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Returning 35 results for 'regeneration'.
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Regenerating
Magic Items
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full
Compendium
- Sources->Basic Rules
Ring of Regeneration Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part
Compendium
- Sources->Dungeon Master’s Guide
Ring of Regeneration Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part
Magic Items
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an
Monsters
effects.
Regeneration. The amalgam regains 15 hit points at the start of its turn. If the amalgam takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The amalgam dies
amalgam forms when multiple trolls fuse together during regeneration. This sometimes occurs when many trolls are slain in a single battle, when troll parts are thrown into charnel pits or mass graves
Monsters
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
nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs.
Fensirs’ troll ancestry is hardly apparent in their appearance
Monsters
.
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 fensir
nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs.
Fensirs’ troll ancestry is hardly apparent in their
Thorny
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Monsters
Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The thorny regains 5 hit points at the start of its
Monsters
Amphibious. The scrag can breathe air and water.
Keen Smell. The scrag has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The scrag regains 10 hit points at the start of
Vegepygmy
Legacy
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Monsters
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The vegepygmy regains 3 hit points at the start of
Monsters
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 its turn if it has at least 1 hit
Monsters
Regeneration. The ixitxachitl regains 10 hit points at the start of its turn. The ixitxachitl dies only if it starts its turn with 0 hit points.
Spellcasting. The ixitxachitl is a 5th-level
Spirit Troll
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Monsters
Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or
Dire Troll
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Monsters
Keen Senses. The troll has advantage on Wisdom (Perception) checks that rely on smell or sight.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire
Monsters
Keen Smell. The ice troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The ice troll regains 10 hit points at the start of its turn. If the troll takes acid or fire
Monsters
Regeneration. The ixitxachitl regains 10 hit points at the start of its turn. The ixitxachitl dies only if it starts its turn with 0 hit points.Vampiric Bite. Melee Weapon Attack: +4;{"diceNotation
Monsters
Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Regeneration. The worm regains 10 hit points at the start of each of its
Monsters
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage
Monsters
1/day each: charm person, sleet storm, gaseous form, sleep, fear
Magic Weapons. Xipe's weapon attacks are magical.
Regeneration. Xipe regains 10 hit points at the start of his turn if it has at least
Monsters
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
Monsters
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage
Wood Woad
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Monsters
in its attacks).
Plant Camouflage. The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The wood woad regains 10 hit points
Monsters
one.
Immutable Form. The juggernaut is immune to any spell or effect that would alter its form.
Regeneration. As long as it has 1 hit point left, the juggernaut magically regains all its hit points
Monsters
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage
Monsters
Keen Smell. The Failed Dragonpriest has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The Failed Dragonpriest regains 5 hit points at the start of its turn. If the Failed
Vegepygmy Chief
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Monsters
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The vegepygmy regains 5 hit points at the start of
Monsters
spells and other magical effects.
Regeneration. Lynx regains 10 hit points at the start of her turn. If she takes fire or radiant damage, this trait doesn't function at the start of her next turn. Lynx's
Monsters
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage
severed part dies. Until then, a severed part acts on the troll’s initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll’s Regeneration trait.
A
Monsters
, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep
Magic Weapons. The oni's weapon attacks are magical.
Regeneration. The oni regains 10 hit points at the start of its turn if it
Monsters
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 its turn if it has at least 1 hit
Monsters
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage
Monsters
its hit points.
Regeneration. The demogorgon regains 10 hit points at the start of its turn. If the demogorgon takes acid or fire damage, this trait doesn't function at the start of the demogorgon's
Monsters
form.
Regeneration. The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn’t function at the start of the golem’s next
Monsters
saving throws against spells and other magical effects, and spell attacks made against it have disadvantage.
Regeneration. The servant regains 10 hit points at the start of its turn. If it is reduced to 0
Monsters
. The slaad has advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.Multiattack