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Returning 35 results for 'contents release globe to have reaction'.
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Magic Items
Dungeon Master’s Guide
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1
Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature
Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
Monsters
Planescape: Adventures in the Multiverse
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
":"Darkweaver Webs (Cocoons)"} cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses.
Darkweaver Cocoon Contents
d6;{"diceNotation":"1d6
Magic Items
Guildmasters’ Guide to Ravnica
.
Annihilation. If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the
dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released
Monsters
Waterdeep: Dragon Heist
, sending, tongues4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere5th level (3 slots): cone of cold, geas, Rary's telepathic bond6th level (2 slots): globe of
disappears.
Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12);{"diceNotation
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
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
, you can use the Goose Egg Trinket table to determine the contents of one of the Goose Mother’s eggs that isn’t destined to hatch into a goose or a giant goose (also described in that book).
Monsters
Fizban's Treasury of Dragons
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
spells
Melee weapon, you can take a Reaction to have clots form around the weapon, entrapping it. The attacker must succeed on a Strength saving throw or the weapon sticks to you. If the attacker doesn’t
release the weapon, the creature has the Grappled condition while the weapon is stuck. While stuck, the weapon can’t be used. The target can take an action to make a Strength (Athletics) check
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
discovered bottle might already contain a creature chosen by the GM or determined randomly.
d100
Contents
d100
Contents
1-50
Empty
77-78
Elemental (any)
51
Arcanaloth
79
Book of Exalted Deeds
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only
a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration
. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction
broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up
Ready [Action] You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up
Ready [Action] You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
vault doors, and other defenses. When the characters enter the orrery vault, read: Statues of human-sized brass dragons stand at the center of the vault, their heads pointed at a globe of light hovering
guests, two clockwork dragons are on guard here. If the characters are themselves, they face five of the creatures. The clockwork dragons take no action until a character moves toward the globe of light
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope
escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. d100 Contents d100 Contents 01–50 Empty 77–78 Elemental (any) 51 Arcanaloth 79
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope
escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
basilisk is disturbed, the centipedes emerge and attack the nearest creature. Treasure. The basilisk clutches a driftglobe. The creature’s claw must be pried open to release the globe. 17b. Desecrated
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
feet of a globe and has an Intelligence score of 10 or higher can take control of the globe by succeeding on a DC 10 Intelligence check. As part of its movement and with a successful DC 10
Intelligence check, the controller can direct the globe to move with it, remaining within 5 feet of the controller. A globe’s controller can enter and leave the globe at will. The controller can maintain control
Actions
to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic
you act by taking a Reaction before the start of your next turn.First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wings, keeps the book’s contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and
studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
on the following table (see the Monster Manual for the creature’s stat block). 1d100 Contents 01–50 No creature 51 Arcanaloth 52–54 Bone Devil 55–56 Cambion 57–58 Dao 59 Deva 60–61 Djinni 62–63
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds
it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. d100 Contents 01–50 Empty 51 Arcanaloth 52 Cambion 53–54 Dao 55–57 Demon (type
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
on the following table (see the Monster Manual for the creature’s stat block). 1d100 Contents 01–50 No creature 51 Arcanaloth 52–54 Bone Devil 55–56 Cambion 57–58 Dao 59 Deva 60–61 Djinni 62–63
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
glares at a character and bellows, “FREE ME!” or “BRING ME MY HAMMER!” in Giant first and Abyssal second. If that fails to garner the desired reaction, Kostchtchie resorts to using telepathy to contact the nearest character, demanding its immediate release while offering nothing in return.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a globe has half cover against effects that originate
feet in diameter. Red Wizards use them to hold aquatic creatures for transport through the black gates. As an action, a creature that is within 5 feet of a globe and has an Intelligence score of 10 or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
keys opens the door.) A good, hard crack with a weapon will shatter any of the spheres (each has AC 13 and 3 hit points), dropping its contents (if not caught) into the muck below. Number the globes
worthless glass gems and a false key. Sphere 6. Phony glass jewelry, a false key, and a gray ooze. (The ooze fills the entire globe and isn’t visible to magical inspection.) Sphere 7. A spell scroll of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature uses an action to shake them awake. Living Unseen Servants Attacking a servant, snatching its feather duster, or otherwise disturbing the contents of this room triggers combat. On their first turn
after rolling initiative, the living unseen servants knock the green flasks off their pedestals, causing the containers to shatter on the floor and release their poison gas (which has no effect on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. You can avoid provoking an
opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. You can avoid provoking an
opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
save, or half as much damage on a successful one. A creature reduced to 0 hit points from this acid damage is completely dissolved. Surgical Precision. Controlling the fluid’s release more carefully
requires the following steps: Dangerous Reaction. A character who succeeds on a DC 10 Wisdom (Medicine) or Intelligence (Nature) check realizes that destroying the membrane entirely would force the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
jurisdiction with greater claim to the Stranger’s custody. Convincing Omid to release the Stranger requires a successful DC 17 group Charisma (Deception) check. If the characters used a forgery kit to
release. Friendly Game. A character who has a gaming set can challenge the deva to a friendly game. Omid loves games and is too proud (and bored) not to accept. If the character wins the game, Omid allows