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                        Returning 35 results for 'chains wonder remain'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spellâs maximum range is normally less than 120 feet, it
                                                
                                            
                                                
                                                     charges daily at dawn. If you expend the wandâs last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01â20
You cast
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Special Equipment. Jim carries a wand of wonder.
Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a
                                                
                                            
                                                
                                                     follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halasterâs abilities far
                                                
                                            
                                                
                                                     effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while youâre under the effects of this card, but the Wish spell can end
                                                
                                            
                                                
                                                     your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Priest. Your Wisdom score increases by 2, to a maximum of 22.
Prisoner. Glowing chains made of magical force appear
                                                
                                            
                                        
                                                     Backgrounds
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     your time in the carnival. You know the other hands well, but the carnivalâs ownersâMister Witch and Mister Lightâremain mysterious to you even after all these years.
Maybe you
                                                
                                            
                                                
                                                     a sense of wonder. Perhaps greater adventures await you beyond the carnivalâs gates.
Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Disguise kit or one type of musical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    -square indentation in the center of the floor contains four pulleys attached to taut iron chains that stretch up through a similarly sized hole in the rotted wooden ceiling. Standing next to the chains
                                                
                                            
                                                
                                                     are four tall clay statues.
 The four statues are clay golems that defend themselves if attacked. Otherwise, their sole purpose is to operate the elevator, which they do by pulling on the chains. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     would go to the surface, and I could remain in his employ if I wished. Freedom and a job? How could I refuse? Mantol-Derith is a hidden place accessed by secret ways. Slaves, such as I had been, are
                                                
                                            
                                                
                                                     typically not permitted to go there. Once in the cavern, I had to remain near my employer, but by keeping my eyes and ears open, I learned a lot about this place. Mantol-Derith is where duergar, drow, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Breaking the Contract Voiding the infernal contract between Zariel and Thavius Kreeg causes the hellish chains binding Elturel to crumble to ash. This can be accomplished by either killing Zariel or
                                                
                                            
                                                
                                                     original contract resembles the copy stored in Thaviusâs infernal puzzle box: nine square plates of infernal iron linked together by short chains, each plate inseparable from the others and inscribed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     ceiling by iron chains is a 20-foot-long iron horn with etched Dwarvish runes coiling around it.
 The giant horn weighs 2 tons. It dangles 20 feet above the floor on three thick, 5-foot-long iron chains
                                                
                                            
                                                
                                                     when they drop to 0 hit points. Once the horn has sounded, it canât sound again until 7 days have passed. If no gemstones remain in the pillars when this time elapses, the horn becomes nonmagical and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
                                                
                                            
                                                
                                                     location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spellâs maximum
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
                                                
                                            
                                                
                                                     location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spellâs maximum
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     hour and remain open for business until Mahadi decides itâs time to pack up and move elsewhere. If the characters come upon the Wandering Emporium while itâs open for business, describe it to the
                                                
                                            
                                                
                                                     tents, with curtains made of small, rectangular iron plates and lamps dangling from chains strung between them. Soft, lilting music and wondrous smells drift across the hot winds, inviting a closer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     around the iceberg to check on Cryovainâs mate in the temple of Thrym (area 4). Five frost giants remain aboard the Krigvind â four to man the ballistae and one to guard Cryovain (see the âDragon in Chainsâ section).  Map 7.3: Krigvind View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     see you, they turn and stare in wonder.
 The kenku Chukka and Clonk instantly recognize Lulu, since theyâve met her previously. Before the characters can act, Clonk squawks at them: One of the kenku
                                                
                                            
                                                
                                                     waves in your direction as if telling you to remain where you are. âWhat a deal! Patience is a virtue! Canât keep the boss waiting!â He runs off into one of the trash structures.
 Moments later he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to
                                                
                                            
                                                
                                                     +4, Arcana +7, History +7, Performance +5
 Senses passive Perception 11
 Languages Common
 Challenge 5 (1,800 XP)
  
 Special Equipment. Jim carries a wand of wonder.
 Benign Transportation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     you spend all your time in the carnival. You know the other hands well, but the carnivalâs ownersâMister Witch and Mister Lightâremain mysterious to you even after all these years. Maybe you joined
                                                
                                            
                                                
                                                    , carnival life has lost some of its appeal. The daily routine has grown tedious, the cyclical nature of the carnivalâs journey monotonous. The carnival no longer fills your heart with a sense of wonder
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     characters approach her in a calm manner, Darribeth smiles and says to the toad on her knee, âLook, Teeha! I told you theyâre not demons. I wonder if Urgala sent them.â Darribeth desperately wants to
                                                
                                            
                                                
                                                     their act of kindness that she offers them free room and board for as long as the inn remains standing. Urgala and Darribeth remain lifelong friends of the characters henceforth. Quasit Darribethâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                     children. No amount of persuasion or intimidation can convince the terrified families to open their doors or speak to the characters. Fishing Supply Hut Nets, hooks, chains, rope, and other fishing
                                                
                                            
                                                
                                                    , Marciano ordered everyone in Leilon Point to remain inside until further notice and wait for help to come from Leilon. Marciano describes the raiders as green-scaled monsters with finned heads. After
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     then, theyâve only gotten stranger. 
   5  You wanted to learn truths that only Kruphix knows. Now youâre starting to wonder if you know too much. 
   6  You have no idea why Kruphix showed interest in
                                                
                                            
                                                
