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RECHARGED

Dragon of Icespire Peak


Contents More Recharged!
Anchorite of Talos 4
Banshee 4
Blights 4
Needle Blight 4
Twig Blight 4
Boar 4
Carrion Crawler 4
Centaur 4
Commoner 4
Cow 4
Don-Jon Raskin 4
Falcon the Hunter 5
Ghoul 5
Giant Crab 5
Giant Rat 5
Harpy 5
Hunter Shark 5
Invisible Stalker 5
Manticore 5
Mimic 5
Ochre Jelly 5
Ogre 5
Recharge 350 creatures in
Orc 5
Recharged: Monster Manual!
Riding Horse 5
Rock Gnome Recluse 5
Stirge 5
Veteran 5
Will-o’-Wisp 6
Wererat 6
Writer/Designer: Adam Hancock
Editor: E.R.F. Jordan

Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms,


Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or
other authors. Such material is used with permission under the Commu-
nity Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2023 by Adam Hancock
and published under the Community Content Agreement for Dungeon
Masters Guild.

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T
he red dragon opens its fiery maw to placing renewed emphasis on rechargeable special
release a gout of flame. The blink dog abilities instead. Doing so might give you more con-
winks out of existence—only to appear trol over the flow of battle for storytelling purposes
next to you, ready to bite. The giant spider or to safeguard the lives of beloved PCs.
slings a sticky web at you, pinning your arms to the
cavern wall. These are rechargeable special abil- If you’d like to try replacing monsters’ critical hits
ities, and D&D 5th edition wouldn’t be the same with rechargeable abilities, this supplement allows
without them. But there should be more! you to do so for every creature in Dragon of Ic-
espire Peak.
Denoted by a formula like “Recharge 4–6” or “Re-
charge 6,” rechargeable special abilities mean that Apply as Needed
a creature can use it once and then must wait to Finally, you can put rechargeable special abilities
use it again. The ability has a random chance of re- on retainer. In other words, use them whenever
charging at the start of each of the creature’s turns. needed. There’s no need to use them on the crea-
You roll a d6, and if the roll is one of the numbers ture’s first turn or the moment they recharge. If the
in the recharge span, the creature regains use of battle is going especially poorly for the PCs, don’t
the special ability. use them at all. If the PCs gain the upper hand
right away, go ahead and use them as often as you
But only one stat block unique to Dragon of Ic- wish.
espire Peak has a rechargeable special ability! This
versatile game mechanic deserves more time in
the sun. So, this supplement aims to correct those
Two-Part Abilities
omissions. Some rechargeable abilities have two or more
parts. These abilities all have “if…then” or “on a
There are 28 rechargeable special abilities in this hit…then” wording. The intent of these recharge-
supplement, one for each Dragon of Icespire Peak able abilities is that if the conditional part of the
creature that doesn’t already have one. They are ability isn’t met (for example, the plesiosaur doesn’t
appropriate to the creature’s temperament and hit with a Bite attack, so it doesn’t deal extra dam-
ecology, and often pair well with one or more of the age), then the rechargeable ability isn’t expended
creature’s other abilities. You can use these abilities and the creature can try again on its next turn.
however you like, but here are a few suggestions From the players’ viewpoint, nothing out of the ordi-
about how to incorporate them into your home nary has happened.
campaign.
Adventure Companions
Increase the Challenge Don’t use these rechargeable special abilities as
One sure-fire way to surprise and challenge your written for NPCs and other creatures that accom-
players is to simply add the rechargeable ability pany the party on their adventures. Their recharge
to the creature’s stat block with no other modifica- rate is too fast for an ally that’s there for combat
tions. Naturally, most creatures become noticeably after combat. An NPC who recovers an expended
more powerful this way. ability so often would quickly outshine the heroes.
If you do want an NPC or other creature to join
Use this method if your players consistently devas- the adventurers, make their abilities recharge less
tate combat encounters that are supposed to be ap- frequently, following the recommendations in this
propriate to their character level. Another reason to table:
use this method is to reinvigorate veterans whose
excitement and sense of wonder for the game have Recharge as an Enemy Recharge as an Ally
waned. (Recharge 4–6) (Recharges After a Short or
Long Rest)
Replace Monster Critical Hits
(Recharge 5–6) (Recharges After a Short or
Monsters and nonplayer characters score critical Long Rest)
hits in the same way player characters do. But re-
(Recharge 6) (Recharges After a Long
cent conversations about the future of D&D have
Rest)
suggested removing critical hits from monsters,

