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Returning 35 results for 'constructs willing reactions'.
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construct willing reaction
constructs willing reaction
construct willing reactions
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Monsters
Monster Manual
":"Lightning"} Lightning damage, and the target can’t take Reactions until the start of the balor’s next turn.Fire, PoisonCold, LightningTeleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.
Monsters
Out of the Abyss
against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus
constructs cut and chiseled from Jade to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons.Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Princes of the Apocalypse
golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues
Monsters
Waterdeep: Dungeon of the Mad Mage
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from
Monsters
Waterdeep: Dungeon of the Mad Mage
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from
Monsters
Out of the Abyss
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from
Monsters
Acquisitions Incorporated
Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.These intricately crafted constructs are typically made to reflect the forms of the metallic
advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
Though most clockwork dragons have a breath weapon
Monsters
Waterdeep: Dungeon of the Mad Mage
reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1
minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from stone to appear as tall
Monsters
Tales from the Yawning Portal
targeted creature must succeed on a DC 14 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
remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Petrification Ray. The targeted
Monsters
Candlekeep Mysteries
failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its
charges are expended, but it regains 1d3 expended charges daily at dawn and glows again once it has 1 or more charges.Stone golems are magical constructs cut and chiseled from stone to appear as tall
Monsters
The Book of Many Things
damage, and the target can’t take reactions until the end of Malaxxix’s next turn. Hit or Miss: The hammer then magically returns to Malaxxix’s hand.
Whip. Melee Weapon Attack: +12
hear an incessant scraping sound in their minds.
Grinding Gears. Constructs within 1 mile of the palanquin move sluggishly. Constructs’ speeds are halved, and they have disadvantage on Dexterity
Stone Golem
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stone golems are magical constructs cut and chiseled from
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Petrification Ray. The targeted creature must make a
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Petrification Ray
Monsters
Locathah Rising
watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more
action to cause one of the following effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Duergar Constructs Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar’s psionic
., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Reactions
Engine of Pain. Immediately after a creature within 5 feet of the hammerer hits it with an attack roll, the hammerer makes a Hammer
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Duergar Constructs Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar’s psionic
., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Reactions
Engine of Pain. Immediately after a creature within 5 feet of the hammerer hits it with an attack roll, the hammerer makes a Hammer
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
target has the Prone condition.
Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can’t take Reactions until the
start of the balor’s next turn.
Bonus Actions
Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
target has the Prone condition.
Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can’t take Reactions until the
start of the balor’s next turn.
Bonus Actions
Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can use the rope in place of two of the attacks.
Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take
until it is removed by the lesser restoration spell or similar magic.
Reactions
Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can use the rope in place of two of the attacks.
Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take
until it is removed by the lesser restoration spell or similar magic.
Reactions
Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6
.
Reactions
Parry. The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.
WINONA NELSON
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Prone condition.
Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can’t take Reactions until the start of the balor’s
next turn.
Bonus Actions
Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Prone condition.
Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can’t take Reactions until the start of the balor’s
next turn.
Bonus Actions
Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6
.
Reactions
Parry. The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.
WINONA NELSON
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
120 ft., one target. Hit: 9 (1d12 + 3) radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another willing creature the living portent can see
its game statistics (other than its size and Brilliance trait). The transformation ends if the living portent is reduced to 0 hit points or uses a bonus action to end it.
Reactions
Price of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
attacking tiger.
Jade Tigress charges into battle with the monks. All of them are willing to die for Bak Mei and are determined to stop the characters from reaching the Jagged Sanctum. Red Key. Jade
Escape. Jade Tigress takes the Disengage or Hide action.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, Jade Tigress deflects the missile. The damage she takes from the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
attacking tiger.
Jade Tigress charges into battle with the monks. All of them are willing to die for Bak Mei and are determined to stop the characters from reaching the Jagged Sanctum. Red Key. Jade
Escape. Jade Tigress takes the Disengage or Hide action.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, Jade Tigress deflects the missile. The damage she takes from the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
120 ft., one target. Hit: 9 (1d12 + 3) radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another willing creature the living portent can see
its game statistics (other than its size and Brilliance trait). The transformation ends if the living portent is reduced to 0 hit points or uses a bonus action to end it.
Reactions
Price of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
line of sight. Success: The target is immune to this nalfeshnee’s Horror Nimbus for 24 hours.
Reactions
Pursuit. Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of
: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
line of sight. Success: The target is immune to this nalfeshnee’s Horror Nimbus for 24 hours.
Reactions
Pursuit. Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of
: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
made of metal), reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Roleplaying Vaelish Gant Vaelish Gant is a mage who
“Behind Bars”) or break him out of prison. Gant has no information that can help the characters find the lost Netherese city, but he’s willing to share what he considers to be common knowledge about the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, globe of invulnerability, invisibility, wall of force
Reactions
Arcane Ward (Recharge 4–6). When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically
. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
Summon Elemental (1/Day). The conjurer magically summons an air
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
made of metal), reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Roleplaying Vaelish Gant Vaelish Gant is a mage who
“Behind Bars”) or break him out of prison. Gant has no information that can help the characters find the lost Netherese city, but he’s willing to share what he considers to be common knowledge about the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, globe of invulnerability, invisibility, wall of force
Reactions
Arcane Ward (Recharge 4–6). When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically
. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
Summon Elemental (1/Day). The conjurer magically summons an air