Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 29 results for 'combined which regains'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        combine which remain
                                    
                                
                        
                    
                
                        
                                                     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
                                                
                                            
                                                
                                                     10 feet away from the giant.Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golemâs creator is within 60 feet of the berserk golem, the creator can try to
                                                
                                            
                                                
                                                    .
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Grave. While within 30 feet of the skull lord, any Undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6;{"diceNotation":"1d6", "rollType":"heal", "rollAction
                                                
                                            
                                                
                                                    , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. The skull lord regains spent legendary actions at the start
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
                                                
                                            
                                                
                                                    , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. The greatwyrm regains spent legendary actions at the start
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
                                                
                                            
                                                
                                                     actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. The greatwyrm regains spent legendary actions at
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     since its last turn, unless it has taken 40 or more fire damage since its last turn. Polukranos regains 20 hit points for each head regrown in this way.
Reactive Heads. For each head Polukranos has
                                                
                                            
                                                
                                                     turn. Polukranos regains spent legendary actions at the start of its turn.
Detect. Polukranos makes a Wisdom (Perception) check.
Tail Swipe. Polukranos makes a tail attack.
Trampling Charge (Costs
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
                                                
                                            
                                                
                                                    , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. The greatwyrm regains spent legendary actions at the start
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
                                                
                                            
                                                
                                                    , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. The greatwyrm regains spent legendary actions at the start
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
                                                
                                            
                                                
                                                    , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. The greatwyrm regains spent legendary actions at the start
                                                
                                            
                                        
                                                    Orcus
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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 donât 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 donât 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
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     end of another creature's turn. The dragon turtle regains spent legendary actions at the start of its turn.
 Attack. The dragon turtle makes one Claw or Tail attack.
Move. The dragon turtle moves
                                                
                                            
                                                
                                                    . This temperament, combined with their disinterest in moral quandaries, allows them to get along withâor at least abideâmost creatures they encounter. They frequently enter symbiotic
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    , using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3. Immediately after another creatureâs turn, Zlan can expend a use to take one of the following actions. Zlan regains
                                                
                                            
                                                
                                                     other, their combined power was sufficient to create the sentient Artifact. The Crystal Shard absorbed its creatorsâ minds, which resonated within the crystal of the Crystal Shard thereafter. When
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else. Some fiendish
                                                
                                            
                                                
                                                     regains all its hit points. If the golemâs creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Hill Giant Avalancher Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them quickly
                                                
                                            
                                                
                                                     rise to positions of leadership. These hill giants drape themselves in rocks attached to chains or ropes, then use their magic to knock down and pummel their foes with these stones. This magic, combined
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     establish dominance. Yet skull lords always prove to be their own worst enemies; each is a combined being born from three hateful individuals, and they constantly plot against themselves. Infighting and
                                                
                                            
                                                
                                                     skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
 Unusual Nature. The skull lord doesnât require air, food, drink, or sleep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     establish dominance. Yet skull lords always prove to be their own worst enemies; as a combined being born from three hateful individuals, they constantly plot against themselves. Creatures of Betrayal
                                                
                                            
                                                
                                                     saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
 Evasion. If the skull lord is subjected to an effect that allows it to make a Dexterity saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
                                                
                                            
                                                
                                                     choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn.
 While
                                                
                                            
                                                
                                                     holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points donât exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     of the wandâs charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at
                                                
                                            
                                                
                                                     dawn.
 While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points donât exceed 500. These undead magically rise up from the ground or otherwise form in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ), Lendys, and Tamaraâare metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status. Metallic greatwyrms are among the largest creatures in the multiverse
                                                
                                            
                                                
                                                     Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the âMythic Actionsâ section for 1 hour. Award a party an additional 120,000
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
 Reactive Heads. For each head the hydra has beyond one, it gets an extra
                                                
                                            
                                                
                                                     the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     the Wand of Orcus, Orcus conjures Undead creatures whose combined average hit points donât exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within
                                                
                                            
                                                
                                                     the following spells (spell save DC 18), some of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3 charges daily at dawn:
 At will: animate dead (as an action
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     of the way by the combined effort of one or two characters with a total Strength of 20 or higher. The block beneath the slab is hollow, and inside is a crumbling skeleton decked out in decayed finery
                                                
                                            
                                                
                                                     wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     on a successful one. One creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural
                                                
                                            
                                                
                                                    , when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     obtained from prior âfoodâ), or even one of their own young. If the colonyâs survival is threatened and it thinks it has a chance of surviving a fight, it can leverage its combined might using special lair
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     those masters long gone, the characters must now defeat the combined forces of the libraryâs guardians to claim the keys. Zyrian knows that the guardians are summoned when any damage-dealing spell is
                                                
                                            
                                                
                                                     harmlessly, and the scrivenerâs mark fades from all the characters. If the ritual is not completed, Nintra regains all her hit points and expended spells in 1 hour. During that time, she is immune to damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     reached by ascending a path that combined natural stone ramps, steps cut into the cliff face, and wooden walkways built onto the cliff. The ramps and steps are still mostly intact, but the wooden
                                                
                                            
                                                
                                                     magical flying speed of 30 feet (allowing them to fly 4 miles per hour). This benefit lasts for 3 days, after which Asharraâs wings reappear and she regains the ability to fly.
 Seventeen-year-old
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    -radius sphere centered on one random creature in the region. Each creature in the sphere that isnât undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13â18
                                                
                                            
                                                
                                                    . 86â90 Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral
                                                
                                            
                                        






