what does recharge 5-6 mean dnd. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. what does recharge 5-6 mean dnd

 
 While in contact with a web, the spider knows the exact location of any other creature in contact with the same webwhat does recharge 5-6 mean dnd , one target

Combat is chaotic enough just dealing with everyone succeeding or failing at attacks or abilities. "}. Page 186 of the Player’s Handbook explains the standard rules for resting: Short Rests: Last 1 hour, heal by rolling hit dice, and can’t do anything too strenuous (eating, drinking, reading, tending wounds, etc… is allowed). Move: The creature moves up to its speed toward the target. (You can use your normal move action to move your speed as well) Now in 5e: If you use your action to Dash (move up to your speed in additional. . #13. Bite. 1. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a. On a successful save, the creature takes 22 (4d10) psychic damage and is frightened until the end of its next turn. Breath Weapons (Recharge 5–6). ago. ”. , one creature. When a spell or ability has a recharge mechanic, it means that after it has been used, the player must roll a specific number on a d6 at the start of their turn to determine if the spell or ability. If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're. 2. Ranged Weapon Attack: +5 to hit, reach 30/60 ft. How does this work? I have to roll a number in that specified range on a d20 to…Origin of Dnd. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. ago. If you play a magic-user in DnD 5e then as one of your class abilities you will receive some number of spell slots. The dragon exhales acid in a 60-­foot line that is 5 feet wide. In fifth edition, a wand is an arcane focus that costs a fraction of the price of a longbow. Thus, if a human sleeps for 8 hours, then they benefit from a long rest (8 is at least. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. If it recharges at dawn, and you use it one hour before dawn, using it two hours later is legal (being that it recharged at dawn and it is an hour afterward. , one creature. A ring that must be kept in your mouth for 8 hours to recharge. action. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a. A dragon's breath recharges in 1d4 rounds. The Basic Rules for Dungeons & Dragons is a PDF that covers the core of the tabletop game. Compendium - Sources->Tyranny of Dragons. Each creature in that area must. 10. If you need an appropriate boss monster to face off against a mid-level party of 4th to 8th level adventurers, however, you might not want to either allow them simply to slaughter off a Wyrmling or have the next available age of Dragon. -Flame Wings: Recharge: 5-6. That’s actually a pretty good idea. Hit: 21 (3d10 + 5) piercing damage. #1. It seems logical that if an ability has a 4-6 recharge roll, it would instead be usable every other round, and a 5-6 recharge could be used every third. which also recharge on a long rest. The ability also recharges when the monster finishes a short or long rest. That's why recharge abilities are also very strong. Yes, it could. If the boneclaw is in dim light or darkness, each creature of the boneclaw’s choice within 15 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d l 2 + 2) necrotic damage. I thought initiative was only rolled at the beginning of combat. I. The attacks often deal different damage, with a different bonus to hit, and against different defenses. I mean to say that a lot of them are situational and it would be a waste to cast them just to refill your ward. On the 4th turn it's guaranteed that one of the. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. [. They magically recharged at either midnight or dawn, depending on your DM. , one target in the swarm’s space. Common reactions and how they work Opportunity attack. However, Charger requires a Feat, making it pretty hard to obtain. You can charge as many times as you want, provided you're in the right conditions (enough distance, no obstacles in your path) and you have enough time to do the action (with a Belt of Battle or on a high-level factotum you could do it even twice in a round). Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. • 8 yr. Pay an XP costs as appropriate for an item of this (reduced) price. Singularity Breath (Recharge 5–6): The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. Fire Breath. Many monsters have rechargeable powers/attacks. Op is asking for features that recharge on a short rest but don't recharge on a long rest. From Monster Manual, page 328. com Web (Recharge 5–6). In 5e the Charge action seems to be gone entirely (at least, I haven't found it in either the Basic Rules or the PHB). The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. You cannot use it for the additional Hasted action. All creatures in the aura that are not a fiend/celestial must succeed on a Constitution saving throw of DC 11 + CR/2 or suffer CR d6 necrotic/radiant damage; half on a. At the start of each of the monster’s turns, roll a d6. For each head the hydra has above one, it gets an extra reaction