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Returning 29 results for 'non copies reactions pdf'.
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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
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->Dungeon Master’s Guide
“episode” to “game session,” but the terms are interchangeable.) A sample Campaign Journal page is provided. Make copies of it, or use it as inspiration for your own journal pages. Downloadable PDF
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku
clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher
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->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->Sword Coast Adventurer’s Guide
known written copies have ever been reported. Only a privileged few non-dwarves have ever heard the Dirge in its entirety, and dwarf bards who want to perform this epic must demonstrate great skill in
necessary for newcomers to get around safely. Beneath the citadel proper, miles of dwarf-sized caverns form a confusing maze that frustrates most non-dwarf visitors. These tunnels are what remain of the early
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->Dungeon Master’s Guide
the stages of a journey. (Use multiple copies of the Travel Planner for a journey with more than three stages.) For each stage, note where it starts and ends, the distance covered, and the predominant
journey otherwise works the same as described in the rest of the “Travel” section.
Downloadable PDF Weather During each stage of the characters’ journey, you can determine what the weather is like by
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->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->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->Tomb of Annihilation
, copies of both keys can be made from these impressions by a character who has proficiency with smith’s tools and who makes a successful DC 10 Intelligence check. Sithi Vinecutter has the needed
these vicious creatures become both angry and alarmed when they see humanoids who aren’t their firenewt masters. As soon as a non-firenewt enters area 10, the giant striders begin stamping, growling
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Adventurous Gnome. An elderly svirfneblin named Rivibiddel has spent many days in the crypt. Because of his advanced age, his walking speed is 15 feet, and he can’t take reactions. Rivibiddel ran out of
here on the walls. Growing Old Rapidly. Rivibiddel was a much physically younger gnome when he entered the crypt to pursue one of the few known copies of He of the Hidden Gemstone. Worried that he’d
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
his crag to observe their reactions. Each character must succeed on a DC 15 Wisdom saving throw to keep their composure. Characters immune to the frightened condition automatically succeed on this
creatures can fit through the foot-tall fairy door set into the burrow’s entrance. The Fey furnished and decorated the burrow like a tiny house; it has four rooms. What the Fairies Know. To non-evil






