 | Recharged: Bigby Presents Glory of the Giants Regular price: $1.95 Bundle price: $0.98 Format: PDF
| This is the PDF version of the supplement. Click HERE for the Roll20 Addon version.
Recharge Your Game!
Did you know that only half of the stat blocks in Bigby Presents: Glory of the Giants have rechargeable special abilities? Not anymore!
There are 36 rechargeable special abilities in this supplement, one for each Glory of the Giants creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Ettin Ceremorph
Psychic Transference (Recharge 6). The consciousness of one of the ceremorph’s heads psychically migrates to an incapacitated Giant or Humanoid within 10 feet. The ceremorph controls the target’s body until the ceremorph ...
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 | Recharged: Curse of Strahd Regular price: $1.95 Bundle price: $0.98 Format: PDF
| This is the PDF. Click HERE for the Roll20 Addon version of the supplement.
Recharge Your Game!
Did you know that no stat blocks unique to Curse of Strahd have rechargeable special abilities? Not anymore!
There are 96 rechargeable special abilities in this supplement, one for each Curse of Strahd creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Baba Lysaga's Creepnig Hut
Mad Dance (Recharge 5–6). The hut uses 10 feet of its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. Repeat the process until all of the hut’s movement is expended. If the hut e...
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 | Recharged: Dragon of Icespire Peak Regular price: $0.95 Bundle price: $0.48 Format: PDF
| This is the PDF. Click HERE for the Roll20 Addon version of the supplement.
Recharge Your Game!
Did you know that only 1 stat block unique to Dragon of Icespire Peak has a rechargeable special ability? Not anymore!
There are 28 rechargeable special abilities in this supplement, one for each Dragon of Icespire Peak creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Cow
Toss (Recharge 5–6). The cow makes a Gore attack. On a hit, the target takes damage and is thrown up to 5 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage. If the target is thr...
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 | Recharged: Dragonlance Shadow of the Dragon Queen Regular price: $1.95 Bundle price: $0.98 Format: PDF
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Recharge Your Game!
Did you know that only 9 stat blocks unique to Dragonlance: Shadow of the Dragon Queen have rechargeable special abilities? Not anymore!
There are 59 rechargeable special abilities in this supplement, one for each Dragonlance: Shadow of the Dragon Queen creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Dragon Army Soldier
Draconic Blessing (Recharge 5–6). The soldier throws a javelin, which is consumed in a burst of flame, forming a line 5 feet wide that extends out from the soldier to a target within 30 feet. The target and each creature in the line must make a DC 12 Dexterity saving throw, taking 2d6 fi...
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 | Recharged: Dragons of Stormwreck Isle Regular price: $0.95 Bundle price: $0.48 Format: PDF
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Recharge Your Game!
Did you know that no stat block unique to Dragons of Stormwreck Isle has a rechargeable special ability? Not anymore!
There are 15 rechargeable special abilities in this supplement, one for each Dragons of Stormwreck Isle creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Sinensa
Secrete Ooze (Recharge 5–6). For 1 minute, the myconid secretes an ooze that’s poisonous to the touch. If a creature comes into contact with this secretion, it must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on ...
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 | Recharged: Fizban's Treasury of Dragons Regular price: $0.95 Bundle price: $0.48 Format: PDF
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Recharge Your Game!
Most of Fizban's Treasury of Dragons creatures have rechargeable special abilities, but not all. Not anymore!
There are 14 rechargeable special abilities in this supplement, one for each Fizban's Treasury of Dragons creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Animated Breath
Elemental Burst (Recharge 5–6). A wave of elemental energy erupts in every direction. Each creature within 30 feet of the animated breath must make a DC 15 Dexterity saving throw, taking 16 (3d10) damage on a failed save, or half as much damage on a successful one. The damage type matches the animated breath’s form (acid, cold, ...
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 | Recharged: Journeys through the Radiant Citadel Regular price: $1.95 Bundle price: $0.98 Format: PDF
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Recharge Your Game!
Did you know that only four stat blocks unique to Journeys through the Radiant Citadel have rechargeable special abilities? Not anymore!
There are 98 rechargeable special abilities in this supplement, one for each Journey through the Radiant Citadel creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Bakunawa
Eclipse (Recharge 6). While outdoors, the bakunawa can make bright light into dim light and dim light into darkness within 5 miles of itself until its concentration ends (as if concentrating on a spell).
Soul Shaker
Sudden Life Drain (Recharge 5–6). As a reaction to being reduced to 0 hit poin...
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 | Recharged: Keys from the Golden Vault Regular price: $1.95 Bundle price: $0.98 Format: PDF
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Recharge Your Game!
Did you know that only 5 stat blocks unique to Keys from the Golden Vault have rechargeable special abilities? Not anymore!
