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Returning 35 results for 'certain regains ground to have robe'.
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Equipment
A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
Magic Items
Dungeon Master’s Guide
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it
represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope
Magic Items
Dungeon Master’s Guide
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Hunter (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
RestorationLegendary Action Uses: 3. Immediately after another creature’s turn, the animal lord can expend a use to take one of the following actions. The animal lord regains all expended uses at the start of each
Monsters
Monster Manual
Blight Seeds. When it finishes a Long Rest, the blight expels 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Blight Seeds"} seeds into unoccupied spaces on the ground within 30 feet of
", "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
Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
regains all expended uses at the start of each of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack
Spells
Player’s Handbook
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
Spells
Player’s Handbook
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
(Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.
Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit
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
Monsters
Monster Manual
originating from a point on the ground within 150 feet. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Swallowing Earth", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 18
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
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
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
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
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
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
.
61–64
Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its
Monsters
Waterdeep: Dragon Heist
Special Equipment. Laeral wears a white robe of the archmagi (accounted for in her statistics). She wields a flame tongue longsword.
Magic Resistance. While wearing her robe of the archmagi, Laeral
degrees Fahrenheit.
While the silver fire is present, she has the following additional action options:
Cast the cure wounds spell. The target regains 1d8 + 5;{"diceNotation":"1d8+5","rollType
Monsters
Candlekeep Mysteries
it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8 + 4
Steel Crane’s white robe during the raid on Candlekeep, and Steel Crane hasn’t yet bothered to mend the garment. The robe’s damage is clearly visible— evidence of Steel Crane
Monsters
Acquisitions Incorporated
Special Equipment. K'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the following spells:
6/day: magic missile (7 missiles)
Awakened Mind. K'thriss can
":"Spellcasting"} to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shield.
A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye applied to the fabric. The powder is also a material component of the ritual that enchants the robe.Fire, Poison
-like tentacles.
Left undisturbed, a flail snail moves slowly along the ground. It consumes everything on the surface, including rocks, sand, and soil, and it stops periodically to relish crystal growths
Monsters
Bigby Presents: Glory of the Giants
; 3, Spell Scarred; or 4, Winged Form. This mutation determines certain traits in this stat block.
Amorphous (Elastic Body Only). The mutate can move through a space as narrow as 1 inch without
damage, each creature within 20 feet of it takes that damage as well.
Regeneration. The mutate regains 10 hit points at the start of its turn. If the mutate takes acid or fire damage, this trait doesn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
regains spent legendary actions at the start of its turn.
Stomp. The zaratan makes one Stomp attack.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan makes one Spit Rock
action, it must take its Revitalize or Emerge action.
Revitalize (Costs 2 Actions). The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20);{"diceNotation":"5d20
Monsters
Princes of the Apocalypse
the end of another creature’s turn. Ogrémoch regains spent legendary actions at the start of his turn.
Illuminating Crystals. Ogrémoch’s crystalline protrusions flare. Each
, and the affected creature can’t benefit from being invisible.
Stomp (Costs 2 Actions). Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
connected to one another.
False Appearance. If the yggdrasti is motionless and rooted in the ground at the start of combat, it looks just like a dead tree and has advantage on its initiative roll. Moreover
Conduit. If the yggdrasti is subjected to lightning damage, it is unhurt, and the lightning damage is instead divided evenly among all creatures it is grappling. In addition, the yggdrasti regains one
Monsters
Keys from the Golden Vault
Ashen Creature. When the shambling mound drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
Lightning Absorption. Whenever the
shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.Multiattack. The shambling mound makes two slam attacks. If
Magic Items
Fizban's Treasury of Dragons
This gold statuette is carved in the likeness of a canary and is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within
, its property can’t be used again until a certain amount of time has passed, as specified in the description.
Monsters
Vecna: Eve of Ruin
was tailored specifically for her and imbued with Tiamat’s power. When she dies, the coat functions as a Robe of Scintillating Colors.Multiattack. Windfall makes two Chromatic Rapier attacks and
legendary action at a time and only at the end of another creature’s turn. Windfall regains spent legendary actions at the start of her turn.
Deft Dance. Windfall moves up to her speed without
Monsters
The Wild Beyond the Witchlight
succeed instead.
Magic Resistance. Iggwilv has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her robe of the archmagi.)
Special Equipment. Iggwilv wears
an amulet of the planes and a robe of the archmagi.Multiattack. Iggwilv makes two Bewitching Bolt attacks.
Bewitching Bolt. Melee or Ranged Spell Attack: +16;{"diceNotation":"1d20+16","rollType":"to
Monsters
Bigby Presents: Glory of the Giants
Hill Rebuff reaction.
The object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature
Monsters
Eberron: Rising from the Last War
","rollAction":"Magic Staff","rollDamageType":"force"} force damage.
Arcane Cataclysm (Recharges after a Long Rest). Sul Khatesh conjures orbs of magical energy that plummet to the ground at three
form.Sul Khatesh can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sul Khatesh regains
Magic Items
The Book of Many Things
This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact
create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the ground.
Rock. Ranged Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Rock"} to hit, range 60/120 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6","rollType
"} bludgeoning damage if the korred is on the ground.
Spellcasting. The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13
Monsters
Waterdeep: Dungeon of the Mad Mage
within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0
hit points, he regains 1 hit point.
Regeneration. Zorak regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Zorak takes radiant
Monsters
Quests from the Infinite Staircase
; 3–4, purple blossom; or 5–6, snapper saw. This form determines certain traits in this stat block.
False Appearance. If the horrid plant is motionless at the start of combat, it has
damage taken, and the horrid plant regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Orcus
Legacy
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Monsters
Out of the Abyss
charges). The wand regains 1d4 + 3;{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Wand of Orcus"} charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead
creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Plant Camouflage. The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The wood woad regains 10 hit points at the start of
its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it