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Returning 35 results for 'consisting rotation grows to have reaction'.
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consisting relation grow to have relation
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Monsters
Monster Manual
damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for
all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire
Monsters
Icewind Dale: Rime of the Frostmaiden
. If all its heads die, the Telepathic Pentacle dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn
. 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
Mythic Odysseys of Theros
hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for
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
Monstrous Compendium Vol. 4: Eldraine Creatures
, the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hit
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
Fizban's Treasury of Dragons
knocked unconscious.
Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.
At the end of its turn, the dracohydra grows two
. 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
Monstrous Compendium Vol. 4: Eldraine Creatures
damage in a single turn, one of its heads dies. If all its heads die, the Goose Mother dies.
At the end of its turn, the Goose Mother grows two heads for each of its heads that died since its last
an extra reaction that can be used only for opportunity attack;opportunity attacks.
Wakeful. While the Goose Mother sleeps, at least one of its heads is awake.Multiattack. The Goose Mother makes as
Monsters
Mythic Odysseys of Theros
.
Whenever Polukranos takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Polukranos dies.
At the end of its turn, it grows two heads for each of its heads that died
beyond one, it gets an extra reaction that can be used only to make opportunity attacks.
Siege Monster. Polukranos deals double damage to objects and structures.
Wakeful. While Polukranos sleeps, at
Monsters
Eberron: Rising from the Last War
). Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures
and reclaim the world above.
As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Hedge Mazes. Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.
Panicked Beasts. Beasts within 1 mile of the lair become
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
Hydra
Legacy
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Monsters
Basic Rules (2014)
its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for 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 one of its heads is
monsters
represents burgeoning life unburdened by the demands of ethics, laws, or society. Her worshippers exist in isolated enclaves, largely consisting of families, isolated villagers, or exiles who renounce the
appease the goddess’ growing hunger.
The Land Revolts. As the cult grows stronger, the corrupted land twists and turns to aid them. Paths become overgrown with thick hedges, leading strangers
monsters
Handaxe. Response: A fragment of the woodwarped breaks off and rapidly grows into a new Woodwarped* in an unoccupied space within 5 feet of the original. The new woodwarped is Small, has 10 Hit
Points, only has the Claw action, lacks this Reaction, and takes its turn on the original woodwarped’s Initiative.Whispered among forest dwellers is the tale of a cursed vine, said to creep into the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic
initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic
initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage
since its last turn. The hydra regains 10 hit 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
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage
since its last turn. The hydra regains 10 hit 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
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn
reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The hydra makes as many bite attacks as it has heads
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn
reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The hydra makes as many bite attacks as it has heads
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
heads dies. If all its heads die, the dracohydra dies.
At the end of its turn, the dracohydra grows two 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Warrior A Warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat. A sidekick gains
options: Attacker. The sidekick gains a +2 bonus to all attack rolls. Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Warrior A Warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat. A sidekick gains
options: Attacker. The sidekick gains a +2 bonus to all attack rolls. Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks.
Actions
. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its last
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks.
Actions
. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its last
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
heads dies. If all its heads die, the dracohydra dies.
At the end of its turn, the dracohydra grows two 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the
Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice): The target must use its reaction to make a melee attack against another creature of your choice
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the
Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice): The target must use its reaction to make a melee attack against another creature of your choice
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. Raging Storm At 14th level, the power of the storm you channel grows mightier, lashing out at
your foes. The effect is based on the environment you chose for your Storm Aura. Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. Raging Storm At 14th level, the power of the storm you channel grows mightier, lashing out at
your foes. The effect is based on the environment you chose for your Storm Aura. Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Druid My plan for creating an intern tier consisting of nothing but giant ants should allow us to increase productivity by 37 percent. Who’s with me? At first glance, druids might not seem the best
the wealthy can enjoy its serenity
9 A nature reserve stocked with scared and confused animals that are hunted for sport
10 A business that grows and harvests rare and exotic plants and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Druid My plan for creating an intern tier consisting of nothing but giant ants should allow us to increase productivity by 37 percent. Who’s with me? At first glance, druids might not seem the best
the wealthy can enjoy its serenity
9 A nature reserve stocked with scared and confused animals that are hunted for sport
10 A business that grows and harvests rare and exotic plants and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike. Level 14: Intimidating Presence As a Bonus Action
their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree’s magic for vitality and as a means of dimensional travel
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike. Level 14: Intimidating Presence As a Bonus Action
their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree’s magic for vitality and as a means of dimensional travel
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
stubborn believers who refuse to renounce their allegiances. Within Nowhere’s dark warrens, criminals peddle seedy wares to dwindling factions, some consisting of just one member. Grungy alleys become
been severed. Left to their own devices, the cranium rats have evolved into a neural network that grows in influence with each passing day. Whenever a citizen relays a message through a cranium rat
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your
Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon’s range. You can use this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your
Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon’s range. You can use this