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Returning 35 results for 'sending of regain doesn version'.
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Monsters
Monster Manual
Hells.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the
Saving Throw: DC 21. Failure: The target has the Poisoned condition. While Poisoned, the target can’t regain Hit Points and takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage
Magic Items
Dungeon Master’s Guide
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the
spell. You increase the spell’s level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.
Monsters
Monster Manual
regain Hit Points.
Magic Resistance. The dracolich has Advantage on saving throws against spells and other magical effects.
Soul Gem. The dracolich has a magical gem. If the dracolich is destroyed while
ritual consumes.Multiattack. The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).
Rend. Melee Attack Roll: +13
Monsters
Monster Manual
’t regain Hit Points.
Magic Resistance. The dracolich has Advantage on saving throws against spells and other magical effects.
Soul Gem. The dracolich has a magical gem. If the dracolich
5,000 GP, which the ritual consumes.Multiattack. The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).
Rend
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can’t regain Hit Points or gain
Temporary Hit Points.
Water Breathing. The swarm can breathe only underwater.Bites. Melee Attack Roll: +5 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 8 (2d4
Monsters
Monster Manual
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
":"1d20+9", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)Whirlwind of
Monsters
Monster Manual
. Failure: The target is cursed. The cursed target can’t regain Hit Points, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Mutating Claw"} after
every 24 hours and doesn’t return to normal after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target
Monsters
Monster Manual
":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal Glaive
Glaive", "rollDamageType":"Slashing"} Slashing damage. If the target is a creature and doesn’t already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw
Monsters
Monster Manual
":"damage", "rollAction":"Rotting Fist", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, its Hit Point
maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist"} every 24 hours
Magic Items
Dungeon Master’s Guide
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Spells
Player’s Handbook
emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6
modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn.
Eye Ray (Beholderkin Only
Magic Items
Dungeon Master’s Guide
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate
Monsters
Forgotten Realms: Adventures in Faerûn
ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
Monsters
Forgotten Realms: Adventures in Faerûn
Culling Aura. Constitution Saving Throw: DC 20, each Bloodied creature in a 30-foot Emanation originating from the scion at the end of the scion’s turn. Failure: The target can’t regain
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
Forgotten Realms: Adventures in Faerûn
three attacks, using Eldritch Burst or Paralyzing Touch in any combination. She can replace two attacks with a use of Spellcasting to cast Lightning Bolt (level 5 version).
Eldritch Burst. Melee or
spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fly, Invisibility, Lightning Bolt (level 5 version), Mage Hand
Monsters
Stranger Things: Welcome to the Hellfire Club
", "rollDamageType":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal
":"Infernal Glaive", "rollDamageType":"Slashing"} Slashing damage. If the target is a creature and doesn’t already have an infernal wound, it is subjected to the following effect. Constitution
Feats
Forgotten Realms: Heroes of Faerûn
always have the Otto's Irresistible Dance spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast the
spell using any spell slots you have of the appropriate level.
When you cast the spell, it requires no spell components, and taking damage doesn’t break your Concentration on it.
Sing Out
Monsters
Astarion's Book of Hungers
can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.
Tenacious Lore. Within 1 mile of the lair, flame
spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
2/Day: Scrying
1/Day: Wall of FireLegendary
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
, Prestidigitation
2/Day Each: Speak with Dead, Wall of Force
1/Day Each: Create Undead (level 8 version), Disintegrate, Power Word KillProtective Magic. Sammaster casts Counterspell or Shield in
Monsters
Planescape: Adventures in the Multiverse
Psychic Messenger. The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm.
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any
Monsters
The Book of Many Things
doesn’t function if Asteria has the incapacitated condition.
Legendary Resistance (3/Day). If Asteria fails a saving throw, she can choose to succeed instead.
Special Equipment. Asteria wears
Winged Boots, which grant her a flying speed (included in her statistics). She also carries one half of a pair of Sending Stones; the other half of the pair is held by Euryale.Multiattack. Asteria
Brain in a Jar
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Icewind Dale: Rime of the Frostmaiden
is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other magical effects.
Unusual Nature. The brain doesn’t require air, food
":"3d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of the brain’s next turn. If the
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki
): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (3 slots): greater
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The kindori doesn’t require food, drink, or air.Tail. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Tail"} to hit, reach 5 ft., one target
by sending flashes of light from their eyes and draw their nourishment from the light of suns and stars.
A kindori is large enough to have its own gravity plane and air envelope, enabling smaller
Monsters
Spelljammer: Adventures in Space
spells, using Wisdom as the spellcasting ability (spell save DC 16):
2/day each: cure wounds (8th-level version), hold person
1/day each: divination, sending, word of recallStar
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
monsters
Blood Frenzy. The nosferatu has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Regeneration. The nosferatu regains 10 Hit Points at the start of each of
its turns if it has at least 1 Hit Point. If the nosferatu takes Radiant damage, this trait doesn’t function on the nosferatu’s next turn.
Spider Climb. The nosferatu can climb difficult
Monsters
Icewind Dale: Rime of the Frostmaiden
himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.
The simulacrum, which looks and acts like Dzaan, has half of Dzaan's hit points and can't regain
expended spell slots. It has wasted its 3rd-level spell slots trying to reach Dzaan with sending spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses
Monsters
Dragonlance: Shadow of the Dragon Queen
critical hit. On a success, the skeletal knight drops to 1 hit point instead.
Unusual Nature. The skeletal knight doesn’t require air, food, drink, or sleep.Multiattack. The skeletal knight makes
can’t regain hit points until the start of the skeletal knight’s next turn.
Throwing Axe. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision.
Magic Resistance. The abishai has advantage on saving throws against spells and other magical
abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision.
Magic Resistance. The abishai has advantage on saving throws against spells and other magical
abishai is associated with one of Tiamat’s five dragon heads: black, blue, green, red, and white.
Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision.
Magic Resistance. The abishai has advantage on saving throws against spells and other magical
heads: black, blue, green, red, and white.
Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The ghost dragon doesn’t require air, food, drink, or sleep.Multiattack. The ghost dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11
incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath’s shadowy mist can induce waking nightmares.Acid, Cold, Necrotic, PoisonBludgeoning, Piercing, Slashing
Monsters
Icewind Dale: Rime of the Frostmaiden
);{"diceNotation":"2d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of Vellynne’s next turn
.
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
Monsters
Quests from the Infinite Staircase
feet of the swarm and doesn’t have the deafened condition has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects.
Swarm. The swarm can occupy
another creature’s space and vice versa, and the swarm can move through any opening large enough to accommodate a Small gibberling. The swarm can’t regain hit points or gain temporary hit