                                                     everyone else. (Evil) 
   6  Mystery. The cosmos is more beautiful if its greatest truths remain unknown. (Any) 
   Earning and Losing Piety You increase your piety score to Kruphix when you expand
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    , grinning with the satisfaction that he dealt the fatal blow to his hated rival. 3. Hekaton in Chains Two Kraken Society cultists stand watch on the decks fore and aft of King Hekaton, who lies on his
                                                
                                            
                                                
                                                     back in the shipâs hold, wrapped in magical chains that trap him in stasis. The 28-foot-tall giant appears frozen in time, his eyes open and staring blindly into the sky. He is effectively restrained
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , the arcane institution that supposedly embodies the spirit of cooperation among the houses. According to a source that wished to remain anonymous, a special meeting of the Committee of Twelve was
                                                
                                            
                                                
                                                     House Medani and House Tharashk were particularly vocal in denouncing Kundarak, leaving this reporter to wonder whether a schism within the Council of Twelve might be imminentâand what that might mean
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     canât be used. Any magic items youâre carrying drop in an unoccupied space within 5 feet of your new form. You remain transformed in this way for 2d12 days; nothing can alter your form while youâre under
                                                
                                            
                                                
                                                     Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Priest. Your Wisdom score increases by 2, to a maximum of 22. Prisoner. Glowing chains made of magical force appear and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     burns in their hearts, and they resent any intrusion into their suffering. Hateful Hermit. Meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence. There the
                                                
                                            
                                                
                                                     do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     bring their prey in close before attacking. The harpies fight until four remain and then flee. Treasure. If the characters search the harpy nests, they find a holy symbol of St. Cuthbert made with gold
                                                
                                            
                                                
                                                     statue of St. Cuthbert is laid horizontally and attached to the floor with rusty chains. Rusty Chains. The chains that bind the statue of St. Cuthbert have AC 14, 18 hit points, and immunity to poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
                                                
                                            
                                                
                                                     the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50â53 You enlarge the target as if you had cast enlarge/reduce. If the target canât be affected by that spell, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     that would come to be known as the Everfire â a mystical source of endless heat for the cityâs smithies and foundries that allowed Sundabar to produce works of great wonder. Sundbarr was led by a
                                                
                                            
                                                
                                                     dwarves remain in the sheltered undercity, and those few who have duties on the surface have taken over the buildings with the least damage, scavenging stones from ruined structures to reinforce those
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     place in Balduriansâ fears, their faiths currently have only the shallowest roots in the city. Followers of the Dead Three have done more to incite dread than faith. As a result, their numbers remain
                                                
                                            
                                                
                                                     on overzealous fanatics. Despite public fears and resistance from law enforcement, the cults of the Dead Three persist, causing many to darkly wonder why the servants of Bane, Bhaal, and Myrkul hold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the wardrobe, transforming into screaming orcs before your eyes.
 Opening the wardrobe summons an orc war chief and seven orcs. Their bodies, armor, and weapons remain in this chamber when they die
                                                
                                            
                                                
                                                     fights only in self-defense and disintegrates if destroyed. Nine Hells Wardrobe The scene on this door depicts twisted, screaming humanoid faces wrapped in chains. When the door is opened, read
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     remain in the roost are Indifferent and fight only if the characters make a lot of noise nearby or ascend to the wyvernsâ roost. If the characters get in a fight here, the hunting wyverns return to
                                                
                                            
                                                
                                                     remain neutral in the current conflict. Ralvald doesnât want to pressure her, so he hasnât yet confronted her. (Ralvald doesnât realize Enstavva has been turned to stone, as described in area D8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     giant leading them utters a command phrase in the Giant tongue that unlocks and opens the adamantine doors to the Vonindod assembly hall (see area 28). These reinforcements remain in the assembly hall
                                                
                                            
                                                
                                                     some other means.
 Gantries. The upper level of Ironslag features iron walkways that are bolted to the walls and stabilized with taut chains bolted to the ceiling. Iron cranes, pulleys, and swingarms
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     intricate overhead contraption upon which several more masked goblins are perched. The sounds of chains clanking and gears turning can be heard coming from somewhere under the mountaintop.
 Plays and
                                                
                                            
                                                
                                                     before Endelyn and says to her, âYour guests have arrived.â The hag doesnât waste time with pleasantries (see âBargaining with Endelynâ earlier in the chapter) and prefers to remain on her balcony. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     place in Balduriansâ fears, their faiths currently have only the shallowest roots in the city. Followers of the Dead Three have done more to incite dread than faith. As a result, their numbers remain
                                                
                                            
                                                
                                                     on overzealous fanatics. Despite public fears and resistance from law enforcement, the cults of the Dead Three persist, causing many to darkly wonder why the servants of Bane, Bhaal, and Myrkul hold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
                                                
                                            
                                                
                                                     the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50â53 You enlarge the target as if you had cast enlarge/reduce. If the target canât be affected by that spell, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     containers are suspended over the warehouse floor by chains, which run up and through a winch before descending to a mechanical control console atop the catwalk. Two doors near the console lead to other
                                                
                                            
                                                
                                                     Fiend While Serapio is in his tlacatecolo form, he tries to remain airborne. A character who has a passive Wisdom (Insight) score of 13 or higher can tell that the tlacatecoloâs control of Serapio is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Feywild The Feywild, also called the Plane of Faerie, is a land of soft lights and wonder, a place of music and magic. The plane responds to unfettered emotion: flowers turn and tremble in the
                                                
                                            
                                                
                                                     the Feywild. On a successful save, the creatureâs memories remain intact but are a little hazy. Any spell that can end a curse can restore the creatureâs lost memories. Time Warp. While time seems to
                                                
                                            
                                        






