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                        Returning 32 results for 'chilling wonder regains'.
                    
                
                        
                            
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                                        calling wonder regains
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Magic Resistance. Oshundo has advantage on saving throws against spells and other magical effects.Multiattack. Oshundo makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell
                                                
                                            
                                                
                                                     Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Chilling Grasp"} to hit, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
                                                
                                            
                                                
                                                     Undead.Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chilling Grasp"} to hit
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. Elise has advantage on saving throws against spells and other magical effects.
Magic Weapons. Elise&rsquo
                                                
                                            
                                                
                                                    .
The Unbreakable Heart. The Unbreakable Heart is a nonmagical scientific wonder that replaces a creature’s heart. The device installs itself, connecting to a creature’s anatomy and
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     mount, the mount is reduced to 0 hit points as well.
Radiant Rebirth (Recharges after a Long Rest). If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet
                                                
                                            
                                                
                                                     turn. The archon regains spent legendary actions at the start of its turn.
Attack. The archon makes a radiant spear attack or casts guiding bolt.
Coordinated Assault (Costs 2 Actions). The archon
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     bonus action to move up to half its speed and make a bite attack.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or
                                                
                                            
                                                
                                                     equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. the target dies if its hit point maximum is
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
                                                
                                            
                                                
                                                     action option can be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of his turn.
Infernal Glare. Geryon targets one creature he
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the end of another creature's turn. The rider regains spent legendary actions at the start of its turn.
Attack. The ashen rider makes an attack using its ashen blade or bolt of ash.
Coordinated
                                                
                                            
                                                
                                                     archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today.
Even though the age of archons is long past, many wonder if the few surviving
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
                                                
                                            
                                                
                                                     legendary action option can be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of his turn.
Infernal Glare. Geryon targets one
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.
Regeneration. Strahd regains 20 hit points at the start of his
                                                
                                            
                                                
                                                    ","rollDamageType":"necrotic"} necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     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. The dragon regains spent legendary
                                                
                                            
                                                
                                                     that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)
5
Wonder. Though I don’t wish to spend time in it, my soul sings at the sight of the vast
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     waterThe dragon 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. The dragon regains
                                                
                                            
                                                
                                                    
Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)
5
Wonder. Though I don’t wish to spend time in it, my soul sings at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.    Wand of Web  
    Wand of Wonder
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.  Wand of Wonder Effects   1d100 Effect
                                                
                                            
                                                
                                                    Wand of Wonder Wand, Rare (Requires Attunement) 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    . The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.  Wand of Wonder Effects   1d100 Effect
                                                
                                            
                                                
                                                    Wand of Wonder Wand, Rare (Requires Attunement) 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     throws against any effect that turns Undead.
 Actions
 Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
 Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target
                                                
                                            
                                                
                                                    . Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points.
 Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.
 Mind Blast (Recharge 5–6). The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
                                                
                                            
                                                
                                                     those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                    Dying Wish If the zodar was reduced to 0 hit points in the previous chapter’s trial by combat, it regains 1 hit point now. At the same time, any unconscious characters regain 1 hit point and wake up
                                                
                                            
                                                
                                                     receives the benefit of a greater restoration spell. Seeing the characters invigorated in this way causes all the astral elves in the Temple of Light, including Xeleth and Xedalli, to wonder if the gods
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     sneaking into the carnival as a child without paying for a ticket. That memory has grown foggy over time, though it still conjures a weird admixture of emotions—wonder and awe mixed with loss and regret
                                                
                                            
                                                
                                                     fashion 8 Three inches of height  The hags used each character’s lost thing to craft a magic item. By interacting with the magic item in a specific way (as described below), the character regains what
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     bonus action to move up to half its speed and make a bite attack.
 Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If
                                                
                                            
                                                
                                                     damage plus 9 (2d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     advantage on saving throws against spells and other magical effects.
 Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the
                                                
                                            
                                                
                                                     be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of his turn.
 Infernal Glare. Geryon targets one creature he can see within 60
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     as a bonus action on his turn, but only while in Castle Ravenloft. The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For
                                                
                                            
                                                
                                                     until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.
 Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world. Archon of Falling Stars The epic
                                                
                                            
                                                
                                                     points as well.
 Radiant Rebirth (Recharges after a Long Rest). If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet with a burst of radiance. Each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
                                                
                                            
                                                
                                                     an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
                                                
                                            
                                                
                                                     an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    : Aerstigga and the Wand. Aerstigga is trying to win Challidax’s favor using gems she’s secretly creating with an erratic magic item called a Wand of Wonder. If the dragon knew Aerstigga possessed such a
                                                
                                            
                                                
                                                    . Petrification. Aerstigga followed Enstavva here and turned her to stone using the Wand of Wonder. Given the opportunity, Enstavva rejoins Ralvald, either in his retreat (area D5) or by leaving the lair if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     following actions. The sphinx regains all expended uses at the start of each of its turns.
 Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw
                                                
                                            
                                                
                                                     creature’s turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.
 Arcane Prowl. The sphinx can teleport up
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     crops withered and wells undrinkable for 1d4 days after its passing. Thrym’s Howl. These bone-chilling blizzards drive a wall of wind and snow like a living glacier. The storm projects extreme cold (see
                                                
                                            
                                                
                                                     removed by a greater restoration spell or similar magic. 2 The creature gains the enlarge or reduce effect (50 percent chance of either) of the enlarge/reduce spell for 1 hour. 3 The creature regains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     slots, which it regains after finishing a short or long rest, and knows the following warlock spells:
 Cantrips (at will): chill touch, eldritch blast, mage hand
 1st level: armor of Agathys
                                                
                                            
                                                
                                                     (700 XP)
 Chilling Mist. While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    .
 Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and Oshundo regains 14 hit points if the target is a creature.
 Arcane Bolt. Ranged Spell Attack: +8 to
                                                
                                            
                                                
                                                     Bonus +4
 Magic Resistance. Oshundo has advantage on saving throws against spells and other magical effects.
 Actions
 Multiattack. Oshundo makes two Chilling Grasp or Arcane Bolt attacks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     on saving throws against any effect that turns undead.
 Actions
 Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
 Mind Blast (Recharge 5–6). The
                                                
                                            
                                                
                                                    , choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     concentration.
 Reactions
 Feed. Immediately after taking damage, if it has at least one creature swallowed, the scion deals 10 (3d6) force damage to each swallowed creature and regains 10 hit points
                                                
                                            
                                                
                                                     damage, it instead takes no damage and thaws, ending the petrification.
 Bonus Actions
 Chilling Mist. The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere
                                                
                                            
                                        






