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Returning 35 results for 'consumed regains globe to have realm'.
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Magic Items
Dungeon Master’s Guide
regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can’t be used again until the next dawn.
Sentience. Wave is a sentient weapon of
Monsters
Monster Manual
Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
itself on a success.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
Magic Items
Dungeon Master’s Guide
;s control.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
Monsters
Phandelver and Below: The Shattered Obelisk
or thoughts beyond a compulsive desire to destroy all living creatures they encounter.
Ashenwights
When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the
Monsters
Phandelver and Below: The Shattered Obelisk
horrors of the Far Realm rip at the minds of individuals, some of those wayward shreds of thought conglomerate to form an intellect snare. An intellect snare appears as a writhing ball of tentacles
, echoing with the cacophonous sounds of every thought the snare has consumed.
Intellect snares are scavengers, often found scouring the aftermath of a mind flayer attack to feast on whatever hapless
Monsters
Phandelver and Below: The Shattered Obelisk
a grotesque window into the virulent refuse the otyugh recently consumed.
Mutates
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a
exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent, almost ghostly, appearance of its flesh, which provides
Monsters
Spelljammer: Adventures in Space
). The neh-thalggu casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 11). It must have consumed the requisite number of
collectors, neh-thalggu consume the brains of Humanoids and use them as receptacles to enhance their magical abilities.
Neh-thalggu are born in the nightmarish Far Realm, but they spread across the
Monsters
Phandelver and Below: The Shattered Obelisk
saving throw or have the prone condition. If this attack reduces the target to 0 hit points, the target immediately dies and is consumed by the cluster.
Spawn Progeny (Recharges after a Short or Long Rest
become a gorging menace that can overrun an entire mind flayer colony.
Encephalons
When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a chance to mutate into
Monsters
Phandelver and Below: The Shattered Obelisk
When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the creature sometimes rises as an ashenwight. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power.Necrotic, Poison, Psychic
Monsters
Spelljammer: Adventures in Space
success.Disgorged from the Far Realm, Gaj are hideous hunters that prey on other life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves under sand or
speech of other creatures.
A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and six
Monsters
Keys from the Golden Vault
the shard solitaire (diamond);shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.)
If the simulacrum drops to 0 hit points, it turns to snow
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The simulacrum casts these
Monsters
Waterdeep: Dragon Heist
level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. Remallia has a magical ward that has 30 hit
higher, the ward regains a number of hit points equal to twice the level of the spell.Dagger. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5
Magic Items
Out of the Abyss
the spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
with plants (3 charges).
When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of
Magic Items
Icewind Dale: Rime of the Frostmaiden
A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the
all its expended charges or uses. A magic item recharged in this manner can’t be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own.
You
Monsters
Princes of the Apocalypse
Funeral Pyre. When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.
Legendary Resistance (2/Day). If
hypnotic pattern.
If Vanifer casts misty step using this lair action, she also draws the power of the fire node into herself. By doing so, she regains 15 (3d8 + 2);{"diceNotation":"3d8+2","rollType":"roll"} hit points.Fire
Monsters
The Book of Many Things
instead regains a number of hit points equal to the radiant damage dealt.Multiattack. The breath drinker makes two Enervating Claw attacks. It can also use Drink Breath.
Enervating Claw. Melee Weapon
, the target takes half as much necrotic damage only. On a successful or failed save, the breath drinker regains a number of hit points equal to the necrotic damage dealt.
Invisibility. The breath
Monsters
Mythic Odysseys of Theros
Keen Smell. The typhon has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The typhon regains 20 hit points at the start of its turn. If it takes radiant damage, this trait
twist into eternally ravenous monstrosities, which rampage through the realm of the dead, consuming souls by the thousands. The Underworld remains their prison, though, and most would relish nothing more than to escape and slaughter the living once more.Acid, Necrotic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drag victims into its bulk. Those consumed by Juiblex are obliterated.Juiblex’s Lair
Juiblex’s principal lair is known as the Slime Pits, a realm that Juiblex shares with Zuggtmoy. This
.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it
Monsters
Phandelver and Below: The Shattered Obelisk
Grasp", "rollDamageType":"cold"} cold damage, and Oshundo regains 14 hit points if the target is a creature.
