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Returning 35 results for 'consist wall reactions'.
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Monsters
Strixhaven: A Curriculum of Chaos
ability (spell save DC 15):
At will: minor illusion
2/day each: control water, create or destroy water, mage armor, stone shape
1/day: wall of iceProfessors of perfection combine elemental magic
feet of any other creature during this bonus action, that creature must succeed on a DC 15 Strength saving throw, or the creature is knocked prone and it can’t take reactions until the start of its next turn. A creature can suffer this effect only once during a turn.
Monsters
Waterdeep: Dungeon of the Mad Mage
, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes' feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot): animal shapes
senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or
Monsters
Quests from the Infinite Staircase
(as an action), TeleportThe Gardener can take up to three reactions per round but only one per turn.
Pacification. When a creature within 120 feet of the Gardener damages the Gardener, that creature
or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
Monsters
Out of the Abyss
Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
Ice Devil (Spear Variant)
Legacy
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Monsters
Monster Manual (2014)
an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
"} bludgeoning damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Tail","rollDamageType":"cold"} cold damage.
Wall of Ice (Recharge 6);{"diceNotation":"1d6","rollType":"recharge
Archdruid
Legacy
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Monsters
Volo's Guide to Monsters
, stoneskin, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes' feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot
reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.
The new form
Beholder
Legacy
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Monsters
Monster Manual (2014)
’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its
turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
A spectral eye
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This quarter has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
finds that the sides are smooth and slippery. It is very hard to cling to the wall or to climb out, unless a quay is nearby. Light. Cultists illuminate areas they use frequently with continual flame
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This quarter has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
finds that the sides are smooth and slippery. It is very hard to cling to the wall or to climb out, unless a quay is nearby. Light. Cultists illuminate areas they use frequently with continual flame
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
illuminate areas they use frequently with continual flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Most of the communities of Valenar consist of farming villages, with fortress towers scattered across the plains as military outposts. Moonshadow A peaceful Khoravar village built on
smugglers and pirates. Taer Valaestas High King Shaeras Vadallia maintains his seat in Taer Valaestas. Located in the center of the kingdom, the city is built for war and surrounded by a living wall of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
illuminate areas they use frequently with continual flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Most of the communities of Valenar consist of farming villages, with fortress towers scattered across the plains as military outposts. Moonshadow A peaceful Khoravar village built on
smugglers and pirates. Taer Valaestas High King Shaeras Vadallia maintains his seat in Taer Valaestas. Located in the center of the kingdom, the city is built for war and surrounded by a living wall of
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Iniarv’s Tower by smashing a hole through a tower wall are chased by Chimera Crew members Alevene Windcoat and Niri Bronzecrown, who are chaotic evil human veterans. There are two greater zombies plus
” sidebar with a successful DC 15 Charisma (Intimidation) check. INIARV’S TOWER FEATURES
The ruins of Iniarv’s Tower consist of three towers: one enormous 80-foot-high main tower connected to two smaller
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Iniarv’s Tower by smashing a hole through a tower wall are chased by Chimera Crew members Alevene Windcoat and Niri Bronzecrown, who are chaotic evil human veterans. There are two greater zombies plus
” sidebar with a successful DC 15 Charisma (Intimidation) check. INIARV’S TOWER FEATURES
The ruins of Iniarv’s Tower consist of three towers: one enormous 80-foot-high main tower connected to two smaller
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium or larger plant within the lair. Vine Wall. A wall of grasping vines appears on the
ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium or larger plant within the lair. Vine Wall. A wall of grasping vines appears on the
ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can’t take reactions. The
.
Wall of Ice (Recharge 6). The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can’t take reactions. The
.
Wall of Ice (Recharge 6). The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M12. Parts Storage The secret tunnel from Brigganock Mine leads here. If the characters enter Motherhorn this way, read: The tunnel ends at a wall of loose-fitting stones. Red light shines through
the cracks, and you hear the sounds of shouting and hammering coming from somewhere beyond the wall.
The stones blocking the end of the tunnel can be easily moved to create a 3-foot-square opening
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M12. Parts Storage The secret tunnel from Brigganock Mine leads here. If the characters enter Motherhorn this way, read: The tunnel ends at a wall of loose-fitting stones. Red light shines through
the cracks, and you hear the sounds of shouting and hammering coming from somewhere beyond the wall.
The stones blocking the end of the tunnel can be easily moved to create a 3-foot-square opening
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
wake. The steel-hard chitin of its body can withstand the cave-ins, tunnel collapses, and rock falls that commonly follow it. Burrowing into the wall of a cavern or passageway, an umber hulk lies in wait
has been spotted, it is already too late to escape it. “The wall caved in. That’s the last thing I remember.”
— A survivor’s account of an umber hulk attack
Umber Hulk
Large monstrosity, chaotic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, stoneskin, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes’ feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot
senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, stoneskin, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes’ feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot
senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
weapons and weapon racks. A rusted-out helmet sized for a giant lies near the back wall.
Nothing in this room is salvageable. G3. Frost Giant Warden A withered old frost giant leaning heavily on a
greataxe sits in front of a tall door in the far wall. The giant wooden stool upon which he sits creaks under his weight as he stares at you with cloudy eyes.
The frost giant is named Ertgard. Because
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
weapons and weapon racks. A rusted-out helmet sized for a giant lies near the back wall.
Nothing in this room is salvageable. G3. Frost Giant Warden A withered old frost giant leaning heavily on a
greataxe sits in front of a tall door in the far wall. The giant wooden stool upon which he sits creaks under his weight as he stares at you with cloudy eyes.
The frost giant is named Ertgard. Because
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
wake. The steel-hard chitin of its body can withstand the cave-ins, tunnel collapses, and rock falls that commonly follow it. Burrowing into the wall of a cavern or passageway, an umber hulk lies in wait
has been spotted, it is already too late to escape it. “The wall caved in. That’s the last thing I remember.”
— A survivor’s account of an umber hulk attack
Umber Hulk
Large monstrosity, chaotic
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
object, mage armor
Reactions
Learn from the Past (2/Day). When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker
sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemage’s next turn.
Reactions
Learn from the Past (2/Day). When another creature
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
object, mage armor
Reactions
Learn from the Past (2/Day). When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker
sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemage’s next turn.
Reactions
Learn from the Past (2/Day). When another creature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
Unfettered. The living spell can move through any barrier, even a wall of magical force.
Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.
Actions
Force Blade. Melee
deals 78 (12d12) force damage instead.
Reactions
Preemptive Strike. The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell.
Living
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
Unfettered. The living spell can move through any barrier, even a wall of magical force.
Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.
Actions
Force Blade. Melee
deals 78 (12d12) force damage instead.
Reactions
Preemptive Strike. The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell.
Living
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which
incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn. Overrun When a creature tries to move through a hostile