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Returning 35 results for 'example regains have people command'.
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Magic Items
Dungeon Master’s Guide
Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
Elemental Plane of Air. Every Ring of Elemental Command has the following two properties:
Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have
Monsters
Monster Manual
spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), ScryingLegendary Action Uses: 3 (4 in Lair). Immediately after
another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Commanding Presence. The dragon
Monsters
Monster Manual
of the following actions. The dragon regains all expended uses at the start of each of its turns.
Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can
Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: FireballLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one
Magic Items
Dungeon Master’s Guide
command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required
). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0
Magic Items
Dungeon Master’s Guide
spell.
Spell
Charge Cost
Command (“flee” or “grovel” only)
1
Fear (60-foot Cone)
3
Regaining Charges. The wand regains 1d6 + 1 expended charges
Magic Items
Dungeon Master’s Guide
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
Monsters
Monster Manual
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Command, Phantom Steed2/Day Each: Destructive Wave (Necrotic), Dispel
Uses: 3. Immediately after another creature’s turn, the death knight can expend a use to take one of the following actions. The death knight regains all expended uses at the start of each of its
Magic Items
Dungeon Master’s Guide
This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv the Witch Queen;Iggwilv on
.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on
Magic Items
Dungeon Master’s Guide
a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself
Monsters
Monster Manual
in Lair). Immediately after another creature’s turn, the mummy can expend a use to take one of the following actions. The mummy regains all expended uses at the start of each of its turns
.
Dread Command. The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can’t take this action again until the start of its next turn.
Glare. The
Magic Items
Dungeon Master’s Guide
example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also
Magic Items
Dungeon Master’s Guide
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 animate and move toward a destination
you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its
Magic Items
Dungeon Master’s Guide
This staff has 10 charges. While holding the staff , you can use any of its properties:
Cast Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
Monsters
Monster Manual
, after which it regains 1 Hit Point.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.Running Water. The
Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each
Magic Items
Dungeon Master’s Guide
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
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
Magic Items
Dungeon Master’s Guide
until 7 days have passed, when it regains all expended charges.
Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30
ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on
Monsters
Lorwyn: First Light
Wisdom (Insight) check.Multiattack. The merrow makes three Spined Tail attacks. It can replace one of these attacks with a use of Spellcasting to cast Command.
Spined Tail. Melee or Ranged Attack Roll
DC 13):
At Will: Command, Mage Hand, Minor IllusionMost Shadowmoor merrow are Merrow Doublespeakers, seeking to trick those not wise to their nature. These merrows’ tail spines are dangerous
Monsters
Forgotten Realms: Adventures in Faerûn
following actions. The scion regains all expended uses at the start of each of its turns.
Attack. The scion makes a Death Touch or Mindwrack Bolt attack.
Command. The scion casts Command (level 2 version
Monsters
Astarion's Book of Hungers
vampire regains Hit Points equal to that amount.
Guardian’s Command. The vampire casts Compulsion, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15
have the Petrified condition, it turns to stone, regains 50 Hit Points, and has the Petrified condition for 1 hour.Multiattack. The vampire makes two Claw attacks and uses Bite or Guardian’s
Monsters
Forgotten Realms: Adventures in Faerûn
Tiny object that has AC 20; HP 50; and Immunity to Acid, Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points
the following actions. Sammaster regains all expended uses at the start of each of his turns.
Deathly Teleport. Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature
Magic Items
Forgotten Realms: Heroes of Faerûn
piece of jewelry has 3 charges and regains all expended charges daily at dawn. While you are holding it, you can take a Magic action to expend 1 charge, which causes the jewelry to transform into a
sail-powered personal vehicle. The vehicle is roughly the size and shape of a household door with a 10-foot-tall sail extending from one side. After 1 hour or until you use the item's command word (no
Monsters
Forgotten Realms: Adventures in Faerûn
Immunity to Acid, Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points.Multiattack. Sammaster makes three Rend
following actions. Sammaster regains all expended uses at the start of each of his turns.
Pounce. Sammaster moves up to half his Speed, and he makes one Rend attack.
Sickening Ray. Sammaster uses
Monsters
Forgotten Realms: Adventures in Faerûn
automatically.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the
uses its magic to walk disguised among people. A dragon might hire adventurers to undertake quests into the ruins of its lost homeland.
Spirit Dragons
Spirit dragons, sometimes called song dragons
Monsters
Forgotten Realms: Adventures in Faerûn
following actions. Biha Babir regains all expended uses at the start of each of her turns.
Misty Burst. Biha Babir teleports to an unoccupied space she can see within 30 feet of herself and makes one
Shadows.
Biha Babir took up leadership of Maran Saya after the previous ruler, her father, retired. People
know her as a shrewd ruler, preferring battles of wit over clashes of swords. Of the genie
Monsters
Planescape: Adventures in the Multiverse
Aura of Command. Allies within 30 feet of the captain are immune to the charmed and frightened conditions. This aura is suppressed while the captain has the incapacitated condition.Multiattack. The
", "rollAction":"Dictate"}. The captain verbally commands up to three creatures it can see within 60 feet of itself. This magical command must be to undertake an action or to refrain from taking actions (for
Monsters
Candlekeep Mysteries
control at all times. He dresses in pompous finery and an oversized red hat. He speaks precisely, but in a volume so low that it forces people to pay close attention to him.
Personality Trait. &ldquo
;Others are beneath me. My position in the cult ensures my future.”
Ideal. “My loyalty to the cult is critical to its success. I must lead by example.”
Bond. “With my loyal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
themselves. Most dwarves don’t recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of
Monsters
Eberron: Rising from the Last War
level (4 slots): bless, command, create or destroy water
2nd level (3 slots): augury, calm emotions, hold person
3rd level (3 slots): daylight, dispel magic, spirit guardians
4th level (3 slots
touches another creature. The target magically regains 18 (3d8 + 5);{"diceNotation":"3d8+5","rollType":"heal","rollAction":"Healing Touch"} hit points and is freed from one curse afflicting it (councilor
Monsters
Mordenkainen Presents: Monsters of the Multiverse
legendary action option can be used at a time and only at the end of another creature’s turn. The githyanki regains spent legendary actions at the start of its turn.
Command Ally. The githyanki
forces. Most supreme commanders ride red dragons (see the Monster Manual) into battle.
Githyanki
Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall
Monsters
Mordenkainen Presents: Monsters of the Multiverse
this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
, even among themselves. Most dwarves don’t recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the
Narzugon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Terrifying Command for 24 hours.
Healing (1/Day). The narzugon, or one creature it touches, regains up to 100 hit points.Fire, PoisonAcid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
it to summon its nightmare companion.
Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects.Multiattack. The narzugon uses its Infernal Command or
Magic Items
Icewind Dale: Rime of the Frostmaiden
water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the
cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
against spells and other magical effects.Multiattack. The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command.
Hellfire Lance. Melee Weapon Attack: +10
to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn.
Terrifying Command. Each
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
save DC 15):
2/day each: command, detect evil and good
1/day: wall of forceForesworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and
refuse to abandon their undead state until the duty they had in life is fulfilled. For example, a foresworn might be pledged to protect a family’s bloodline from harm or guard a dangerous artifact