What creatures have the regeneration ability

I am searching throughout all the different books to find the creatures with the regeneration ability. I am not particularly interested in special regeneration (Such as a hydras head regrowth or a Phoenix rebirth). I need help finding all my options for creatures with strait regeneration such as a Troll or Vampire. The higher the regeneration the better.

Alright context. I am a player in an obnoxiously homebrewed game. Our characters are a combination of 3 different creatures and we choose traits to apply to our characters from each creature. I am creating a few background characters because this is a chaos campaign and our dm throws crazy powerful stuff at us to attempt to provide us with a challenge (and occasionally goes overboard). I am trying to find creatures with the regeneration feature so that I can apply it to one of my backups. I want some options because we already have 2 vampires (One of them being my character) and I want to find one that fits the thematic of the new character. They are a combination of a Phoenix and an Air Elemental Myrmidon so far. I am trying to find a creature with regeneration that fits this theme.

Is the Ixalan Vampire’s Bloodthirst ability balanced around being used on downed enemy combatants?

For reference…

Bloodthirst

You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

I’m a DM. I have a player who states that RAW, he can use this ability on knocked out (downed) enemy combatants at the end of combat for a 2d6 heal per combatant (and potentially 4d6 if they succeed their final death save on their turn). It’s his intention that with party teamwork, a large majority (if not all) of the combatants will be knocked out, allowing for fairly substantial free post-combat healing.

While RAW this seems to be the case, to me it doesn’t seem balanced. What are the opinions of other DM’s about the balance of this ability with this in mind?

Skill Base Ability Score Changing Diplomacy from Charisma to Intelligence

I’m not sure if my google-fu is just off tonight or if there’s a way to change the 3.X/Pathfinder skill Diplomacy from being a Charisma based Skill to an Intelligence based skill.

I’d prefer 3.X (including sources like Kingdoms of Kalamar) and Pathfinder to be open… as well as a few other not so specific sources like Green Ronin press, or Book of Erotic Fantasy, etc…

I’m trying not to homebrew something myself, or to at least use outher sources as a reference. I’ve already looked at the X to Y reference, but didn’t find anything for changing Diplomacy form a Charisma based skill to Intelligence…

Are there any larger implications of allowing a variant rule Ability Score Improvement/Feats in a multi-classing campaign? [duplicate]

Are there any larger implications of allowing a variant rule Ability Score Improvement/Feats in a multi-classing campaign?

In one campaign we have all multi-class players. There has been a frustration about having to take a 4th or 8th level in a class for the sole purpose of having access to an Ability Score Improvement (ASI) or a Feat.

I want to suggest we have a character level progression system instead of class, when it comes to ability score improvements and feats. This seems simple enough. The majority of classes get an ASI or feat at levels 4, 8, 12, 16 and 19, with the exception of a Fighter who also gets this at levels 6 and 15.

The variant rule would be that a PC gets the option of an ASI/feat when it reaches character levels: 4, 8, 12, 16 and 19. If the player chooses to develop into the Fighter class, then that PC would get an ASI/feat upon reaching Fighter level 6 and 14.

There is a similar mechanic with cantrips for mult-classing players, where the upgrades depend on overall character level, rather than class level (PHB, p.164).

Variant Rule: Ability Score Improvement, or Feat

When you reach 4th level on your overall character level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. The increase is based on your character level, not your level in a particular class. Using the optional feats rule, you can forgo taking the Ability Score Improvement feature and take a feat of your choice instead.

In addition, if you train as a Fighter, you get an Ability Score Improvement at upon reaching 6th and 14th level in that class.

Would this create any great unbalance? I can’t see it, but I might be missing something.

Magic jar and ability increases

Magic jar p257 of the Player’s Handbook states:

Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.

Since you gain ability increases as part of your class levels, am I correct in assuming you keep them in the new body? Also would I still be able to use a feat like Elven Accuracy, even tho I may no longer be an elf?

How would a major buff ability effect challenge rating (stat block modified)

I’m homebrewing a creature that has the ability to summon things that buff its attacks and gives it resistances/immunities. The stat block is shown below.

