That's an interesting take and certainly would feel like the players had accomplished something, esp. Combined with silver vulnerability.
Thing about other suggestions for DR, resistance, and temporary hit points is they generally do the same thing - the monster buys time to do more cool stuff. In the spirit of speeding up combat I want to cut to the cool stuff without needing the monster to last an extra round or two, or more if encountered in packs or without silver weapons (not to mention non-weapon users getting screwed).
Does that make sense?
Fair enough. What about shaking off conditions, in particular ongoing damage? Like making saves at start of turn also, or ending one condition per turn; silver dafba827 said:That does make sense, but your initial post said you wanted something that "maintained the feel of regeneration" and therefore you have variations of other healing as options. Anything else might make a replacement but not necessarily give the same feel as a healing effect.
Ooh, good point. Let them save against everything and, say, shift 1 at start of their turn, negated by silver![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.