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Returning 35 results for 'construct replicas gaining to have regain'.
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Magic Items
Dungeon Master’s Guide
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Monsters
Monster Manual
", "rollAction":"Failure", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit Points
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
Monsters
Monster Manual
":"Enervation Ray", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit Points. Success: Half
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
Monsters
Strixhaven: A Curriculum of Chaos
).
Sanguine Sense. While Y’demi isn’t blinded, she can see any creature that isn’t an Undead or a Construct within 60 feet of itself, even through total cover, heavily obscured areas
the target is a creature, it can’t regain hit points until the start of the Y’demi’s next turn.
Blood Boil (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
Monsters
Strixhaven: A Curriculum of Chaos
. While Murgaxor isn’t blinded, he can see any creature that isn’t an Undead or a Construct within 60 feet of himself, even through total cover, heavily obscured areas, invisibility, or any
creature, it can’t regain hit points until the start of Murgaxor’s next turn.
Blood Boil (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blood Boil"}. Murgaxor
Monsters
Van Richten’s Guide to Ravenloft
":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of the necrichor’s next turn.
Blood Puppeteering (Recharge 6);{"diceNotation":"1d6","rollType
":"recharge","rollAction":"Blood Puppeteering"}. The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn’t a Construct or an Undead, it
Monsters
Strixhaven: A Curriculum of Chaos
).
Sanguine Sense. While the blood mage isn’t blinded, it can see any creature that isn’t an Undead or a Construct within 60 feet of itself, even through total cover, heavily obscured areas
damage. If the target is a creature, it can’t regain hit points until the start of the blood mage’s next turn.
Blood Boil (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Mythic Odysseys of Theros
especially resilient, gaining resistance to cold and fire damage.
2
Coast Creature. The chimera’s body is that of a coastal or aquatic creature, such as a heron or a shark. The chimera
cone. Each creature in that area must succeed on a DC 15 Constitution saving throw, or it takes 31 (7d8) necrotic damage and is unable to regain hit points until the end of its next turn.
Tail
Bearded Devil
Legacy
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Monsters
Basic Rules (2014)
":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat
undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Glaive"} hit points at the start of each of its
monsters
Flesh. The ghoul devours a chunk of flesh from the corpse of a non-Construct creature that died within the past hour. The ghoul regains 10 Hit Points if the creature was Undead, or 5 Hit Points if it was any other creature. The ghoul can’t regain Hit Points from that corpse again.
spells
Crimson light shines down in a 20-foot-radius, 60-foot high Cylinder centered on a point within range. Each creature in that area that isn’t a Construct or Undead must make a Constitution
saving throw, taking 4d10 Necrotic damage on a failed save or half as much damage on a successful one. Constructs and Undead in the area regain 4d10 Hit Points.
If any of this spell’s area overlaps
monsters
of flesh from the corpse of a non-Construct creature that died within the past hour. He regains 10 Hit Points if the creature was Undead, or 5 Hit Points if it was any other creature. Augrael can’t regain Hit Points from that corpse again.
Bearded Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat
undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Glaive"} hit points at the start of each of its
monsters
of flesh from the corpse of a non-Construct creature that died within the past hour. The ghoul regains 10 Hit Points if the creature was Undead, or 5 Hit Points if it was any other creature. The
ghoul can’t regain Hit Points from that corpse again. Alternatively, the ghoul can consume a scrap of tattooed flesh. If they do, instead of regaining Hit Points, their Speed increases to 60 feet
monsters
Blood Sense. The hemonculus knows the location of any Bloodied creature within 60 feet of it, unless the creature is a Construct or Undead.