Toadstool

Huge monstrosity, unaligned

Armor Class 17 (Natural Armor) Hit Points 479 (29d12+290) Speed 15 ft.

STR 24(+7) DEX 10(+0) CON 30(+10)INT 3(-4) WIS 10(+0) CHA 7(-2)

Saving Throws STR +14, CON +15, WIS +7

Skills Intimidation +17, Perception +14

Damage Immunities Poison Condition Immunities Blinded, Deafened, Frightened, Poisoned Senses Darkvision 60ft., Passive Perception 14 Languages — Challenge 24 (62,000 XP)

Amphibious. The toadstool can breathe air and water.
Fungal Body. Any critical hit against the toadstool counts as a normal hit.
Buff. The toadstool becomes more powerful depending on the number of sporecaps summoned, as seen below.
1-4: The toadstool deals an extra 1d10 poison damage on all attacks, it can release an extra boomshroom.
5-7: The toadstool deals an extra 2d10 poison damage on attacks, it gains resistance to all damage from piercing, slashing, & bludgeoning damage from nonmagical attacks, and it can release an extra 2 boomshrooms.
8+: The toadstool deals an extra 3d10 poison damage on attacks, it gains immunity to all damage from piercing, slashing, & bludgeoning damage from nonmagical attacks, resistance to all damage from piercing, slashing, & bludgeoning damage from magical attacks, and it can release an extra 3 boomshrooms. The toadstool must be within 30 feet of the sporecaps in order to gain these benefits.

Actions

Multiattack. The toadstool makes three attacks, one with its bite and two other actions.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the toadstool, and takes 10 (3d6) acid damage at the start of each of the toadstool’s turns. The toadstool’s gullet can hold up to two creatures at a time. If the toadstool takes 20 damage or more on a single turn from a creature inside it, the toadstool must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the toadstool. If the toadstool dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Sporecap.(Recharge 4-6) The toadstool can use its action to summon 1d4 sporecaps. Sporecaps are large, tree-size mushrooms. The sporecaps buff the toadstool. The number of sporecaps determines how powerful the toadstool is. These sporecaps have 40 (3d10+24) hit points each.
Boomshroom. The toadstool releases 4 (1d8) Boomshrooms. Boomshrooms are small mushrooms that grow and explode, and any creature within 5 feet of the it takes 12(2d12) poison damage.

Ground Pound. The toadstool can hop on the ground, and any creature within 25 feet of it must succeed on a DC 15 Dexterity saving throw, taking 27(3d12+7) bludgeoning damage on a failed save, or half as much on a successful one. This radius then becomes difficult terrain. The toadstool ignores the difficult terrain.

Legendary Actions

The toadstool can take 3 legendary actions, 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 toadstool regains spent legendary actions at the start of their turn.

Spore Bomb. The toadstool attaches a spore to a creature of its choice within 20 feet of it. This spore explodes at the end of the target’s next turn, creating a 10-ft radius of necrotic gas for 1 minute. Anyone who enters the space of the cloud takes 13 (3d8) necrotic damage for each round they spend their turn inside the gas.
Ground Pound (Costs 2 actions.) The toadstool uses its ground pound.

How would the buff ability affect challenge rating?

How would a major buffing ability effect challenge rating? [closed]

So I’m homebrewing a creature that has the ability to summon things that buff its attacks and gives it resistances/immunities. The ability is shown below.

Buff. The toadstool becomes more powerful depending on the number of sporecaps summoned, as seen below.

1-4: The toadstool deals an extra 1d10 poison damage on all attacks, it can release an extra boomshroom.

5-7: The toadstool deals an extra 2d10 poison damage on attacks, it gains resistance to all damage from piercing, slashing, & bludgeoning damage from nonmagical attacks, and it can release an extra 2 boomshrooms.

8+: The toadstool deals an extra 3d10 poison damage on attacks, it gains immunity to all damage from piercing, slashing, & bludgeoning damage from nonmagical attacks, resistance to all damage from piercing, slashing, & bludgeoning damage from magical attacks, and it can release an extra 3 boomshrooms.

Each sporecap has 10 hit points. How would this ability effect the final challenge rating? Please help!