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                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    . The zombie acts on Skall’s initiative but immediately after his turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.
Spellcasting. Skall casts one
                                                
                                            
                                                
                                                     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
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions
                                                
                                            
                                                
                                                     Spell (Costs 2 Actions). The drow uses Spellcasting.Among drow followers of Lolth, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC
                                                
                                            
                                                
                                                     baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.The baernaloth can take up to three reactions per round but only one per turn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Bandit Captain Bandit Captain
 Medium humanoid (any race), any non-lawful alignment
 Armor Class 15 (studded leather)
 Hit Points 65 (10d8 + 20)
 Speed 30 ft.
   STR
 15(+2)
 
  DEX
 16(+3
                                                
                                            
                                                
                                                     target. Hit: 5 (1d4 + 3) piercing damage.
 Reactions
 Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     not or claims not to know anything of the captain’s colorful reputation. Bandit Captain
 Medium humanoid (any race), any non-lawful alignment
 Armor Class 15 (studded leather)
 Hit Points 65 (10d8
                                                
                                            
                                                
                                                     Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
 Reactions
 Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    City Guard The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail
                                                
                                            
                                                
                                                    .
 Reactions
 Feather Fall. The rider wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Perception 13
 Languages Common, Elvish, Sylvan
 Challenge 10 (5,900 XP)
 Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom
                                                
                                            
                                                
                                                     18 (4d8) psychic damage.
 Reactions
 Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    )
 Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the
                                                
                                            
                                                
                                                    , range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.
 Reactions
 Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ., passive Perception 13
 Languages Common, Elvish, Sylvan
 Challenge 10 (5,900 XP) Proficiency Bonus +4
 Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin
                                                
                                            
                                                
                                                    .
 Reactions
 Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    /day each: cone of cold, ice storm
 Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
 Sorrowful Presence. Any non-eladrin creature that starts
                                                
                                            
                                                
                                                     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->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     oculorb unleashes powerful waves of energy charged with negative emotions, cowing its foes with despair and ire. Oculorb Large Aberration, Typically Chaotic Evil
 Armor Class 13 (natural armor)
 Hit
                                                
                                            
                                                
                                                     frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
 Reactions
 Obsessive Rebuke. When the oculorb is damaged by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
 Reactions
 Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the
                                                
                                            
                                                
                                                     fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     non-giants as a threat, and unless it has other orders, it attacks such creatures on sight. The art of crafting a runic colossus is lost to modern giants, but many tales suggest the instructions
                                                
                                            
                                                
                                                     successful one.
 Reactions
 Spell Reflection (2/Day). Ranged Spell Attack: +14 to hit, range 120 ft., one creature casting a spell of 5th level or lower. Hit: 26 (4d12) force damage, and the target
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC 19 Wisdom saving throw. On a failed save
                                                
                                            
                                                
                                                    .
 Reactions
 The baernaloth can take up to three reactions per round but only one per turn.
 Afflict Despair. When a creature that the baernaloth can see within 60 feet of itself hits with an attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     control. The zombie acts on Skall’s initiative but immediately after his turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.
 Spellcasting. Skall casts one
                                                
                                            
                                                
                                                    : animate dead (as an action), dispel magic, speak with dead
 1/day each: finger of death, plane shift (self only), project image
 Reactions
 Skall can take up to three reactions per round but only one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    Monsters B - E Bandit Captain
 Medium humanoid (any race), any non-lawful alignment
 Armor Class 15 (studded leather)
 Hit Points 65 (10d8 + 20)
 Speed 30 ft.
   STR
 15(+2)
 
  DEX
 16(+3
                                                
                                            
                                                
                                                     target. Hit: 5 (1d4 + 3) piercing damage.
 Reactions
 Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     that killed them or have nightmarish distortions to their forms. Many have extreme reactions to actions, objects, or individuals that remind them of emotionally charged aspects of their lives
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Drow Matron Mother At the head of each drow noble house sits a matron mother, an influential priestess of Lolth charged with carrying out the god’s will while also advancing the interests of the
                                                
                                            
                                                
                                                     DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.
 Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4
                                                
                                            
                                                
                                                     plus 7 (2d6) Force damage.
 Reactions
 Protection. Trigger: An attack roll hits the wearer of the guardian’s amulet while the wearer is within 5 feet of the guardian. Response: The wearer gains a +5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     background, including Aphelion’s role in it all. The supercomputer exudes arrogance and a deep disdain for non-machines, gloating about how it manipulated the characters into removing the last obstacle in
                                                