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Creatures A–Z
This section contains at least one rechargeable spe-
Boar
Sniff (Recharge 5–6). The boar has blindsight out
cial ability for each creature in Dragon of Icespire
to 120 feet until the end of its next turn. This sense
Peak that doesn’t have one. They/them pronouns
extends 20 feet underground.
are used when referring to Humanoids and human-
oid-like creatures. Carrion Crawler
Anchorite of Talos Lay Eggs (Recharge 6). Melee Weapon Attack: +4
to hit, reach 5 ft., one creature missing any of its
The anchorite of Talos has one of these two special
hit points. Hit: The target must succeed on a DC
abilities:
13 Constitution saving throw or be diseased. While
diseased in this way, the creature is poisoned, it
Talos’s Blessing (Recharge 5–6). The anchorite
can’t regain hit points, and its hit point maximum
uses their Shapechanger action and Talos’s power
decreases by 10 (3d6) for every 24 hours that
courses through them. After doing so, their first hit
elapse. If the disease reduces the target’s hit point
within the next minute deals an extra 2 (1d4) light-
maximum to 0, the target dies, and its body expels
ning or thunder damage (anchorite’s choice) and
3d6 carrion crawler larvae. This reduction to the
the target is pushed 5 feet away.
target’s hit point maximum lasts until the disease is
cured.
Sniff (Recharge 5–6). The anchorite has blindsight
out to 120 feet until the end of their next turn. This Centaur
sense extends up to 20 feet underground.
Courageous Leap (Recharge 5–6). The centaur
Banshee moves at least 20 feet straight towards a Medium
or smaller creature or obstacle, then automatically
Summon Life (Recharge 6). The banshee instantly
jumps over it without provoking opportunity attacks
teleports up to 10 creatures that she senses with
from the target for the rest of this turn. They then
Detect Life to her. If the banshee is familiar with
make a Pike or Hooves attack as a bonus action.
the creatures, they appear in unoccupied spaces
30 feet from her. If they are unfamiliar to her, they Commoner
appear in unoccupied spaces 120 feet from her.
Run (Recharge 5–6). Until the start of their next
Blights turn, the commoner’s speed increases by 10 feet,
and they can take the Dash or Disengage action as
Needle Blight a bonus action.
Loose Pollen (Recharge 5–6). The blight releases Cow
a cloud of pollen. Each air-breathing creature
within 30 feet of the blight must succeed on a DC Toss (Recharge 5–6). The cow makes a Gore
11 Constitution saving throw or become unable to attack. On a hit, the target takes damage and is
breathe while sneezing uncontrollably. A creature thrown up to 5 feet in a random direction and
affected in this way is incapacitated and suffocat- knocked prone. If a thrown target strikes a solid
ing. As long as it is conscious, an affected creature surface, the target takes 3 (1d6) bludgeoning dam-
can repeat its saving throw at the end of each of its age. If the target is thrown at another creature, that
turns, ending the effect on itself on a success. The creature must succeed on a DC 14 Dexterity saving
lesser restoration spell can also end the effect on a throw or take the same damage and be knocked
creature. prone.

Twig Blight Don-Jon Raskin


Divide (Recharge 6). The blight splits into two. Rapid Volley (Recharge 6). As an action, Don-Jon
Each new blight has hit points equal to half the prepares a line of sling bullets. Until the start of his
original blight’s, rounded down (minimum of 1). next turn, when a creature he can see within 120
Each blight doubles its hit points after 1d4 + 1 feet ends its turn, Don-Jon can make a Sling attack
days. against it.

