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Returning 35 results for 'becomes barrier diffusing chance regains'.
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Monsters
Monster Manual
Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll’s limbs is severed, falls into the troll’s space, and becomes
a Troll Limb. The limb acts immediately after the troll’s turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points
Magic Items
Dungeon Master’s Guide
expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
Magic Items
Dungeon Master’s Guide
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
Monsters
Monster Manual
creature it becomes: on 1–4, Twig Blight; on 5–6, Needle Blight; on 7–8, Vine Blight.Multiattack. The blight makes two attacks, using Slam or Thorn Volley in any combination. It also uses
", "rollType":"damage", "rollAction":"Life-Draining Root", "rollDamageType":"Necrotic"} Necrotic damage at the start of each of its turns. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the blight regains Hit Points equal to that amount.Fire, Necrotic
Monsters
Monster Manual
and becomes grafted to its body. The necrohulk can have only one target grafted at a time.
While grafted, the target has the Restrained condition and Disadvantage on Constitution saving throws. When
the necrohulk moves, the grafted target moves with it. If the target dies while grafted, its body is destroyed, and the necrohulk regains 10 Hit Points.
The grafted target or a creature within 5 feet
Magic Items
Dungeon Master’s Guide
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You
Monsters
Monster Manual
the aboleth’s turn. Failure: The target is cursed. Until the curse ends, the target’s skin becomes slimy, the target can breathe air and water, and it can’t regain Hit Points unless
itself on a success.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all
Monsters
Monster Manual
Claw action.
The tome has AC 17; HP 35; and Immunity to Necrotic, Poison, and Psychic damage. The tome regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit
becomes bound to the tome and can escape only if the tome is reduced to 0 Hit Points.
Fiendish Burst. Melee or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Fiendish
Magic Items
Dungeon Master’s Guide
Mage Hand
0
Passwall
5
Plane Shift
7
Protection from Evil and Good
0
Telekinesis
5
Wall of Fire
4
Web
2
Regaining Charges. The staff regains 4d6 + 2
expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee
Magic Items
Dungeon Master’s Guide
.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Magic Items
Dungeon Master’s Guide
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes
figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
Magic Items
Dungeon Master’s Guide
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
Spells
Player’s Handbook
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Monsters
Forgotten Realms: Adventures in Faerûn
automatically.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
Monsters
Forgotten Realms: Adventures in Faerûn
actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Shattering Wave. The dragon uses
. Ground in the Cylinder becomes Difficult Terrain. Each creature in the Cylinder when it appears is subjected to the following effect. Strength Saving Throw: DC 22. Failure: 13 (3d8);{"diceNotation
Magic Items
Forgotten Realms: Adventures in Faerûn
, wearing it at all times, and you can't voluntarily end your Attunement to the crown.
Cruel. Your alignment becomes Neutral Evil.
Doomed. You slowly transform into a monstrous servant of Myrkul over
transformation is complete, you become a Lich under the DM's control. Each time you use this Artifact's Cone of Undeath or Myrkul's Hand benefit, there is a 10 percent cumulative chance that you
Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an
charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1
Magic Items
Tasha’s Cauldron of Everything
you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on
depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit.
RARITY
AC
Barrier Tattoo Uncommon;Uncommon
12 + your Dexterity modifier
Monsters
Strixhaven: A Curriculum of Chaos
Repelling Burst attacks. It can also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Repelling Burst"} to hit
creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet directly away from the professor and become restrained until the start of professor’s next turn.
Force Barrier
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly
Planetar
Legacy
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Monsters
Basic Rules (2014)
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel
":"Greatsword","rollDamageType":"radiant"} radiant damage.
Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3);{"diceNotation":"6d8+3","rollType":"heal
Magic Items
Waterdeep: Dungeon of the Mad Mage
While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.
Monsters
The Wild Beyond the Witchlight
Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Regain expended
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
Monsters
Bigby Presents: Glory of the Giants
where the barrier between the Material Plane and the Shadowfell is thin, the seeping negative energy drastically alters the ritual’s outcome. The giant’s soul becomes infused with negative
energy and doesn’t disperse into the elements. Rather, it absorbs the elemental energy around it, and its lower body becomes a storm cloud. The resulting tempest spirit is similar in appearance
Devourer
Legacy
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Monsters
Volo's Guide to Monsters
is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25
, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison
Solar
Legacy
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Monsters
Basic Rules (2014)
DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good
/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4);{"diceNotation":"8d8+4","rollType":"heal","rollAction":"Healing Touch"} hit points and is freed from any curse
Monsters
Princes of the Apocalypse
of another creature’s turn. Imix regains spent legendary actions at the start of his turn.
Heat Wave. Imix creates a blast of heat within 300 feet of himself. Each creature in the area in
","rollDamageType":"fire"} fire damage. Creatures that take fire damage from this effect gain one level of exhaustion. In addition, there is a fifty percent chance ;{"diceNotation":"1d100","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extra Heads. The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded
, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t
Monsters
Dragonlance: Shadow of the Dragon Queen
, thaumaturgy
1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivifyHigh Master Kansaldi Fire-Eyes leads the Red Dragon Army’s offensive in Solamnia. A fanatical adherent
can see within 60 feet of herself magically regains 17 (2d12 + 4);{"diceNotation":"2d12+4", "rollType":"heal", "rollAction":"Dragon Queen's Favor"} hit points.
Monsters
Spelljammer: Adventures in Space
feyr has two tentacles, each of which can grapple one creature.
Invisibility. The feyr becomes invisible until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible.
Nightmare
horror that feeds quietly on strong emotions. To minimize the chance of harm to itself, it prefers to devour the nightmares of other creatures while they sleep.
Feyrs shun bright light but aren
Staff of Charming
Legacy
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Magic Items
Basic Rules (2014)
expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Staff of the Python
Legacy
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Magic Items
Basic Rules (2014)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own
attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Frost Giant Everlasting One
Legacy
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Monsters
Volo's Guide to Monsters
Extra Heads. The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded
, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at
Monsters
Waterdeep: Dungeon of the Mad Mage
options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.
Attack. The
vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination






