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Returning 35 results for 'confusion rod gate to have rolls'.
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Magic Items
Dungeon Master’s Guide
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
on a hit.
Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage
Magic Items
Dungeon Master’s Guide
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one
spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.
Magic Items
Dungeon Master’s Guide
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the
following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity
. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity
. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
Monsters
Out of the Abyss
cleric spell up to 9th level at will.
Sunlight Sensitivity. While in sunlight, Quenthel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Tentacle Rod
. Quenthel wields a tentacle rod.Multiattack. Quenthel makes three tentacle rod attacks.
Tentacle Rod. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Tentacle Rod
Magic Items
Vecna: Eve of Ruin
again until the next dawn.
Rod Pieces
Piece
Spell
Rod of Seven Parts (First Piece);First
Commune
Rod of Seven Parts (Second Piece);Second
Arcane Gate
Rod of Seven Parts
rolls made with it.
Rod Spellcasting. The Rod of Seven Parts has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast
Monsters
Planescape: Adventures in the Multiverse
effects.
Special Equipment. Shemeshka carries a magic crown called the Razorvine Tiara. In the hands of anyone other than Shemeshka, the Razorvine Tiara functions as a tentacle rod that deals slashing
", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or its speed is halved and it has disadvantage on attack rolls and saving
Monsters
Tales from the Yawning Portal
","rollDamageType":"acid"} acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its
, Melf's acid arrow, suggestion
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): confusion, Evard's black tentacles
5th level (1 slot): cloudkill
Spider Climb. The Ooze Master can
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"1d6", "rollType":"damage", "rollAction":"Magic Mockery", "rollDamageType":"psychic"} psychic damage and have disadvantage on attack rolls and ability checks until the start of the faerie’s next
are tiny thieves who steal whatever they can lay their hands on to cause confusion and consternation. A faerie borrower stands less than six inches tall, with blue or blue-gray skin and wings resembling
Magic Items
Tasha’s Cauldron of Everything
familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting
that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mouth of Madness. The giant is immune to confusion spell.
On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a
Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
4–5
Magic Items
The Book of Many Things
You gain a +3 bonus to attack and damage rolls made with this magic sword.
This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a
example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion.
Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: arcane eye, mage armor, minor illusion, prestidigitation, speak with dead
1/day each: arcane gate, bane
, confusion, darkness, fear, major image, true seeingMisty Escape (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Misty Escape"}. When the shadar-kai takes damage, it turns
Monsters
Mythic Odysseys of Theros
Aura of Nightmares. Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn’t undead or a construct starts its turn within
each: confusion, dispel magic, hold person, suggestion
Magic Resistance. The shepherd has advantage on saving throws against spells and other magical effects.Multiattack. The shepherd makes two
Monsters
Mordenkainen Presents: Monsters of the Multiverse
additional effects, each of which he can apply only once per turn:
Confusion. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu
count 20, all gnoll;gnolls and hyena;hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Iron Spike
Monsters
Waterdeep: Dungeon of the Mad Mage
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
or an archway previously removed in this way.
Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him.
Regional Effects
When Halaster
Magic Items
The Wild Beyond the Witchlight
This ornate rod is topped by a pair of butterfly wings and incorporates bits of red glass into its length. It weighs 3 pounds.
Magic Weapon. In the hands of one who is attuned to it, the vane can be
wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra 1d8 radiant damage on a hit.
Sense Mood. While the vane is inside the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"roll", "rollAction":"Bite (Random Effect)"}):
1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet
roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a d6 at
Yeenoghu
Legacy
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Monsters
Out of the Abyss
Yeenoghu’s next turn.
3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu’s next turn.
Flail. Melee Weapon Attack: +16
, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Regional Effects
The region containing Yeenoghu’s lair is warped by his
Magic Items
Storm King's Thunder
their materials and properties vary.
The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf’s forearm, with a small platinum knob at the bottom and a rounded disk adorned
with a ring of seven tiny blue gems at the top.
You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.
You can use the properties of the Wyrmskull
Monsters
Planescape: Adventures in the Multiverse
damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the poisoned condition, and other
the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it
Monsters
Eberron: Rising from the Last War
missile, shield, sleep
2nd level (3 slots): blur, detect thoughts, mirror image
3rd level (3 slots): animate dead, counterspell, fireball, fly, lightning bolt
4th level (3 slots): blight, confusion
target can’t regain hit points until the start of Illmarrow’s next turn. If the target is undead, it also has disadvantage on attack rolls against Illmarrow until the end of her next turn
Drow Matron Mother
Legacy
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Monsters
Mordenkainen’s Tome of Foes
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The matron mother makes two demon staff attacks or three tentacle rod attacks.
Demon Staff. Melee Weapon Attack: +10
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
Magic Items
The Book of Many Things
. This effect can be undone only by the Wish spell, divine intervention, or similar magic.
Door. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your
wearing armor.
Ship. You gain proficiency in three skills chosen by the DM.
Staff. A rare or rarer magic rod, staff, or wand appears in your hands. The DM chooses the item.
Stairway. You can choose to
Rod of the Pact Keeper
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1
warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set
lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to
Rod of Alertness
Legacy
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Magic Items
Basic Rules (2014)
This rod has a flanged head and the following properties.
Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.
Spells. While holding the
rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.
Protective Aura. As an action, you can plant
Gloom Weaver
Legacy
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Monsters
Mordenkainen’s Tome of Foes
each: arcane gate, bane, compulsion, confusion, true seeing
Spellcasting. The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8;{"diceNotation":"1d20
Contagion
Legacy
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Spells
Basic Rules (2014)
, and attack rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire. The creature’s
mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat
monsters
with a use of Snap Limb. He can also use Confusion if available.
Crooked Claw. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Crooked Claw"}, reach 5 ft. Hit: 15
rolls. Can’t hold anything or manipulate objects with the limb.
Broken Leg. Speed halved. If the creature takes the Dash action, it must succeed on a DC 15 Dexterity saving throw or have the
Mouth of Grolantor
Legacy
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Monsters
Volo's Guide to Monsters
Mouth of Madness. The giant is immune to confusion spells and similar magic.
On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might
giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls
monsters
their next turn, and the target rolls 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Flicker"} to determine what it does on its next turn:
1. The target doesn’t take an
.
While a flickerwisp can taste fear and finds the flavor delectable, they do not feed on this emotion. Instead, flickerwisps subsist on confusion and doubt. The sense of unease a traveler exudes
Monsters
Mordenkainen's Fiendish Folio Volume 1
suffers no effect.
Stunted Legs. The screaming devilkin has disadvantage on attack rolls and all attack rolls made against it gain advantage while the devilkin isn't flying.Barbed Tail. Melee weapon
.
Wicked Tormentors. As befits creatures born from a moment of panic, screaming devilkins love to spread fear and confusion across the world. They gather in small flocks, lurking along lonely forest roads