There are 99 rechargeable special abilities in this supplement, one for each Keys from the Golden Vault creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Clockwork Observer
Playback Message (Recharge 5–6). As a reaction taken when a situation arises that was predefined by its creator, the observer plays a recorded message that can be heard up to 60 feet away. The creator utters the message when it bestows this property on the observer, and the recording can be no more than 6 seconds ...
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 | Recharged: Lost Mine of Phandelver Regular price: $0.95 Bundle price: $0.48 Format: PDF
| This is the PDF version of the supplement. Click HERE for the Roll20 Addon version.
Recharge Your Game!
Did you know that only 2 stat blocks in Lost Mine of Phandelver have rechargeable special abilities? Not anymore!
There are 24 rechargeable special abilities in this supplement, one for each Lost Mine of Phandelver creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Mormesk the Wraith
Implosion (Recharge 6). The wraith’s body momentarily collapses in on itself, creating a vacuum that extinguishes small fires and pulls objects and creatures toward the wraith. A creature within 20 feet of the wraith must make a DC 13 Strength...
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 | Recharged: Monster Manual Regular price: $4.95 Bundle price: $2.48 Format: PDF
| This is the PDF. Click HERE for the Roll20 Addon version of the supplement.
Recharge Your Game!
Did you know that fewer than 20 percent of the stat blocks in the Monster Manual have rechargeable special abilities? Not anymore!
There are 350 rechargeable special abilities in this supplement, one for each Monster Manual creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Androsphinx
Riddle (Recharge 5–6). The sphinx asks a question laced with magic of a creature it can see or hear. The answer is either known to the target or can be reasonably deduced with the knowledge and intellect it possesses. If the answer is known to the t...
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 | Recharged: Mordenkainen Presents Monsters of the Multiverse Regular price: $3.95 Bundle price: $1.97 Format: PDF
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Recharge Your Game!
Did you know that only 30 percent of stat blocks in Mordenkainen Presents: Monsters of the Multiverse have rechargeable special abilities? Not anymore!
There are 179 rechargeable special abilities in this supplement, one for each Monsters of the Multiverse creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Astral Dreadnought
Animate Objects (Recharge 5–6). As a bonus action, the astral dreadnought casts animate objects on objects within its Demiplanar Donjon. For the duration, the dreadnought can perceive through the animated objects’ senses while still being aware of its own.
Ogre Howdah
Enraged ...
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 | Recharged: Out of the Abyss Regular price: $2.95 Bundle price: $1.48 Format: PDF
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Recharge Your Game!
Did you know that only five stat blocks unique to Out of the Abyss have rechargeable special abilities? Not anymore!
There are 160 rechargeable special abilities in this supplement, one for each Out of the Abyss creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Derro Savant
Chromatic Implosion (Recharge 6). The derro uses Chromatic Beam, then uses the energy as a conduit for teleportation. The derro appears at the end of the 60-foot beam. Immediately after the derro disappears, each creature within 30 feet of the space they left must make a DC 12 Strength saving throw. On a failed save, a creature takes 5...
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 | Recharged: Phandelver & Below The Shattered Obelisk Regular price: $1.95 Bundle price: $0.98 Format: PDF
| This is the PDF version of the supplement. Click HERE for the Roll20 Addon version.
Recharge Your Game!
Did you know that only twenty percent of the stat blocks in Phandelver & Below: The Shattered Obelisk have rechargeable special abilities? Not anymore!
There are 59 rechargeable special abilities in this supplement, one for each Phandelver & Below creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Humanoid Mutate
Voice from Beyond (Recharge 5–6). As a bonus action, the mutate speaks with overlapping, discordant voices both audible and telepathic. Creatures within 300 feet of the mutate’s choice must succeed ...
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 | Recharged: Planescape Adventures in the Multiverse Regular price: $2.95 Bundle price: $1.47 Format: PDF
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Recharge Your Game!
Did you know that only twenty stat blocks unique to Planescape: Adventures in the Multiverse have rechargeable special abilities? Not anymore!
There are 105 rechargeable special abilities in this supplement, one for each Planescape: Adventures in the Multiverse creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Sunfly
Pollinate (Recharge 6). The sunfly touches a willing creature within 5 feet of it. The target and the next creature the target touches each magically receive enough nourishment to sustain them for one day. In addition, if either target is dying, it becomes stable.
Bleak Cabal Void Soo...
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 | Recharged: Princes of the Apocalypse Regular price: $2.95 Bundle price: $1.48 Format: PDF
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Recharge Your Game!
Did you know that only 5 stat blocks unique to Princes of the Apocalypse have rechargeable special abilities? Not anymore!
There are 171 rechargeable special abilities in this supplement, one for each Princes of the Apocalypse creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Bastian Thermandar
Fiery Deception (Recharge 5–6). In a jet of flame, Bastian disappears. Creatures within 5 feet of him must make a DC 15 Dexterity saving throw. A creature takes 27 (6d8) fire damage on a failed save or half as much damage on a successful one.
Bastian reappears on his initiative count next round. He is hidde...