Arcane Bolt. Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6
Monsters
Waterdeep: Dungeon of the Mad Mage
Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to
, Bigby's hand, scrying
6th level (1 slot): chain lightning, globe of invulnerability
7th level (1 slot): finger of death, forcecage
8th level (1 slot): incendiary cloud, power word stun
9th level (1
Monsters
Fizban's Treasury of Dragons
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe 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 spent legendary actions at the start of its turn.
Claw. The
Monsters
Spelljammer: Adventures in Space
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 horror regains spent legendary actions at the start of its turn
horrors are colossal, malevolent entities that occasionally slip the bonds of the Far Realm and find themselves adrift on the Astral Plane. Drawn to the light of distant stars, these creatures invade
Monsters
Vecna: Eve of Ruin
/day each: Globe of Invulnerability, Hold MonsterThe false lich can take 3 legendary actions, 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 false lich regains spent legendary actions at the start of its turn.
Spiteful Teleport. The false lich, along with anything it is wearing or carrying, teleports to an
Magic Items
Icewind Dale: Rime of the Frostmaiden
plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after
24 hours. Gems and precious metals created by the chest disappear after 1 minute.
The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.
Monsters
Guildmasters’ Guide to Ravnica
, 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 reduced to 0.
Unarmed Strike. Melee
, with disadvantage if the vampire has previously consumed the target’s blood. On a failed save, the target takes 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Mind Siphon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Corrupted Healing"}. The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In
components and using Charisma as the spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)
1/day each: feeblemind, globe of
Magic Items
Tasha’s Cauldron of Everything
arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of warding, Mordenkainen's private sanctum, protection from evil and good
regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your
Monsters
Waterdeep: Dragon Heist
, sending, tongues4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere5th level (3 slots): cone of cold, geas, Rary's telepathic bond6th level (2 slots): globe of
degrees Fahrenheit.
While the silver fire is present, she has the following additional action options:
Cast the cure wounds spell. The target regains 1d8 + 5;{"diceNotation":"1d8+5","rollType
Monsters
The Wild Beyond the Witchlight
Special Equipment. Ringlerun wields a staff of power. It has 20 charges when fully charged and regains 2d8 + 4;{"diceNotation":"2d8+4","rollType":"roll","rollAction":"Regain charges"} expended
rolls but loses its other properties; on a 20, it regains 1d8 + 2;{"diceNotation":"1d8+2","rollType":"roll","rollAction":"Regain Charges"} charges.Multiattack. Ringlerun makes three Staff of Power or
Monsters
The Book of Many Things
Heat Regeneration. If the temperature around it is 100 degrees Fahrenheit or higher, Aurnozci regains 15 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn
legendary action option can be used at a time and only at the end of another creature’s turn. Aurnozci regains spent legendary actions at the start of its turn.
Move. Aurnozci moves up to its speed
Monsters
Phandelver and Below: The Shattered Obelisk
options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The refraction regains spent legendary actions at the start of its turn.
Mindbreaker
-Brain. When Ilsensine left the Far Realm to establish a divine domain elsewhere, pieces of the God-Brain sloughed away and awoke to sentience. This is Ilvaash, the Dissonant Psyche.
The refraction of
Juiblex
Legacy
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Monsters
Out of the Abyss
. Juiblex’s weapon attacks are magical.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of
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. Juiblex regains spent legendary
Monsters
Mythic Odysseys of Theros
Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest). If Arasta is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 200 hit points. In
. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Arasta regains spent legendary actions at the start of her turn.
Claws. Arasta makes one
Monsters
Tomb of Annihilation
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe
and only at the end of another creature's turn. Valindra regains spent legendary actions at the start of its turn.
Cantrip. Valindra casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Valindra uses