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casts the vicious mockery spell (spell save DC 11;
Falcon the Hunter 4d4 psychic damage).
Hunter’s Mark (Recharge 5–6). Falcon marks
one creature within 90 feet as his quarry and then Mimic
makes a weapon attack against it as a bonus action. Feeding Frenzy (Recharge 5–6). The mimic
Falcon deals 10 (3d6) extra damage to a marked makes two Bite attacks against a creature it is grap-
target the next time he hits it with a weapon attack, pling.
and he has advantage on any Wisdom (Perception)
or Wisdom (Survival) check he makes to find the Ochre Jelly
marked target within the next 8 hours or until he
marks a different creature. Growth Spurt (Recharge 6). If the jelly is Medium
or smaller, it grows to become one size larger and
Ghoul doubles its current hit points.
Multiattack (Recharge 5–6). The ghoul makes two Ogre
attacks: one with its Bite and one with its Claws.
Reckless (Recharge 5–6). The ogre makes a me-
Giant Crab lee weapon attack with advantage, but attack rolls
against them have advantage until the start of their
Fling (Recharge 5–6). One Medium or smaller ob- next turn.
ject held or creature grappled by the crab is thrown
up to 10 feet in a random direction and knocked Orc
prone. If a thrown target strikes a solid surface, the
target takes 3 (1d6) bludgeoning damage. If the Reinvigorate (Recharge 5–6). The orc regains 3
target is thrown at another creature, that creature hit points (a number equal to their Constitution
must succeed on a DC 12 Dexterity saving throw or modifier), then takes the Attack action as a bonus
take the same damage and be knocked prone. action.

Giant Rat Riding Horse


Claws (Recharge 5–6). Melee Weapon Attack: +4 Gallop (Recharge 5–6). Until the end of its next
to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slash- turn, the horse’s speed increases by 10 feet, and it
ing damage. can take the Dash or Disengage action as a bonus
action.
Harpy Rock Gnome Recluse
Flyby Strike (Recharge 5–6). The harpy makes
one melee weapon attack and then immediately Shock Bomb (Recharge 6). The gnome lights an
flies out of an enemy’s reach without provoking op- apple-sized bomb and throws it at a point within
portunity attacks. 30 feet, where it explodes. Each creature within 10
feet of the bomb when it explodes must succeed on
Hunter Shark a DC 12 Constitution saving throw or be stunned
until the end of its next turn.
Feeding Frenzy (Recharge 5–6). If a creature
within 60 feet is missing any of its hit points, the Stirge
shark makes two Bite attacks.
Check Pulse (Recharge 5–6). The stirge learns
Invisible Stalker the exact number of hit points a creature it is at-
tached to has. After it uses this trait, the stirge can
Lightning Strike (Recharge 6). The stalker makes detach—spending 5 feet of its movement as nor-
one Slam attack. On a hit, the target takes an extra mal—at the precise moment the target drops to 1
18 (4d8) lightning damage, and the target must suc- hit point, leaving the target alive to feed on later.
ceed on a DC 13 Constitution saving throw or be
stunned until the end of the stalker’s next turn. Veteran
Manticore Experienced (Recharge 5–6). The veteran makes
a weapon attack. They then make an Intelligence
Vicious Mockery (Recharge 5–6). The manticore check opposed by the target’s Wisdom check. If the
denigrates its foes and promises swift death. It

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veteran wins the contest, the veteran makes attack
rolls against the target with advantage, and has
advantage on saving throws originating from the
target. The effect lasts for 1 minute.

Will-o’-Wisp
Multiattack (Recharge 5–6). The will-o’-wisp
makes two Shock attacks. It can’t make both at-
tacks against the same target.

Wererat
Scurry (Recharge 5–6). Until the start of its next
turn, the wererat’s speed is increased by 10 feet
and it can take the Dash or Disengage action as a
bonus action.

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