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                        Returning 35 results for 'condition wand reverts'.
                    
                
                        
                            
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                                                     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
                                                    
                                                
                                            
                                                    ât have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
                                                
                                            
                                                
                                                     for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you donât have the Incapacitated condition (no action required
                                                
                                            
                                                
                                                     Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to
                                                
                                            
                                        
                                                     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
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Aura of Menace. As long as the archon doesnât have the incapacitated condition, each creature of the archonâs choice that starts its turn within 20 feet of the archon must make a DC 12
                                                
                                            
                                                
                                                     Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archonsâ Aura of Menace for
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     have the prone condition.
Lance (Elf or Hybrid Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Lance"} to hit, reach 10 ft., one target. Hit: 9 (1d12
                                                
                                            
                                                
                                                     Arrow", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or have the restrained condition until the start of the werefoxâs next turn.By
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    . If the target is a Large or smaller creature, it has the grappled condition (escape DC 18). It also has the restrained condition and takes 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
                                                
                                            
                                                
                                                     has the stunned condition for 1 minute. On a successful save, a target takes half as much damage only. An affected creature can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ":"Constrict", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target has the grappled condition (escape DC 19). Until this grapple ends, the target takes 11 (2d10);{"diceNotation":"2d10
                                                
                                            
                                                
                                                    ":"Snake Bite", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 18 Constitution saving throw or have the poisoned condition until the start of Euryaleâs next
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the nonaton canât use this
                                                
                                            
                                                
                                                    ":"6d6", "rollType":"damage", "rollAction":"Pillar of Truth", "rollDamageType":"force"} force damage, and the creature reverts to its original form (if itâs in a different form) and canât
                                                
                                            
                                        
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     donât have the incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
                                                
                                            
                                                
                                                     location.
If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space.
Thunderclap. You point the
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     throw or have the prone condition.
Magic Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Magic Longsword"} to hit, reach 5
                                                
                                            
                                                
                                                     transformed. He reverts to his humanoid form if he dies.
Cunning Action. Augustus takes the Dash, Disengage, or Hide action.
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     damage if he fails, provided he doesnât have the incapacitated condition.
Nimbleness. Delour can move through the space of a Medium or larger creature.
Regeneration. Delour regains 10 hit points
                                                
                                            
                                                
                                                     hybrid, a Medium giant rat, or his humanoid form. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isnât transformed. He reverts to his humanoid form if he dies.
Cunning Action. Delour takes the Dash, Disengage, or Hide action.
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     condition (escape DC 18) instead. Strahd can grapple only one creature at a time.
Blighted Fire (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blighted Fire"}. Strahd
                                                
                                            
                                                
                                                     succeed on a DC 17 Wisdom saving throw or have the charmed condition. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isnât under Strahdâs
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                    Flesh to Stone
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes
                                                
                                            
                                                
                                                     it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
                                                
                                            
                                        
                                                    Ancient Copper Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the
                                                
                                            
                                                
                                                     restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     Incapacitated condition. You can take a Magic action to disable or enable this aura. Any enemy that starts its turn in the aura must succeed on a DC 18 Wisdom saving throw or have the Frightened condition until
                                                
                                            
                                                
                                                     reverts to its original form and the orb reappears outside its body.
Destroying the Orb. If an Ancient Gold Dragon willingly swallows the orb, the orb and the dragon are both destroyed.
                                                
                                            
                                        
                                                     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->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     action required) if it is within 60 feet of you and you donât have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general
                                                
                                            
                                                
                                                    , and you canât use the staffâs property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     action required) if it is within 60 feet of you and you donât have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general
                                                
                                            
                                                
                                                    , and you canât use the staffâs property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                    Kobold
                                                    
    
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                                                     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->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching
                                                
                                            
                                        
                                                     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->Basic Rules (2014)
                                                    
                                                
                                            
                                                     against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures donât need to
                                                
                                            
                                                
                                                     be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
                                                    
                                                
                                            
                                                    , Stealth +3
 Damage Immunities lightning
 Condition Immunities exhaustion, paralyzed
 Senses darkvision 120 ft., passive Perception 16
 Languages all
 Challenge 4 (1,100 XP) Proficiency Bonus +2
                                                
                                            
                                                
                                                    
 Aura of Menace. As long as the archon doesnât have the incapacitated condition, each creature of the archonâs choice that starts its turn within 20 feet of the archon must make a DC 12 Wisdom saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     you donât have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack
                                                
                                            
                                                
                                                     your enemies or guard a location. If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them. Conceptopolis  Baba Yagaâs Dancing Broom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures donât need to
                                                
                                            
                                                
                                                     be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching
                                                
                                            
                                                
                                                     other becomes a  +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile
                                                
                                            
                                        






