugged hills. In
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid Many tortles view the world as a place of wonder. They live for the chance to hear a
soft wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
antlers made of living lightning, a tempest hart has a long mane of fine hair that waves as if tossed by a strong wind. Its patterned hide resembles the twisting beanstalks that also coil around its legs
the hart’s next turn.
Thunder Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) thunder damage.
Reactions
The hart can take up to two reactions per round but
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. Tortle
Medium humanoid (tortle), lawful good
Armor Class 17 (natural)
Hit Points
take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid
Medium humanoid (tortle), lawful neutral
Armor Class 17 (natural)
Hit Points 33 (6d8 + 6)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid Many tortles view the world as a place of wonder. They live for the chance to hear a
soft wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
antlers made of living lightning, a tempest hart has a long mane of fine hair that waves as if tossed by a strong wind. Its patterned hide resembles the twisting beanstalks that also coil around its legs
the hart’s next turn.
Thunder Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) thunder damage.
Reactions
The hart can take up to two reactions per round but
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. Tortle
Medium humanoid (tortle), lawful good
Armor Class 17 (natural)
Hit Points
take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid
Medium humanoid (tortle), lawful neutral
Armor Class 17 (natural)
Hit Points 33 (6d8 + 6)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Perception 12
Languages Common, Elvish
Challenge 4 (1,100 XP)
Special Equipment. Jalester carries a badge of the Watch.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Jalester
.
Reactions
Riposte. When a creature that Jalester can see misses him with a melee attack, he can use his reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 4 damage from the weapon.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Perception 12
Languages Common, Elvish
Challenge 4 (1,100 XP)
Special Equipment. Jalester carries a badge of the Watch.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Jalester
.
Reactions
Riposte. When a creature that Jalester can see misses him with a melee attack, he can use his reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 4 damage from the weapon.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
vengeance, the frostmourn can turn the living into frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their
.
Polar Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 31 (5d10 + 4) cold damage, and the target’s speed is reduced by 10 feet until the end of its next turn.
Reactions
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Spellcasting. The eladrin’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of wind
1
used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Reactions
Frigid Rebuke. When the eladrin takes damage from a creature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Spellcasting. The eladrin’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of wind
1
used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Reactions
Frigid Rebuke. When the eladrin takes damage from a creature
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
vengeance, the frostmourn can turn the living into frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their
.
Polar Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 31 (5d10 + 4) cold damage, and the target’s speed is reduced by 10 feet until the end of its next turn.
Reactions
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
each other’s company while singing, dancing, and playing games. Argantle is playing a chess-like game called Crowns with her cousin, Jagu, when a howling wind warns her of the party’s approach, giving
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2