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Returning 35 results for 'climbing warriors regains'.
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Monsters
Spelljammer: Adventures in Space
hadozee halves the damage that it takes from an attack that hits it, provided it can see the attacker.Hadozee warriors make their living as mercenaries, sometimes in the company of pirates. Squads of
warriors often adopt colorful names, such as the Soaring Hadozees, the Jammin’ Wingbats, and the Night Howlers.
Hadozees
Hadozees are slender, highly adaptive Humanoids with simian features
Monsters
Planescape: Adventures in the Multiverse
curses and the negative effects of the planes. These warriors go to dangerous planes and areas torn by conflict to provide relief to those they find there.Soothing Word (3/Day). The void soother
speaks a magical word of mercy, healing one creature it can see within 60 feet of itself. The target regains 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"heal", "rollAction":"Soothing Word"} hit points.
Monsters
Heroes of the Borderlands
creature within 5 feet. Failure: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Drink Life", "rollDamageType":"Necrotic"} Necrotic damage, and the wight regains a number of Hit
Points equal to the Necrotic damage taken.Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight
Monsters
The Book of Many Things
a failed save, or half as much damage on a successful one. Asteria or another creature that she can see within 60 feet of herself then regains 10 hit points.
Spellcasting. Asteria casts one of the
and only at the end of another creature’s turn. Asteria regains spent legendary actions at the start of her turn.
Brazen Strike. Asteria makes one Radiant Blade attack.
Nimble Sprint. Asteria
Monsters
Guildmasters’ Guide to Ravnica
a success.
8
Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Monsters
Guildmasters’ Guide to Ravnica
Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.
Minor Adaptations
squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4
Cryptic Skin
Monsters
Guildmasters’ Guide to Ravnica
on a success.
8
Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage if the champion has more than half of its total hit points remaining.Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers
and white
12
Black anvil cracked down the middle on an orange field
Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.
Monsters
Eberron: Rising from the Last War
saving throw. On a failed save, the target takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Vitality Drain","rollDamageType":"necrotic"} necrotic damage, and the dolgaunt regains a
Xoriat to conquer Khorvaire, they captured and transformed that land's indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them
Monsters
Eberron: Rising from the Last War
at the end of another creature's turn. Mordakhesh regains spent legendary actions at the start of his turn.
Attack. Mordakhesh makes one weapon attack or casts chromatic orb.
Chromatic Resistance
”) established in armies across Khorvaire. The most significant of those is the barbarian horde he amasses in the Demon Wastes — warriors who threaten to sweep into Aundair on a tide of blood.
Many of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
clockwork has resistance to force, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit
number of Hit Dice.
8
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water
Monsters
Van Richten’s Guide to Ravenloft
Headless Summoning (Recharges after a Short or Long Rest). If the dullahan is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 97 hit points. In addition, it
, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dullahan regains spent legendary actions at the start of its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resistance. Zariel has advantage on saving throws against spells and other magical effects.
Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn
and only at the end of another creature’s turn. Zariel regains spent legendary actions at the start of her turn.
Teleport. Zariel uses Teleport.
Immolating Gaze (Costs 2 Actions). Zariel
Monsters
Fizban's Treasury of Dragons
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 actions at the start of its turn.
Claw. The
able to awaken psionic potential in others, and many of the greatest psi warriors in history were the dragon’s students.
4
After centuries guarding the world against incursions from the Far
Monsters
Fizban's Treasury of Dragons
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 actions at the start of its turn
nearby. Ridding the village of the spiders means tampering with the dragon’s food supply.
7
A sapphire dragon invites warriors to vie for the honor of studying military tactics under the
Monsters
Fizban's Treasury of Dragons
legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw
tampering with the dragon’s food supply.
7
A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Tier Breche The Great Stair of Tier Breche rises from the floor of Menzoberranzan to the cavern housing the three branches of the Academy: Melee-Magthere, a pyramid-shaped edifice where drow warriors
. They have a climbing speed of 30 feet. They have truesight out to a range of 120 feet. Roll for random encounters as the characters explore the Academy grounds. You can roll a d20 and consult the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
tower of white stone topped by golden statues of mighty warriors.
The gatehouse is 30 feet high. The adjoining walls are 20 feet high and lined with stone spikes. If the characters circumvent the
gate by flying or climbing over it, the statues on the gatehouse (area T2) animate and attack. If the characters approach within 10 feet of the portcullis, it shrieks with the sound of metal on metal as it rises on its own. It stays open for 1 minute, then closes.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rope of Climbing Wondrous item, uncommon This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word
advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Warriors (Neutral) who demand that the merchant surrender his goods. In combat, the kobolds shout things like “For the Winged God!” and “Fight to reclaim our home!” If four of them fall in battle, the
remaining kobolds try to flee. Any captured kobold explains the situation. Kobold Supplicants. If the characters continue on their way without pursuing the kobolds, twelve Kobold Warriors (including any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope of Climbing Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope
to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rope of Climbing Wondrous item, uncommon This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word
advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rope of Climbing Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope
to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
warriors (Ryld and Llauzdrar).
Bats. Harmless bats flutter around, disturbed by the drow’s presence.
Stumps. The floor is dotted with the stumps of felled zurkhwood stalks and the occasional bat
natural climbing speed. A successful DC 10 Strength (Athletics) check is needed otherwise. Moving across the trunk without slipping or falling requires a successful DC 10 Dexterity (Acrobatics) check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
encounter 11+ Special encounter Minor Encounter d4 Encounter 1 1 Thayan apprentice (B), 4 Thayan warriors (B), and 2d4 prisoners (commoners) 2–3 1 wight 4 1 wight and 2d4 skeletons or zombies Dread
Legion Patrol d4 Encounter 1 2d4 gnolls 2 1 dread warrior (B) and 2d6 zombies 3 2d4 orcs 4 1 troll Thayan Patrol 2d4 Encounter 2 1 deathlock wight (B), 2d4 Thayan warriors (B), and 2d4
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Wight Lifedrinker Life-Leeching Corpse Warrior Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight
(Recharge 5–6). Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the wight regains a number of Hit Points equal to the Necrotic damage taken.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Bleak Cabal Void Soother A void soother cares for creatures struck by curses and the negative effects of the planes. These warriors go to dangerous planes and areas torn by conflict to provide relief
Soothing Word (3/Day). The void soother speaks a magical word of mercy, healing one creature it can see within 60 feet of itself. The target regains 4 (1d4 + 2) hit points.
Ekaterina Burmak
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to adopt them whenever possible. They provide for stables of these creatures in their lairs, and in return, the giant striders voluntarily serve as mounts for firenewt warriors (in this book). Out of
takes no damage and regains a number of hit points equal to half the fire damage dealt.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Fire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Firenewt Warlock of Imix Firenewt warlocks of Imix command firenewt warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe
firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
groups of warriors. If they have time, they prepare the battlefield with small bolt-holes for them to hide in and simple pit traps to hamper their opponents. Standard kobold tactics include the
attract enemies and draw the foes into greater danger, which can be especially effective if the invaders have made camp, are injured, or are otherwise compromised (such as having to move by climbing
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
.
—Mordenkainen
Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as
points remaining.
Bonus Actions
Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.” Reliefs on the monoliths show Shagambi overseeing Chultan warriors as they train with spears and swords. The door to the shrine is not locked, but it hangs heavy on its hinges. It weighs 600 pounds, so
, moss-covered room. Four statues of Omuan warriors stand in alcoves to either side, overlooking a barred gladiatorial pit in the floor. Each statue looks like it was meant to hold a spear, but its