Flyby. The hemonculus doesn’t provoke an Opportunity
from the hemonculus. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Exsanguinate", "rollDamageType":"Necrotic"} Necrotic damage, and the target can’t regain Hit
monsters
their unholy mission—and must also keep the other ghouls well-fed or fall prey to a usurper.Poison Consume Flesh. The ghoul devours a chunk of flesh from the corpse of a non-Construct creature
that died within the past hour. The ghoul regains 10 Hit Points if the creature was Undead, or 5 Hit Points if it was any other creature. The ghoul can’t regain Hit Points from that corpse again
Simulacrum
Legacy
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Spells
Basic Rules (2014)
. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The
Shapechange
Legacy
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Spells
Basic Rules (2014)
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You
monsters
. If the target is a creature, it can’t regain Hit Points until the start of the shrouded’s next turn.
Toxic Thoughts (Whisperer Only). Intelligence Saving Throw: DC 13, each creature that
isn’t a Construct or Undead in a 30-foot Emanation originating from the shrouded. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Toxic Thoughts", "rollDamageType
Kenku
Legacy
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Species
Volo's Guide to Monsters
. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly
copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Tireless (Exploration) An innate resilience lets you shake off conditions that would take others down. You have Advantage on saving throws connected to gaining or removing Exhaustion levels. Vigorous
. If you take this trait twice, when you fail a saving throw against Exhaustion, you can use your Reaction to succeed on the save instead. You regain the use of this feature when you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
. You regain the use of this feature when you finish a Long Rest. Unparalleled Endurance. If you take this trait twice, when you use Relentless Endurance, you drop to 1d6 Hit Points + your Proficiency
Bonus. Additionally, when you use Relentless Endurance, you can use a Reaction to spend up to five Hit Dice, rolling them and gaining that number of Hit Points.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
regain all expended Hit Dice and remove 2 levels of exhaustion. Infused Water. Water taken from the waterfall retains the imbued positive energy for 24 hours, during which time the water sheds dim light
in a 5-foot radius. A creature that isn’t a Construct or an Undead that drinks the water gains 2d10 temporary hit points and the benefits of a greater restoration spell. A creature that gains these
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
regain all expended Hit Dice and remove 2 levels of exhaustion. Infused Water. Water taken from the waterfall retains the imbued positive energy for 24 hours, during which time the water sheds dim light
in a 5-foot radius. A creature that isn’t a Construct or an Undead that drinks the water gains 2d10 temporary hit points and the benefits of a greater restoration spell. A creature that gains these
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Artificial Form (Exploration) You were made, not born, and your unnatural origin forever marks you as different. You are a Construct, but your enchanted form still benefits from healing spells. You
gain its benefits. Self-Repair. If you take this trait twice, when the Mending cantrip is cast on you, you can spend a Hit Die to regain a number of Hit Points equal to the roll of the die plus your
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Traits As an autognome player character, you have the following traits. Creature Type. You are a Construct. Size. You are Small. Speed. Your walking speed is 30 feet. Armored Casing. You
bonus, and you regain all expended uses when you finish a long rest. Healing Machine. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Traits As an autognome player character, you have the following traits. Creature Type. You are a Construct. Size. You are Small. Speed. Your walking speed is 30 feet. Armored Casing. You
bonus, and you regain all expended uses when you finish a long rest. Healing Machine. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
expend a spell slot in this way, you regain Hit Points equal to the amount of damage dealt.
Ona Kristensen
Level 3: Nocturnal Predator As a predator of the night, you have been blessed with
; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a disease but a curse. Sereno Sereno is a deadly magical affliction that inflicts a supernatural chill on its victims and eventually kills them. A creature cursed with sereno is poisoned, can’t regain
hit points, and must make a DC 13 Constitution saving throw at the end of every hour, gaining 1 level of exhaustion on a failed save. The creature automatically succeeds on this saving throw if it is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a disease but a curse. Sereno Sereno is a deadly magical affliction that inflicts a supernatural chill on its victims and eventually kills them. A creature cursed with sereno is poisoned, can’t regain
hit points, and must make a DC 13 Constitution saving throw at the end of every hour, gaining 1 level of exhaustion on a failed save. The creature automatically succeeds on this saving throw if it is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to
a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.