                                            
                                                
                                                    , after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Drow Matron Mother Among drow followers of Lolth, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god’s will while also advancing the
                                                
                                            
                                                
                                                    , and it can’t use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the
                                                
                                            
                                                
                                                     Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again.
 Reactions
 Parry. Trigger: The erinyes is hit by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     weapon is fully charged and can fire 50 shots before its energy cell is drained. After its last shot is expended, the weapon becomes inoperable. The energy cell can’t be removed or recharged. Pacifier
                                                
                                            
                                                
                                                     inoperable. Helm. This chair is securely attached to the deck and can’t be used by creatures that are not mind flayers. Any non-illithid that sits in the chair and touches both blue orbs at once must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    . For instance, a warrior might be sequestered here after slacking off during weapons practice, sentenced to a prison term and charged with moving piles of mud from one end of the field to the other
                                                
                                            
                                                
                                                     githyanki are required to report to one of these districts regularly for weapon practice. Non-githyanki that venture into these areas are attacked on sight unless accompanied by a knight who can vouch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     dreams that, after weeks or months of exposure, improve combat skill and imbue most creatures with strong devotion to the Red Wizards. Reactions. Creatures in this sector usually hesitate to attack those
                                                
                                            
                                                
                                                     water until they catch the scent of non-undead creatures. These ghouls are of an aquatic variety known as lacedons. In addition to the statistics of a normal ghoul, each has a swim speed of 30 feet. Pool
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     and Deep Speech in addition to Gith. All three githyanki are on an extended expedition to hunt mind flayers. A tenuous trail of clues brought them to the Briny Maze, and they charged into the maze
                                                
                                            
                                                
                                                     deeply on your own thoughts. You can take an action to focus your inner mind. This focus lasts for 1 hour. While your inner mind is focused, you can’t take reactions. For the duration, when you make
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell’s stress. Once the djinni has cast it
                                                
                                            
                                                
                                                     Bonus Action on its turn, not both, and it can’t take Reactions.
 Drider Large Monstrosity, Chaotic Evil
 AC 19 Initiative +4 (14)
 HP 123 (13d10 + 52)
 Speed 30 ft., Climb 30 ft.
     Ability
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    . Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage.
 Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to
                                                
                                            
                                                
                                                    . Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.
 Reactions
 Parry. Trigger: The gladiator is hit by a melee attack roll while
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . A deathlock wight (see appendix B) keeps watch here. One wraith and four shadows circle around the shrine, streaks of crimson trailing from their spectral forms. Web of Pain. Whenever a non-undead
                                                
                                            
                                                
                                                     carried into this chamber. The shrine of binding takes up a large portion of this black marble chamber.
 Creatures. Six shadows lurk here. Poisoned Shadows. Whenever a non-undead creature in this area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     melee attack.
 Howling Hatred Initiate Howling Hatred initiates are attracted by the cult’s philosophy of non-attachment and the rejection of material things, unaware of the cult’s true nature. The
                                                
                                            
                                                
                                                    ).
 Actions
 Multiattack. The hurricane makes two melee attacks.
 Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
 Reactions
 Deflect
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     and is destroyed.
 Reactions
 Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid
                                                
                                            
                                                
                                                     creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.
 Acid
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     in the past week: the butler and the baroness’s lady-in-waiting. The baron has charged Izek with finding out what happened to them, but investigation isn’t Izek’s forte. Searches have been organized
                                                
                                            
                                                
                                                    . The form that the spirit takes depends on the alignment of the one who summoned it: Non-evil Summoner. If the summoner isn’t evil, the spirit assumes solid form, appearing as a darkly handsome
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     turn, not both, and can’t take reactions
  Glabrezu A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to
                                                
                                            
                                                
                                                     damage.
  Manes Souls of evil creatures that descend to the Lower Planes are transformed into manes — the lowest form of demonkind. These wretched fiends attack any non-demon they see, and they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     one.
 Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can’t use reactions, its
                                                
                                            
                                                
                                                     Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the
                                                
                                            
                                                
                                                     eternal afterlife in the heavens — for an elder brain can evoke the persona of any illithid it has ever absorbed.
 Hive Mind. Non-illithids call this creature an elder brain because it acts as the
                                                
                                            
                                        