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 | Recharged: Spelljammer Adventures in Space Regular price: $1.95 Bundle price: $0.98 Format: PDF
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Recharge Your Game!
Did you know that only 25 stat blocks unique to Spelljammer: Adventures in Space have rechargeable special abilities? Not anymore!
There are 77 rechargeable special abilities in this supplement, one for each Spelljammer: Adventures in Space creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Feyr
Induce Sleep (Recharge 5–6). While invisible, the feyr emits a 15-foot cone of slumber. Each creature in the area must make a DC 13 Wisdom saving throw. On a success, a creature takes 9 (2d8) psychic damage. On a failure, a target falls prone and is knocked unconscious until the end of the feyr’s next turn. ...
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 | Recharged: Storm King’s Thunder Regular price: $2.95 Bundle price: $1.48 Format: PDF
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Recharge Your Game!
Did you know that no stat blocks unique to Storm King's Thunder have rechargeable special abilities? Not anymore!
There are 154 rechargeable special abilities in this supplement, one for each Storm King's Thunder creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Oren Yogilvy
Drunken Sway (Recharge 5–6). Oren makes a Dagger attack. He can then take the Disengage or Dodge action as a bonus action.
Yakfolk Warrior
Dao Glide (Recharge 5–6). The yakfolk burrows 30 feet through nonmagical, unworked earth and stone. While doing so, the yakfolk doesn’t disturb the material they move through. Before or af...
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 | Recharged: Tales from the Yawning Portal Regular price: $2.95 Bundle price: $1.48 Format: PDF
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Recharge Your Game!
Did you know that only eight stat blocks unique to Tales from the Yawning Portal have rechargeable special abilities? Not anymore!
There are 165 rechargeable special abilities in this supplement, one for each Tales from the Yawning Portal creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Kelpie
Equine Shape (Recharge 5–6). The kelpie magically assumes the appearance of a giant sea horse or warhorse, while retaining its game statistics. The horse is the same color as the body of water in which the kelpie resides. The assumed appearance ends if the kelpie is reduced to 0 hit points or uses an action to end ...
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 | Recharged: Tomb of Annihilation Regular price: $2.95 Bundle price: $1.48 Format: PDF
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Recharge Your Game!
Did you know that only five stat blocks unique to Tomb of Annihilation have rechargeable special abilities? Not anymore!
There are 171 rechargeable special abilities in this supplement, one for each Tomb of Annihilation creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Firenewt Warlock of Imix
Imix’s Voice (Recharge 6). Each creature within 10 feet of the firenewt catches on fire. Until someone takes an action to douse the fire, a creature takes 5 (1d10) fire damage at the start of each of its turns.
Tyrannosaurus Zombie
Swallow (Recharge 5–6). The tyrannosaurus zombie makes one Bite attack again...
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 | Recharged: Tyranny of Dragons Regular price: $1.95 Bundle price: $0.98 Format: PDF
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Recharge Your Game!
Did you know that only 2 unique stat blocks in Tyranny of Dragons have rechargeable special abilities? Not anymore!
There are 98 rechargeable special abilities in this supplement, one for each Tyrrany of Dragons creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Pharblex Spattergoo
Hallucinogen (Recharge 5–6). Pharblex blows a white powder into the eyes and nose of a creature within 5 feet. If the target is an enemy, it must succeed on a DC 14 Constitution saving throw or suffer the effects of the confusion spell.
If the target is an ally, its weapon attacks deal 2 (1d4) extra damage until the end of its ...
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 | Recharged: Waterdeep Dragon Heist Regular price: $1.95 Bundle price: $0.98 Format: PDF
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Recharge Your Game!
Did you know that only 2 stat blocks unique to Waterdeep: Dragon Heist have rechargeable special abilities? Not anymore!
There are 124 rechargeable special abilities in this supplement, one for each Waterdeep: Dragon Heist creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Drow Gunslinger
Smokepowder Bomb (Recharge 5–6). The drow throws a smokepowder bomb with a lit fuse at a space within 30 feet of them. A creature within 5 feet of the targeted space must make a DC 14 Dexterity saving throw. On a failure, it takes 5 (1d10) fire damage plus 11 (2d10) poison damage. On a success, it takes half as muc...
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 | Recharged: Waterdeep Dungeon of the Mad Mage Regular price: $3.95 Bundle price: $1.97 Format: PDF
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Recharge Your Game!
Did you know that only 4 stat blocks unique to Waterdeep: Dungeon of the Mad Mage have rechargeable special abilities? Not anymore!
There are 209 rechargeable special abilities in this supplement, one for each Waterdeep: Dungeon of the Mad Mage creature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Halaster Blackcloak
Moving Portal (Recharge 6). Halaster conjures a hovering portal in an unoccupied space within 60 feet, which remains for 1 minute or until Halaster dismisses it as a bonus action. The portal has a flying speed of 60 feet and immunity to all damage and conditions. The portal can engulf a Medium or...
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