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                        Returning 35 results for 'non carrying regains pdf'.
                    
                
                                                     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
                                                
                                            
                                                
                                                    , its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
                                                
                                            
                                                
                                                     1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the
                                                
                                            
                                                
                                                     rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                     form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     arcanaloth has Advantage on saving throws against spells and other magical effects.
Soul Tome. The arcanaloth has a magic tome. While holding or carrying the tome, the arcanaloth can use its Banishing
                                                
                                            
                                                
                                                     Claw action.
The tome has AC 17; HP 35; and Immunity to Necrotic, Poison, and Psychic damage. The tome regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     or a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
                                                
                                            
                                                
                                                    , regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.
Fiendish Scourging. While carrying the book, when you make a damage
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
                                                
                                            
                                                
                                                    );{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Aberrant Form", "rollDamageType":"psychic"} psychic damage.
Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair.
An evil creature can
                                                
                                            
                                                
                                                     carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
                                                
                                            
                                                
                                                    );{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Aberrant Form", "rollDamageType":"psychic"} psychic damage.
Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     you’re wearing or carrying, to that space. The card then vanishes and returns to the deck.
The deck regains 1d6 expended charges daily at dawn.
                                                
                                            
                                                
                                                     wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades.
Riffling Portal. As an
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     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. Diderius regains spent legendary actions at
                                                
                                            
                                                
                                                     within 5 feet of Diderius must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Blasphemous Word (Costs 2 Actions). Diderius utters a blasphemous word. Each non
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    .
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the mummy lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the mummy lord is Large, doubles
                                                
                                            
                                                
                                                     options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.
Attack. The
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1
                                                
                                            
                                                
                                                     teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin
                                                
                                            
                                                
                                                    ":"recharge","rollAction":"Fey Step"}. The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    ’s control. The zombie acts on the dragon’s initiative but immediately after the dragon’s turn. Absent any other command, the zombie tries to kill any non-Undead creature it
                                                
                                            
                                                
                                                     encounters.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Ashen Creature. When the shambling mound drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
Lightning Absorption. Whenever the
                                                
                                            
                                                
                                                     shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.Multiattack. The shambling mound makes two slam attacks. If
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you
                                                
                                            
                                                
                                                     of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC
                                                
                                            
                                                
                                                     baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.The baernaloth can take up to three reactions per round but only one per turn
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin
                                                
                                            
                                                
                                                     eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its
                                                
                                            
                                                
                                                     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.
Detect. The dragon makes a Wisdom (Perception
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Regeneration. The fensir regains 10 hit points at the start of its turn if it isn’t in sunlight. If the fensir takes acid or fire damage, this trait doesn’t function at the start of the
                                                
                                            
                                                
                                                     splashes all creatures in a 30-foot-radius sphere centered on a point the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a DC 13 Dexterity saving throw or
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.
Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the
                                                
                                            
                                                
                                                     a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage.
Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible.
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    This fist-sized chunk of amethyst is infused with an amethyst dragon’s ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws
                                                
                                            
                                                
                                                    .
The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.
Flight. As a bonus action, you can
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . Only one legendary action option can be used at a time and only at the end of another creature’s turn. Valin regains spent legendary actions at the start of her turn.
Attack. Valin makes one
                                                
                                            
                                                
                                                     saving throw or be blinded until the end of her next turn.
Blasphemous Word (Costs 2 Actions). Valin utters a blasphemous word. Each non-undead creature within 10 feet of Valin that can hear the
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6
                                                
                                            
                                                
                                                     charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions
                                                
                                            
                                                
                                                     the lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself.The Oracle 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 Oracle regains spent legendary actions at the start of her turn.
Vector Shift. The Oracle teleports one creature she can
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying
                                                
                                            
                                                
                                                     mount, the mount is reduced to 0 hit points as well.
Radiant Rebirth (Recharges after a Long Rest). If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Shapechanger (2/Day). The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into
                                                
                                            
                                                
                                                     regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd
                                                
                                            
                                        






