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Returning 35 results for 'stone of regains drops vecna'.
Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
Magic Items
Dungeon Master’s Guide
and disappears after 1 hour or when it drops to 0 Hit Points. The hat regains all expended charges daily at dawn.
Magic Items
Dungeon Master’s Guide
and 3d6 Poison damage.
The snake head can be attacked while it is animate. It has AC 15, HP 20, and Immunity to Poison and Psychic damage. If the head drops to 0 Hit Points, the staff is destroyed. As
long as it’s not destroyed, the staff regains all lost Hit Points when it reverts to its inanimate form.
Magic Items
Dungeon Master’s Guide
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.
Magic Items
Dungeon Master’s Guide
a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1
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.
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
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
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Spells
Player’s Handbook
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
, after which it regains 1 Hit Point.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.Running Water. The
Monsters
Monster Manual
spells and other magical effects.
Spiteful Escape. When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag’s most hated thing
). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can’t return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
Magic Items
Dungeon Master’s Guide
The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages invites doom.
Most believe the lich-god Vecna the
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
Spells
Player’s Handbook
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
(Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.
Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit
Magic Items
Dungeon Master’s Guide
regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to
(Air);Air
Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)
Ring of Elemental Command (Earth);Earth
Earthquake (5 charges), Stone Shape (2
Magic Items
Dungeon Master’s Guide
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears
Monsters
Monster Manual
Earth Glide. The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn’t disturb the material it moves through.
Legendary Resistance (4/Day
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
Magic Items
Dungeon Master’s Guide
duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to
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
Astarion's Book of Hungers
have the Petrified condition, it turns to stone, regains 50 Hit Points, and has the Petrified condition for 1 hour.Multiattack. The vampire makes two Claw attacks and uses Bite or Guardian’s
damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Immobile Restoration. If the vampire drops to 0 Hit Points while it doesn’t
Magic Items
Netheril’s Fall
This smooth, oval stone is etched with faintly glowing, magical symbols. While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally
regains expended charges daily, it immediately regains 1d4 + 1 expended charges, and the battery loses its magic.
Monsters
Vecna: Eve of Ruin
;{"diceNotation":"1d100", "rollType":"roll", "rollAction":"Undying"} years. Vecna’s new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit
", "rollType":"damage", "rollAction":"Vile Teleport", "rollDamageType":"psychic"} psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points.
Monsters
Astarion's Book of Hungers
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Magic Items
Forgotten Realms: Adventures in Faerûn
temperature drops precipitously in a 20-foot Emanation originating from the crystal. Whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its
or half as much damage on a successful one.
Healing Ray. The target regains 2d6 + 2;{"diceNotation":"2d6 + 2", "rollType":"roll", "rollAction":""} Hit Points.
This property can’t be used again
Monsters
Forgotten Realms: Adventures in Faerûn
take one of the following actions. Valindra regains all expended uses at the start of each of her turns.
Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t Undead in a 20
ability as Spellcasting. The spell lasts until Valindra drops to 30 Hit Points or fewer or uses her Life-Rending Gaze Legendary Action. Intelligence (Investigation) checks made to discern her true appearance are made with Disadvantage.
Monsters
Baldur’s Gate: Descent into Avernus
attacks). This extra damage is of the same type as the weapon's damage type.
Hand of Vecna. The Hand of Vecna has 8 charges and regains 1d4 + 4;{"diceNotation":"1d4+4","rollType":"roll"} expended charges
Arkhan regains an amount of hit points equal to the necrotic damage dealt.
Javelin. Melee or Ranged Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit"} to hit, reach 5 ft. or range 30/120 ft
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Grave. While within 30 feet of the skull lord, any Undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6;{"diceNotation":"1d6", "rollType":"heal", "rollAction
, 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 skull lord regains spent legendary actions at the start
Monsters
Vecna: Eve of Ruin
frightened condition.
Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead.
Regeneration. Kas regains 20 hit points at the start of his turn if he has at least 1
hit point. If he takes radiant damage, this trait doesn’t function at the start of his next turn.
Special Equipment. Kas wears the Crown of Lies (see the Introduction of Vecna: Eve of Ruin
Korred
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point
at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.
Innate Spellcasting. The korred’s
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul
Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Multiattack. The korred makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +9
):
At will: commune with nature (as an action), meld into stone, stone shape
1/day: Otto's irresistible danceKorreds are secretive creatures that have strong ties to earth and stone. They prefer to
classes
Fizban's Treasury of Dragons
dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4
You ingested a few drops of dragon blood, forever infusing your nature magic with draconic
power.
5
An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6
You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
Magic Items
Waterdeep: Dragon Heist
1 minor detrimental property
Legend Lore. The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the
The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object.
Random Properties. The
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
succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight.Multiattack. The fensir makes three Battleaxe attacks or two Magic Stone attacks
monsters
Legendary Resistance (3/Day). If the juggernaut fails a saving throw, it can choose to succeed instead.
Regeneration. The juggernaut regains 10 Hit Points at the start of each of its turns. If the
Stone in any combination.
Executioner’s Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Executioner's Blade"}, reach 10 ft. Hit: 19 (3d8 + 6
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Skoraeus. When the cradle drops to 0 hit points, its body crumbles to dust. The scion instantly appears in the space the cradle
mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder’s head and unleashes an earsplitting roar that can collapse mine
classes
Fizban's Treasury of Dragons
dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4
You ingested a few drops of dragon blood, forever infusing your nature magic with draconic
power.
5
An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6
You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.