Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'nbsp cube regains pdf'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        nbsp cause regains pdf
                                    
                                
                                    
                                        nbsp curse regains pdf
                                    
                                
                                    
                                        nbsp core regions pdf
                                    
                                
                                    
                                        nbsp cone regains pdf
                                    
                                
                                    
                                        nbsp cause regions pdf
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     linked to planes determined by the DM.
The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s charges to cast one of the
                                                
                                            
                                                
                                                    This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Spell
Charge Cost
                                                
                                            
                                                
                                                    This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     rays at a target it can see within 120 feet of itself (roll 1d4;{"diceNotation":"1d4, "rollType":"roll", "rollAction":"Eye Rays"}; reroll if the zombie has already used that ray during this turn
                                                
                                            
                                                
                                                    ", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.
Poison
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
 
 
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
                                                
                                            
                                                
                                                    
14
+2
+2
 
 
Mod
Save
INT
6
−2
−2
WIS
12
+1
+1
CHA
8
−1
−1
Senses Passive Perception 11
Languages Telepathy
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
                                                
                                            
                                                
                                                     (self only), TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack
                                                
                                            
                                                
                                                    ;t transformed.
Spellcasting. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
1/Day Each: Charm
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
Aberrant Spirit
Medium Aberration, Neutral
AC 11 + the spell’s level
HP 40 + 10 for each spell level above 4
Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only)
 
 
                                                
                                            
                                                
                                                    ;
Mod
Save
STR
16
+3
+3
DEX
10
+0
+0
CON
15
+2
+2
 
 
Mod
Save
INT
16
+3
+3
WIS
10
+0
+0
CHA
6
−2
−2
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Celestial, Neutral
AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
Speed 30 ft., Fly 40 ft.
 
 
Mod
Save
STR
16
+3
+3
                                                
                                            
                                                
                                                    
DEX
14
+2
+2
CON
16
+3
+3
 
 
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
16
+3
+3
Resistances Radiant
Immunities Charmed
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s level in the stat block.
Fey Spirit
Small Fey, Neutral
AC 12 + the spell’s level
HP 30 + 10 for each spell level above 3
Speed 30 ft., Fly 30 ft.
 
 
Mod
Save
                                                
                                            
                                                
                                                    
STR
13
+1
+1
DEX
16
+3
+3
CON
14
+2
+2
 
 
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
16
+3
+3
Immunities Charmed
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Animal Spirit", "rollDamageType":"Radiant"} Radiant damage. Success: Half damage. Failure or Success: The following effect occurs:
Marked as Prey (Hunter
                                                
                                            
                                                
                                                     RestorationLegendary Action Uses: 3. Immediately after another creature’s turn, the animal lord can expend a use to take one of the following actions. The animal lord regains all expended uses at the start of each
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You
                                                
                                            
                                                
                                                     yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     three Rend attacks. It can replace one attack with a use of Spellcasting to cast Melf's Acid Arrow (level 4 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit
                                                
                                            
                                                
                                                    , Vitriolic Sphere (level 5 version)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
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    : The following effect occurs:
Fortify (Forager Only). The animal lord gains 20 Temporary Hit Points.
Spellcasting. The animal lord casts one of the following spells, requiring no Material
                                                
                                            
                                                
                                                    . Immediately after another creature’s turn, the animal lord can expend a use to take one of the following actions. The animal lord regains all expended uses at the start of each of its turns
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Disintegration Ray", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success
                                                
                                            
                                                
                                                     Hit Points.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the death tyrant can expend a use to take one of the following actions. The death tyrant regains
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
                                                
                                            
                                                
                                                     regains all expended uses at the start of each of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Disintegration Ray", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10- foot Cube of it disintegrates into dust. Success: Half damage. Failure
                                                
                                            
                                                
                                                     Points.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the beholder can expend a use to take one of the following actions. The beholder regains all expended uses at the start
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Raging Storm", "rollDamageType":"Thunder"} Thunder damage. Success: Half damage.4: Swallowing Earth. Strength Saving Throw: DC 23, each creature in a 90-foot Cube
                                                
                                            
                                                
                                                     spellcasting ability.Legendary Action Uses: 3. Immediately after another creature’s turn, the cataclysm can expend a use to take one of the following actions. The cataclysm regains all expended
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     spellcasting ability (spell save DC 22):
At Will: Detect Thoughts, Dimension Door,Dispel Magic, Hypnotic Pattern 2/Day Each: Mass Suggestion, Modify Memory, Plane Shift
 Tongue Twister. The
                                                
                                            
                                                
                                                     another creature’s turn, the hag can expend a use to take one of the following actions. The hag regains all expended uses at the start of each of its turns.
Hag’s Swipe. The hag makes one
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     (3d10 + 3)
Speed 30 ft., Fly 60 ft.
 