that can be used only for opportunity attacks. The recharge value is also part of the ability description; "Acid Breath (Recharge 5–6). Lightning Breath (Recharge 5-6): The Behir exhales a line of lightning that is 20 feet long and 5 feet wide. At the end of the day, the fact of the matter is that the DM shortage is bad enough that people are willing to pay for one. If a character gets a 23 and a monster a 19 as the Initiative, the order goes like this: At the end of every turn you roll a d6, on a 5-6 the Dragon regains it's breath weapon, on a 1-4 it doesn't, and you roll every turn until you get it back! Moop5872. Here’s how to turn on the sleep mode on your Fitbit Charge 5: On the clock face, swipe on all apps until you find the Settings app. If a certain number of stacks has been reached, it collapses, damaging anyone still inside and trapping them. You do the math. Most recharging staffs are wood, but a rare few are bone, metal, or even glass. Which doesn't mean much because your still just rolling for the order during the round/turn. So reducing the HP of a PC taxes a resource they are less good at (defending themselves) while increasing the HP of a monster taxes a resource they are good at. Giant Spider. There are lots of ways to make a half-dragon, either through “magic” or the old-fashion way of producing offspring. Also, for the gas cloud action, it says the cloud lasts until the initiative count 20 on the next turn. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save or half as much damage on a successful one. Acid Breath (Recharge 5-6). For. The ability also recharges when the monster finishes a short or long rest. c) at the end of their action at the same time as saving throws. Monsters. The dragon exhales fire in an 90-foot line that is 10 feet wide. level 1. Does that mean 5 or 6 rounds? Thanks for helping me understand! 5. Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Smoke Breath (Recharge 5-6). The creature disappears when it drops to 0. The smoke dragon exhales a 20-foot cone of thick, black smoke that spreads around corners. The notation "Recharge X–Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent. The hydra exhales an icy blast from each head in a 30-foot cone. A creature within 5 feet of the targeted space must make a DC 14 Dexterity saving throw. If something has “reload (6)” you can fire 6 shots before sacrificing an action or bonus action to reload. [deleted] • 8 yr. A) You never regain charges of rage. As for getting recharge to show on the action, name the action "sand breath (recharge 5-6)". It is "poisonous gas" the Dwarf gets advantage on the save. As a homebrew rule i like to have abilities recharge automatically when a monster hits half health, in addition to the normal d6 roll every round. ago. In 3. The 5e Rest Rules. Adult Red Dragon. If it lands 5 or 6 then it has recharged for another use. (Recharge 5-6) The field/celestial conjures a CR/2 (min 1) x 5 foot radius aura destructive to the souls not of its type (fiend/celestial) at a point within 15 + (CR x 5) feet. Acid Breath. Able to labor for twelve hours most days. So just like breath weapons on dragons at the start of it's turn you roll a d6 and on a 5 or 6 it recovers the use of this ability. In this case, the dragon's breath weapons are considered one ability with two options. For this to work, the spell must have the tag, “ritual”, and your class must specify that you can ritual cast. Im using this calculator to create challenging (we agreed that there would be little to no "easy and medium" encounters) fights. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. Gray Ooze Lair This chamber is the lair of a gray ooze, though none of the bullywugs or cultists are aware of it. 2. Same concept just different number range. flypirat. How Spell Slots Work. Challenge 1/4 (50 XP) Charge. Then again on the next turn it rolls for recharge, on 1-2 it doesn't recharge the two more powerful abilities and uses the least powerful ability. In general, a PC will have a higher ratio of offense:defense than monsters will. 267 DMG. Remember that it's also your DM's discretion. When you cast the spell, choose the creature. The Dire Charge epic feat, the Catfolk Pounce feat from Races of the Wild. In this case, the dragon's breath weapons are considered one ability with two options. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. It helps balance out the creatures and stop them from abusing strong abilities while maintains tension in a fight. DnD Main wiki page for all Dungeons&Dragons. Melee Weapon Attack: +11 to hit, reach 15 ft. Eventually at level 20 the Fighter will have a BAB of +20/+15/+10/+5. Oh wait, I mean golems. In this semi-incorporeal state, roughly half of the dragon’s body has a dark, indistinctly spectral form. Psychic Crush (Recharge 5–6). Recharge is a mechanic in Dungeons and Dragons 5th edition (5e) that allows certain abilities of monsters to be regained after they have been used. Swipe up to see your daily stats. You mean this: (Recharge 5–6) The “(Recharge 5–6)” is just what is displayed and has absolutely nothing mechanical attached to it whatsoever. The Purpose of this System. there's a 55% chance that it is refreshed at least once by the 3rd turn, it makes the actual calculation. Cold Breath. