Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'condition wand related'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        condition wall replaced
                                    
                                
                                    
                                        condition wall relate
                                    
                                
                                    
                                        condition wind replaced
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The
                                                
                                            
                                                
                                                     target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the targetâs turns, it repeats the save, ending the effect on itself
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    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 range is normally less than 120 feet, it
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     indefinitely. Additionally, he can cast create undead even when it isnât night.
Special Equipment. Orcus wields the Wand of Orcus.Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt
                                                
                                            
                                                
                                                     attacks.
Wand of Orcus. Melee Weapon Attack: +19;{"diceNotation":"1d20+19", "rollType":"to hit", "rollAction":"Wand of Orcus"} to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11);{"diceNotation":"3d8+11
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    ", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.Distantly related to scavvers, star anglers are astral predators that resemble hulking, golden anglerfish with iridescent fins and tails. A
                                                
                                            
                                                
                                                     feet of itself. The target must succeed on a DC 13 Wisdom saving throw or have the charmed condition until the start of the star anglerâs next turn. While charmed in this way, the target has the
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or have the prone condition if it is a creature.Titanotheres are a family of enormous
                                                
                                            
                                                
                                                     mammals related to rhinoceros;rhinoceroses. Some of them lack any horns on the face, while others have one, two, or more horns of various shapes and sizes. Some have rough, almost stony skin; some have
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     have the frightened condition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Faerie pests love to cause
                                                
                                            
                                                
                                                     moss than most mortals. While ouphes are related to Eldraineâs faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for Pixie;pixies or Sprite;sprites.
Mischievous Stealth. The faerie takes the Hide action.
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     creature is wreathed in light, attack rolls against the creature have advantage, and the creature canât benefit from the invisible condition.
Spellcasting. The faerie casts one of the following
                                                
                                            
                                                
                                                     most mortals. While ouphes are related to Eldraineâs faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for Pixie
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws
                                                
                                            
                                                
                                                    . Your walking speed increases by 10 feet.
Pit. A pit opens beneath you. You plummet 3d6 Ă 10 feet, take damage from the fall, and have the prone condition.
Plant. You gain the ability to cast
                                                
                                            
                                        
                                                     Monsters
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Dark Devotion. They have advantage on saving throws against being charmed or frightened.
Dwarven Resilience. They have advantage on saving throws against the poisoned condition and resistance to
                                                
                                            
                                                
                                                     poison damage.
Stonecunning. They have a +4 bonus to Intelligence (History) checks related to the origin of stonework.Pick. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     if she fails. She canât use this trait if she has the Incapacitated condition.
Legendary Resistance (3/Day or 4/Day in Lair). If Karas fails a saving throw, she can choose to succeed
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Tyrant's Blade", "rollDamageType":"Slashing"} Slashing damage, and the target has the Frightened condition until the start of Karasâs next turn. If the target
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that arenât free for the taking, kobolds try to remain
                                                
                                            
                                                
                                                    .
Second, kobolds are always on the lookout for magic that might help them free their imprisoned god, Kurtulmak. Typical kobolds donât know how to use a wand, a spellbook, or anything with more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from
                                                
                                            
                                                
                                                     the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from
                                                
                                            
                                                
                                                     the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the
                                                
                                            
                                        
                                                     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->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Wand of Orcus, which is described in the Dungeon Masterâs Guide. Orcus
 Huge Fiend (Demon), Chaotic Evil
 Armor Class 17 (natural armor), 20 with the Wand of Orcus
 Hit Points 405 (30d12 + 210
                                                
                                            
                                                
                                                     Arcana +12, Perception +12
 Damage Resistances cold, fire, lightning
 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
 Condition Immunities charmed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     of undeath.â 81â00 âI am awash in the awareness of lifeâs futility.â    Orcus
 Huge fiend (demon), chaotic evil
 Armor Class 17 (natural armor), 20 with the Wand of Orcus
 Hit Points 405 (30d12
                                                
                                            
                                                
                                                     Arcana +12, Perception +12
 Damage Resistances cold, fire, lightning
 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
 Condition Immunities charmed, exhaustion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     everlasting existence of undeath.â 81â00 âI am awash in the awareness of lifeâs futility.â    Orcus
 Huge fiend (demon), chaotic evil
 Armor Class 17 (natural armor), 20 with the Wand of Orcus
 Hit
                                                
                                            
                                                
                                                     +13
 Skills Arcana +12, Perception +12
 Damage Resistances cold, fire, lightning
 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
 Condition Immunities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Star Angler Distantly related to scavvers, star anglers are astral predators that resemble hulking, golden anglerfish with iridescent fins and tails. A star angler lacks eyes, and its hide is dotted
                                                
                                            
                                                
                                                     starlight, targeting one creature the star angler can see within 120 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or have the charmed condition until the start of the star
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Titanothere Titanotheres are a family of enormous mammals related to rhinoceroses. Some of them lack any horns on the face, while others have one, two, or more horns of various shapes and sizes. Some
                                                
                                            
                                                
                                                     toward the target immediately before the hit, the target takes an extra 13 (3d8) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or have the prone condition if it is a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
   
