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Magic Items
Dungeon Master’s Guide
been used, it can’t be used again until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour
succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
. However, wizardry remains a temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
functions differently from the others. Their properties are as follows:
The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or
portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat
saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it
reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can’t be used
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1
charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1
charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat
saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
miniature coats for themselves. They can sometimes be seen riding on arctic foxes or snowshoe hares. Others wandered into the tundra, changing their coloration to blend in with their surroundings
chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
miniature coats for themselves. They can sometimes be seen riding on arctic foxes or snowshoe hares. Others wandered into the tundra, changing their coloration to blend in with their surroundings
chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it
reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can’t be used
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it
creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it
creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
legendary actions at the start of his turn.
Tactical Movement. Verminaard moves up to his speed or commands a mount he is riding to move up to its speed. This movement doesn’t provoke opportunity attacks
of Midnight. You have darkvision with a range of 60 feet. If you already have darkvision, its range increases by 60 feet.
Midnight Shroud. The weapon has 6 charges. When you hit a creature with an
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
legendary actions at the start of his turn.
Tactical Movement. Verminaard moves up to his speed or commands a mount he is riding to move up to its speed. This movement doesn’t provoke opportunity attacks
of Midnight. You have darkvision with a range of 60 feet. If you already have darkvision, its range increases by 60 feet.
Midnight Shroud. The weapon has 6 charges. When you hit a creature with an
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
treasury engine, with its canister housed atop the actual engine mounting, rendering it immobile. While investigating the laboratory workings in this area, the devil inadvertently found its brain magically
find 1d6 + 4 charged cells, each holding 20 charges. These are useful for powering the elder monks’ force pikes, or for temporarily powering a brain in a jar’s canister so it can be detached from the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
criminal charges are resolved here. The Diabolical Court is an independent institution, answering only to Asmodeus. That fact doesn’t discourage devils from constantly plotting to introduce new laws or
mortal’s emotions to her will, as a way to better understand the workings of mortal hearts and minds. What she or Belial intends to do with their accumulated knowledge none can definitively say, but
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
treasury engine, with its canister housed atop the actual engine mounting, rendering it immobile. While investigating the laboratory workings in this area, the devil inadvertently found its brain magically
find 1d6 + 4 charged cells, each holding 20 charges. These are useful for powering the elder monks’ force pikes, or for temporarily powering a brain in a jar’s canister so it can be detached from the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
criminal charges are resolved here. The Diabolical Court is an independent institution, answering only to Asmodeus. That fact doesn’t discourage devils from constantly plotting to introduce new laws or
mortal’s emotions to her will, as a way to better understand the workings of mortal hearts and minds. What she or Belial intends to do with their accumulated knowledge none can definitively say, but
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
instantly, expending all the coin’s remaining charges at once and destroying the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, giving the vehicle 24 hours of
, so any creature riding on the outside of the vehicle can operate a weapon. Each weapon station requires one creature to operate it. A creature operating a harpoon gun can use an action to make a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
or fog. A force pike uses an energy cell (see area M10), expending one charge for each successful attack. If claimed as treasure, a pike’s cell holds 2d10 remaining charges. If you prefer not to have
about the workings of the place, but vaguely hint at how newcomers will be welcome to either join their “immured brothers” (the prisoners in area M6) or the “enlightened ones” (the brains in jars in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
instantly, expending all the coin’s remaining charges at once and destroying the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, giving the vehicle 24 hours of
, so any creature riding on the outside of the vehicle can operate a weapon. Each weapon station requires one creature to operate it. A creature operating a harpoon gun can use an action to make a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some, a spellbook is a gateway to a new way of
it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.
There are many reasons to avoid the way of the lich. An impermanent
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
or fog. A force pike uses an energy cell (see area M10), expending one charge for each successful attack. If claimed as treasure, a pike’s cell holds 2d10 remaining charges. If you prefer not to have
about the workings of the place, but vaguely hint at how newcomers will be welcome to either join their “immured brothers” (the prisoners in area M6) or the “enlightened ones” (the brains in jars in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some, a spellbook is a gateway to a new way of
it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.
There are many reasons to avoid the way of the lich. An impermanent
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
power of their mind to overcome fear and pain by riding the beasts. The faith of Ilmater fosters far more orders of monks that other gods. Other llmatari monastic orders include the Followers of the
dwell, and they travel the countryside gathering information for isolated groves and fastnesses. They don’t ever seek to provoke violence, but are quite deadly when defending themselves, their charges, and their holy sites.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
power of their mind to overcome fear and pain by riding the beasts. The faith of Ilmater fosters far more orders of monks that other gods. Other llmatari monastic orders include the Followers of the
dwell, and they travel the countryside gathering information for isolated groves and fastnesses. They don’t ever seek to provoke violence, but are quite deadly when defending themselves, their charges, and their holy sites.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-riding lessons and then use the griffons to fly to Svardborg. When the characters are ready to leave, Dasharra leads the way on Screecher, her personal griffon mount. Dasharra’s griffons fly at a speed
(use the bandit captain statistics) who normally charges 10 gp per day. One of the characters can serve as captain to avoid this expense, but that leaves no one with command experience aboard the ship
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Inside one of the drawers is a gem of brightness with 10 charges remaining. C17. Grand Lounge This spacious lounge is decorated to an arcano-biologist’s tastes. Paintings of strange magic creatures
adult-sized riding toy resembling a roc on a spring, a fine dress with wings made of bones, and a display shelf holding dozens of dolls are among the curiosities here.
Dangerous in a way the faculty
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Inside one of the drawers is a gem of brightness with 10 charges remaining. C17. Grand Lounge This spacious lounge is decorated to an arcano-biologist’s tastes. Paintings of strange magic creatures
adult-sized riding toy resembling a roc on a spring, a fine dress with wings made of bones, and a display shelf holding dozens of dolls are among the curiosities here.
Dangerous in a way the faculty
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-riding lessons and then use the griffons to fly to Svardborg. When the characters are ready to leave, Dasharra leads the way on Screecher, her personal griffon mount. Dasharra’s griffons fly at a speed
(use the bandit captain statistics) who normally charges 10 gp per day. One of the characters can serve as captain to avoid this expense, but that leaves no one with command experience aboard the ship
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The goblin riding the worg is Snubsuk, the courtyard warden. His job is to lock and unlock the main gate at area K2. The worg charges toward intruders, causing Snubsuk to tumble off the worg’s back and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The goblin riding the worg is Snubsuk, the courtyard warden. His job is to lock and unlock the main gate at area K2. The worg charges toward intruders, causing Snubsuk to tumble off the worg’s back and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and clear-headed leader. The regular militia takes turns serving in the Twelve, a mounted police force (good-aligned male and female human veterans of various ethnicities on riding horses) that
estate); a stone storehouse full of used saddles, bridles, and reins; and stone stables connected to a fenced-in riding yard and grazing field. Janele Karnveller (NG female Chondathan human commoner) is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and clear-headed leader. The regular militia takes turns serving in the Twelve, a mounted police force (good-aligned male and female human veterans of various ethnicities on riding horses) that
estate); a stone storehouse full of used saddles, bridles, and reins; and stone stables connected to a fenced-in riding yard and grazing field. Janele Karnveller (NG female Chondathan human commoner) is