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. Bonus Actions. Fortitude, 1d12+4 and push target 3 squares This is a lot of abilities to handle with just the "Attack" macro used above. Roll a d8 and add 1 to the result. Each target must make a DC 17 Wisdom saving throw against this magic. Breath Weapon (Recharge 5-6). At the start of each of the monster's turns, roll a d6. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. [. Just as you’d expect, it costs one first level spell slot to cast a first level spell one time. 2-3 (–4): Barely able to function, very limited speech and knowledge. visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. The ice spider has a long jump and high jump of 10 feet with or without a running start. Multiattack. That’s right. A Legendary Creature has a set number of Legendary Actions that reset at the beginning of its turn and each use costs at least one of these actions, but some stronger features cost multiple actions. For an automatic pistol, you can fire 15 times before reloading. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. Melee Weapon Attack: +3 to hit, reach 5 ft. The hound exhales fire in a 15-foot cone. subterranean world of that god’s malevolence. " It means after you use it the first time, you roll a d6 afterwards and if you get a 5 or 6, it's breath has recharged and you may use it again. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison. With most creatures with a breath weapon (or other powerful ability) they have a recharge mechanic so they cannot be easily used repeatedly Basically how it works is after the attack/ability has been used on the start of each of the creatures turn until they get the recharge they roll 1d6 if you roll the listed number (a 5 or 6 in this case. The ability also recharges when the monster finishes a short or long rest. Soul Scream (recharge 5-6). Melee Weapon Attack: +6 to hit, reach 5 ft. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. Recharge refers to the monsters' ability to regain use of its power during combat. regains spent legendary actions at. Examples of Rechargeable Abilties Drow Gunslinger Smokepowder Bomb (Recharge 5–6). 107. Nearly all resources are either recovered on a long rest or on a short rest. it's clear how that would work: the fireball would be countered and fireball flinger would go on cooldown, and would recharge normally. Does that mean that it has one use of web that recharges after 5-6 rounds, or it has 5-6 charges…This corporeal form uses the Undead Spirit stat block. Then, at the start of the monster's turn, it. The rules are unfortunately unclear here. On a successful save, a creature takes half as much damage and isn't deafened. ] At the start of each of the monster's turns, roll a d6. The dragon uses one of the following breath weapons. The dragon exhales steam in a 60 cone. Does that mean that you roll a d6 5 times and add them all together +1 to get the damage? Correct. But it assumes that a monster with a Recharge of, say, 5-6 will be used on round 1 and not recharge until round 4, and the CR of the game's monsters is set with that in mind. You can only use arcane recovery on a short rest, but the use of it recharges on a long rest. Will-o-wisps are undead spirits that shock creatures near them. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. Breath Weapons (Recharge 5-6). The Monster Manual/Basic Rules entry for Giant Spiders provides an answer as part of the creature’s Web action:. c) at the end of their action at the same time as saving throws. You can use your armor to deflect strikes that would kill others. , one target. If it hadnt been for the quadruple recharge, the fight would have been OK I guess. Take the Craft Staff and Recharge Staff feats. Each creature in the area must make a DC 17 Dexterity saving throw, taking 54(12d8) fire damage on a failed save or half as much dmage on a successful one. r/DnD. If it's a 5 or 6, the hellhound can use its fire breath again. Some spells add numerical effects based on your. [deleted] • 6 yr. Melee Weapon Attack: +5 to hit, reach 5 ft. Oftentimes, race and class features are limited to a few times per long or short rest, this is to allow powerful abilities without making the race/class too powerful, and also add an element of resource conservation. 5 is then rounded down to 3 to get the average damage. Recharge 5-6 means that at the start of the creature's next turn after you use that feature you need to roll a d6; on a results of a 5 or a 6, the feature is recharged. The proficiency bonus follows the RAW for 5e fighters, and the ability mod increases align to the levels where PCs gain Ability Score Increases. 18-19 (4): Very difficult to wear down, almost never feels fatigue. At the start of each of the creature’s turns, roll a d6. Status effects and zone control. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. For example, "Recharge 5–6" means a monster can use the special ability once. The dragon exhales fire in an 60-foot line that is 5 feet wide. Stunning Strike (Recharge 5–6). The greater pyrohydra uses all its heads to exhale flame which fills a 25-foot radius sphere centered on a point it chooses within. This is also seen with multi-charge wands with wording similar to “when you use the final charge roll a d20, on a 1 the wand is destroyed”. A short rest is defined in the Player’s Handbook as A Short Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. Hit: 7 (1d10 + 2) piercing damage. Medium humanoid. (This time varies by time of year). Rules for resting applies to creatures of all types, including constructs like golems and undead like zombies and. The dragon exhales fire in an 20-foot line that is 5 feet wide. ago. Normally, this is kind of a pain. The monster's damage is on a HIT: 1d8+1. On a failed save, the creature takes 36 (8d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn. I was thinking poison spray cantrip with recharge on 5-6 the giant badger stat block and a dc 14 con save to be either frightened or blinded. The drow throws a smokepowder bomb with a lit fuse at a space within 30 feet of them. It’s a deliberate variant of the general “recharges after a long rest” method. When you use the Dash action, you can make either one melee weapon attack or a shove as a bonus action. Acid Breath. ) Wolfhunter333 • 2 yr. It would be kinda hard to arrange for a fight to happen right at that time because D&D combats tend to take time measured in seconds, but supposing a long battle, yes, an item could recharge during it. "Long rest 5e rules. , one target. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The target must make a DC 13 Dexterity saving throw. Hit: 11 (2d6 + 4) slashing damage. You only roll one recharge die for the breath weapon ability no matter which breath you use. Melee Weapon Attack: +10 to hit, reach 5 ft. The term “DND” is an acronym that stands for “Do Not Disturb. The lizalfos exhales fire in a 15-foot cone. The Liar lets out an angry shriek. The dragon uses one of the following breath weapons. Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). You can keep your thing the same if you want, but if it only gets an ability once every 5 turns, it’ll only be using that ability once per combat most of the time, maybe twice. Radiant Breath (Recharge 5–6). The remaining two hours can be used for light activity (examples from the Player’s Handbook include reading, talking, eating, or keeping watch). This should be an easy decision. A wand of magic missile could have 70 charges of fireball that resets to 7 every day and upon expending the last charge destroys the entire world and everyone in it. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. , one target. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. I'm guessing this does not mean 56 turns. For monster powers that had a recharge number (dragon breath, hobgoblin warcaster staff) is the recharge roll made. The ability also recharges when the monster finishes a short or long rest. Melee Weapon Attack: +10 to hit, reach 10 ft. I believe in the monsters manual 1 or 2 these are represented by a 5 and 6 rolled on 6 sided dice. The Champion clicks his heels together, casting haste on himself. , taking 4d6 fire damage on a failed save, or half as much damage on a successful one. It takes 5 (1d10) force damage if it ends its turn inside an object. Tail. Dissecting Recharge. It can also effectively convert 2 lower-level spell slots into a 9th-level one. All non-undead creatures within 30 feet of the demi-lich who can hear the scream must succeed on a DC 18 Wisdom saving throw or drop to 0 hit points. So it's either 9 damage, OR 1d12+2. The dragon exhales radiant energy in a 30-foot cone. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Because your choice of Divine Domain so greatly affects your capabilities, Clerics can fit a variety of roles and play styles. If it recharges at dawn, and you use it one hour before dawn, using it two hours later is legal (being that it recharged at dawn and it is an hour afterward. DnD Clerics are among the most diverse and interesting classes in 5e DnD. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. Based on RC Pg. The demi-lich unleashes a soul-shattering scream. At the heart of this labyrinth rests the demilich’s skull and the dust from its other bones. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. But being able to keep the battle active and dynamic spatially is key and moving your BBEG without attacks of opportunity does just that. In 5e the Charge action seems to be gone entirely (at least, I haven't found it in either the Basic Rules or the PHB). After all, your fun doesn't threaten my fun. Bite. ago. b) just after they have used the thing up. Acid Breath (Recharge 5–6). This can mean though, that they’re often under-utilised. Any creature within 10 ft must make a successful DC 17 Constitution saving throw or be blinded until the end of the rune giant's next turn. As written, the lowest two Challenge Ratings for Blue Dragons in the D&D 5E Monster Manual are CR 3 for a Blue Dragon Wyrmling and CR 9 for a Young Blue Dragon. Learn all about the Behir in DnD 5e including lore, tactics, stats, suggested encounters and DM tips. Claw. Fire Breath (Recharge 5–6). The challenge rating is a tool for the DM to determine the "danger" of a creature compared to a party of adventurers, who are most specifically not considered to be "normal" people (as I expand on further down). To similate this variance and strength of iconic ability, at the start of each turn. Poison. At the start of each of the monster's turns, roll a d6. Ranged Weapon Attack: +5 to hit, range 30/60 ft. With most creatures with a breath weapon (or other powerful ability) they have a recharge mechanic so they cannot be easily used repeatedly Basically how it works is after the attack/ability has been used on the start of each of the creatures turn until they get the recharge they roll 1d6 if you roll the listed number (a 5 or 6 in this case. This is my personal take but I’m sure…Have one that moves the boss around, or the players, either works. MagnusTheBigRed • 2 yr. Hit: 11 (2d6 + 4) slashing damage. It means that the Initiative for the lair action is 20. According to how I saw the matter, its Breath recharges every 5 or 6 turns, depending on. Mar 6, 2008. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a. Melee Weapon Attack: +3 to hit, reach 5 ft. The dragon uses one of the following breath weapons. 3. At the start of each of the monster's turns, roll a d6. When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the. The dragon exhales radiant energy in a 15-foot cone. After the ability gets used, at the beginning of each of the monsters turns the DM rolls a d6. Teleport. The ability is usable again once the recharge number is rolled. In 5E, these work more like charges than they used to. For example, “Recharge 5–6” means a monster can use the special ability once. A Lunar Dragon’s Lair The. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. If the roll is one of the die results shown, the power is recharged and the monster can use it again that turn. $egingroup$ The wish spell actually says you CAN wish for a magic item, but that could lead you to being transported to the footsteps of the current and quite possibly deadly owner of said magic item. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. The breath weapons of Dragons always come with a certain cooldown period. This is still an issue. Long rests are quite integral at the end of every day, as nearly every class feature and racial feature in the game with limited uses is. This takes two forms: short rests and long rests. What I've noticed though is that a lot of the time, this mechanic can feel a little cheap. Considering fight lasting 3-4 rounds, really easy to roll under 5 few times in a row and be block for the rest of the fight. Euphoria Breath (Recharge 5–6). Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. The explanation is in a tiny, easy-to-miss paragraph at the start of the Monster Manual, I was confused what it meant for a long time, too. The Lernaean Hydra exhales burning. Tying it All Together At the start of each of the monster's turns, roll a d6. Feats. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. The power has a random chance of recharging during each round of combat. Unlike a one-hour short rest that serves as a break from adventuring, a long rest takes eight hours, most often representing a party's need to sleep. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Acid Breath (Recharge 5–6). Tap on the Settings app and scroll down until you find Sleep Mode. Edit: Reload: A limited number of shots can be made with a weapon that has the reload property. You gain a +2 bonus to attack and damage rolls made with this weapon. 14-15 (2): Easily shrugs off most illnesses. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. This doesn't take into account the chance of recovering the move on an earlier round, which can result in such monsters doing more damage than intended. How does this work? I have to roll a number in that specified range on a d20 to… Origin of Dnd. The dragon exhales poisonous gas in a 90-foot cone. If the. dragons. Claw. What does recharge 6 mean in DND? The ability also recharges when the monster finishes a short or long rest. So just like breath weapons on dragons at the start of it's turn you roll a d6 and on a 5 or 6 it recovers the use of this ability. The dragon rat breathes destructive energy as determined by its Draconic Heritage trait. Allowing a mounted rider to benefit from that feat when the mount dashes would not be balanced; it would just be a. You can rage again after a long rest, but not until you gain the ability to do so again somehow (e. You would roll it whenever you resolve the "start of turn" phase of. and wielding no shield, her speed increases by 20 feet (included in her speed). The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. Each class has a “spellcasting ability”. (Most wands and staves recharge in a like manner). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.