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Returning 35 results for 'body beyond deals constructs regains'.
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Spells
Player’s Handbook
A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.
Equipment
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Magic Items
Dungeon Master’s Guide
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
Monsters
Monster Manual
Fiendish Restoration. If the nycaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.
Magic Resistance
to 30 feet to an unoccupied space it can see. The condition ends early immediately after it deals damage.
Monsters
Monster Manual
damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for
Monsters
Monster Manual
Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Barbed Hide", "rollDamageType":"Piercing"} Piercing damage to any
creature it is grapple;grappling or any creature grappling it.
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body
Monsters
Monster Manual
Demonic Restoration. If the goristro dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic
Resistance. The goristro has Advantage on saving throws against spells and other magical effects.
Siege Monster. The goristro deals double damage to objects and structures.Multiattack. The goristro makes one
Spells
Player’s Handbook
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of
that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage
Monsters
Monster Manual
Stunned condition until the end of the intellect devourer’s next turn.
Steal Body. Intelligence Saving Throw: DC 12, one Small or Medium creature within 5 feet that has the Incapacitated
telepathy; and its Detect Intelligence trait. It otherwise adopts the target’s game statistics. It knows everything the target knew, including spells and languages.
If the host body dies, the
Monsters
Monster Manual
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
damage only.Necrotic, PoisonAbsorb Body. Strength Saving Throw: DC 15, one Medium or Small creature the necrohulk can see within 5 feet. Failure: The target is pulled into the necrohulk’s space
Magic Items
Dungeon Master’s Guide
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1
Monsters
Monster Manual
Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
body is destroyed only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil
Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Monsters
Monster Manual
destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition.Sunlight. The vampire takes 20 Radiant damage if it starts its turn
damage taken, and the vampire regains Hit Points equal to that amount.NecroticDeathless Agility. The vampire takes the Dash or Disengage action.
Monsters
Monster Manual
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
it is underwater.
While the cursed creature is outside a body of water, the creature takes 6 (1d12);{"diceNotation":"1d12", "rollType":"damage", "rollAction":"Mucus Cloud Curse", "rollDamageType
Monsters
Monster Manual
Divine Awareness. The solar knows if it hears a lie.
Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit
, ResurrectionLegendary Action Uses: 3. Immediately after another creature’s turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of
Monsters
Monster Manual
the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Soul Gem"} days, regaining all its Hit Points and
appearing within 5 feet of the gem.
The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes three attacks, using Slam or
carrying.Legendary Action Uses: 3. Immediately after another creature’s turn, the colossus can expend a use to take one of the following actions. The colossus regains all expended uses at the start of each of
Monsters
Monster Manual
Fiendish Restoration. If the arcanaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly and revives with all its Hit Points in Gehenna.
Magic Resistance. The
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
Magic Items
Dungeon Master’s Guide
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
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
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
Monsters
Monster Manual
can’t use this trait if it has the Incapacitated condition.
Undead Restoration. If the death knight is destroyed before it atones for its evil, it gains a new body in 1d10;{"diceNotation":"1d10
", "rollType":"roll", "rollAction":"Undead Restoration"} days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.Multiattack. The death knight makes
Monsters
Monster Manual
other magical effects.
Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space
in Lair). Immediately after another creature’s turn, the mummy can expend a use to take one of the following actions. The mummy regains all expended uses at the start of each of its turns
Monsters
Monster Manual
", "rollType":"roll", "rollAction":"Spirit Jar"} days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich’s lair.Multiattack. The lich
expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.
Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can
Monsters
Monster Manual
, after which it regains 1 Hit Point.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.Running Water. The
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
Monsters
Monster Manual
regains all expended uses at the start of each of its turns.
Decay. The blob deals 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Decay", "rollDamageType":"Necrotic"} Necrotic
Monsters
Monster Manual
deals double damage to objects and structures.Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17;{"diceNotation":"1d20+17
creature’s turn, the kraken can expend a use to take one of the following actions. The kraken regains all expended uses at the start of each of its turns.
Storm Bolt. The kraken uses Lightning Strike
Monsters
Monster Manual
":"Reflective Carapace"}. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals
: Half damage only.Legendary Action Uses: 3. Immediately after another creature’s turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
Monsters
Monster Manual
). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.Multiattack. The cataclysm makes two Elemental Burst
spellcasting ability.Legendary Action Uses: 3. Immediately after another creature’s turn, the cataclysm can expend a use to take one of the following actions. The cataclysm regains all expended
Magic Items
Dungeon Master’s Guide
with it. The wand deals an extra 2d12 Necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random properties:
2 minor beneficial properties
1 major beneficial property
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
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
point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1
Monsters
Eberron: Forge of the Artificer
condition, the attack deals an extra 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Arcane Whip", "rollDamageType":"Force"} Force damage.
Shackling Glyph (Recharge 6);{"diceNotation
storehouses, and even its infamous prison, Dreadhold. Some also serve as agents of the mysterious Ghorad’din, a secretive group of assassins and spies little known beyond the members of the house. Kundarak wardens are adept at bypassing security measures as well as reinforcing them.
Magic Items
Netheril’s Fall
The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence.
The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can
see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.