 Skills Acrobatics +6, Perception +4, Stealth +9
 Gear Daggers (6), Wand
 Senses Passive Perception 14
 Languages Common, Thievesâ Cant
 CR 7 (XP 2,900; PB +3)
 Actions
 Multiattack. The
                                                
                                            
                                                
                                                     Blinded condition until the start of the banditâs next turn. Success: Half damage only.
 Spellcasting. The bandit casts one of the following spells, using Intelligence as the spellcasting ability (spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    . They are very still, dust-covered, and apparently dead. Their bodies are covered with dry snakeskin. The female wears a silver bracelet and holds what looks to be an ivory wand. The male has an amulet
                                                
                                            
                                                
                                                     way, a creature is also unconscious but semi-aware of its surroundings, and it is unaffected by the passage of time or other poisons. If magic is used to cure the poisoned condition, the recipient
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Item Categories   Category Examples   Armor +1 Leather Armor, +1 Shield Potions Potion of Healing Rings Ring of Invisibility Rods Immovable Rod Scrolls Spell Scroll Staffs Staff of Striking Wands Wand
                                                
                                            
                                                
                                                     Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                      +0 
      Ability Score Mod Save 
    Int  17  +3  +6 
  Wis  12  +1  +4 
  Cha  11  +0  +0 
   
 Skills Arcana +6, History +6, Perception +4
 Gear Wand
 Senses Passive Perception 14
                                                
                                            
                                                
                                                     Psychic; Charmed (with Mind Blank)
 Gear Wand
 Senses Passive Perception 16
 Languages Common plus five other languages
 CR 12 (XP 8,000; PB +4)
 Traits
 Magic Resistance. The archmage has Advantage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold. 5 The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as
                                                
                                            
                                                
                                                     staffâs description says otherwise, a staff can be used as a quarterstaff. Wands A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     by a pile of rubble.
 Though this area appears dangerous at first glance, a dwarf or any character who has a background or a proficiency related to stonework can tell that itâs stable. Ten years
                                                
                                            
                                                
                                                    .
 Clearing the dust from the furniture shows that all the pieces are constructed of heavily lacquered wood. Half are afflicted with dry rot, but the other pieces are in good condition. The side table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     creatures, because such objects are more likely to be in good condition and thus more useful or valuable. When they go after items that arenât free for the taking, kobolds try to remain undetected and donât
                                                
                                            
                                                
                                                     imprisoned god, Kurtulmak. Typical kobolds donât know how to use a wand, a spellbook, or anything with more magical power than a potion, but they all believe that the tribal sorcerer can figure out how
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     the poisoned condition and resistance to poison damage. They have a +4 bonus to Intelligence (History) checks related to the origin of stonework. Their attacks with picks or hammers are treated as a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of âsticks of wood held by humansâ for the rest of its life. A lucky, healthy tressym can
                                                
                                            
                                                
                                                    )
Skills Perception +5, Stealth +4
 Damage Immunities poison
 Condition Immunities poisoned
 Senses darkvision 60 ft., passive Perception 15
 Languages understands Common but canât speak
 Challenge 0
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     skills and details related to their past lives, theyâre disconnected from those experiences, choosing to wander the world or brood in haunts theyâre drawn to in death. They care nothing for morbid
                                                
                                            
                                                
                                                    
 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities poison
 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Origin trait below
 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15
 Languages Common, Draconic
 CR 5 (XP 1,800; PB +3)
 Traits
 Draconic Origin. The half-dragon is related to
                                                
                                            
                                                
                                                     Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     condition. Releasing Enstavva. If the characters end Enstavvaâs Petrified condition, she is pensive and Friendly toward anyone who frees her. Enstavva knows Common, Dwarvish, and Giant. She is curious
                                                
                                            
                                                
                                                    : Aerstigga and the Wand. Aerstigga is trying to win Challidaxâs favor using gems sheâs secretly creating with an erratic magic item called a Wand of Wonder. If the dragon knew Aerstigga possessed such a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Emporium. She warns the characters of one other condition before they decide: they must watch over her grove while sheâs gone. If the characters attack or threaten Red Ruth during this negotiation, she
                                                
                                            
                                                
                                                     skeleton wears a witchâs hat (actually a hat of disguise) and clutches a +1 wand of the war mage. Development To honor her end of the deal, Red Ruth reveals that Ralzala must drink the blood of a titan to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Green Circle. The liquor is this cask is not magical, but it is toxic. A creature that drinks any amount of the liquor must succeed on a DC 25 Constitution saving throw or have the poisoned condition
                                                
                                            
                                                
                                                     condition for 1 hour. Liquor removed from this cave immediately loses its magical properties. Removing a cask from this room causes the liquor within the cask to evaporate. Tunnel to Area T8. Characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     interested in everything the characters have to say about their adventures, especially if theyâve witnessed any events related to demonic influence in their visits to other parts of the Underdark. The
                                                
                                            
                                                
                                                     Diggermattocks offer characters a safe haven on the condition they cause no trouble in the community. If asked about reaching the surface, Dorbo says heâd like to help, but Blingdenstone is under
                                                
                                            
                                        