 
Mod
Save
STR
14
+2
+2
DEX
13
+1
+1
CON
13
+1
+1
 
 
Mod
Save
INT
2
&minus
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     one legendary action option can be used at a time and only at the end of another creature’s turn. The bakunawa regains spent legendary actions at the start of its turn.
Nimble Glide. The
                                                
                                            
                                                
                                                    Amphibious. The bakunawa can breathe air and water.
Legendary Resistance (3/Day). If the bakunawa fails a saving throw, it can choose to succeed instead.Multiattack. The bakunawa
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     option can be used at a time and only at the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its
                                                
                                            
                                                
                                                    Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.Multiattack. The riverine
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     advantage on attack rolls until start of its next turn.
Invigorate. The aurumvorax regains 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"heal","rollAction":"Bite (Invigorate)"} hit points
                                                
                                            
                                                
                                                     solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.Multiattack. The aurumvorax makes one Bite attack and two Claw attacks.
Bite. Melee Weapon
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     conjures magical cards that slash at the air in a 5-foot cube within 60 feet of Oddlewin until the start of Oddlewin’s next turn. A creature that starts its turn in the cube or that enters that
                                                
                                            
                                                
                                                     damage to Oddlewin, Oddlewin reduces the damage to 0 and regains 9 (2d8);{"diceNotation":"2d8", "rollType":"heal", "rollAction":"Reversal of Fortune"} hit points.Oddlewin is a nilbog, a goblin possessed by a trickster spirit.Nimble Escape. Oddlewin takes the Disengage or Hide action.
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     dim light for an additional 30 feet.
Regeneration. The tlexolotl regains 10 hit points at the start of its turn. If the tlexolotl takes cold damage or is immersed in water, this trait doesn&rsquo
                                                
                                            
                                                
                                                    Fire Aura. At the start of each of the tlexolotl’s turns, each creature within 10 feet of it takes 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Fire Aura
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. Elise has advantage on saving throws against spells and other magical effects.
Magic Weapons. Elise&rsquo
                                                
                                            
                                                
                                                    Immutable Form. Elise is immune to any spell or effect that would alter her form.
Lightning Absorption. Whenever Elise is subjected to lightning damage, she takes no damage and instead
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     Claw attacks.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is a creature wearing armor of any type, the aurumvorax regains 4 (1d6 + 1);{"diceNotation":"1d6+1
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Wither","rollDamageType":"necrotic"} necrotic damage.
Fire Storm (7th-Level Spell; 1/Day). The lich fills up to ten 10-foot cubes with fire. Every cube must be within
                                                
                                            
                                                
                                                     150 feet of the lich and occupy a space the lich can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 19 Dexterity saving
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats
                                                
                                            
                                                
                                                     the ring.
The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at
                                                
                                            
                                                
                                                     half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    "} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Barbed Proboscis","rollDamageType":"necrotic"} necrotic damage, and the egg hunter regains hit points equal to the
                                                
                                            
                                                
                                                     check.Multiattack. The egg hunter makes two Barbed Proboscis attacks, and it can use Torpor Spores if it's available.
Barbed Proboscis. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
                                                
                                            
                                        
                                                    Wand of Conducting
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
                                                
                                            
                                        
                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     to the next nearest earworm until it reaches a daelkyr.
The earworm regains 1d4 expended charges daily at dawn.
Symbiotic Nature. The earworm can’t be removed from you while you
                                                
                                            
                                                
                                                    To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Regeneration. The pest regains 5 hit points at the start of its turn if it has at least 1 hit point. If it takes fire damage, this trait doesn’t function at the start of the pest’s next
                                                
                                            
                                                
                                                     from the bayou as pets, and pests, in all their spiny glory, have become the mascots of the college.
 
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are
                                                
                                            
                                                
                                                     holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     brigganock, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a
                                                
                                            
                                                
                                                     wish stones, discarding the ones that contain wishes of ill intent and keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture
                                                
                                            
                                        





