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Returning 35 results for 'consuming rod gnomes 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
Magic Items
Dungeon Master’s Guide
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes 3 days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Destroying
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
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
Phandelver and Below: The Shattered Obelisk
’t put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls while he or his target is in sunlight.Multiattack. Nezznar makes two Poison Blast attacks.
Poison Blast. Melee
, magic missile, suggestionThe Spider—a drow mastermind named Nezznar—is searching Wave Echo Cave for the Forge of Spells, a magical forge that was used by dwarves and gnomes in bygone days to
Magic Items
Vecna: Eve of Ruin
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
people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law. The dukes used the rod to imprison Miska on the plane of Pandemonium. As a
Magic Items
Princes of the Apocalypse
after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target
monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can’t be used this way again until the next dawn.
Dance of the All-Consuming Fire. While inside a fire node, you can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"3d8", "rollType":"damage", "rollAction":"Bite (Poison)", "rollDamageType":"poison"} poison damage.An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. Gnomes load this
clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but
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
Monstrous Compendium Vol. 2: Dragonlance Creatures
Always Thinking Ahead. The mastermind has advantage on initiative rolls.
Spider Climb. The mastermind can climb difficult surfaces, including upside down on ceilings, without needing to make an
appendages, or both.
Nevermind Gnomes
Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacker.The thick plates of stone riveted onto a stone defender give it substantial protection. Its chief role is as a bodyguard.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has
the clockwork’s turn. If you 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
. If you 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
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
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
Mordenkainen Presents: Monsters of the Multiverse
, attack rolls, and saving throws until the end of the creature’s next turn.
Tentacle (Costs 2 Actions). The elder brain makes one Tentacle attack.The ultimate expression of mind flayer domination
, rewriting their thoughts and authoring their dreams.
An elder brain sustains itself by consuming the brains of other creatures. If its mind flayer servants don’t bring meals directly to it, the
Rod of the Pact Keeper
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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.
Drow Matron Mother
Legacy
This doesn't reflect the latest rules and lore.
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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
throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle Rod. Melee
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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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
This doesn't reflect the latest rules and lore.
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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
Blackrazor
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul
Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and
advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
all life except for kobolds. He especially hates Garl Glittergold, gnomes, and fey creatures that enjoy playing pranks. He taught the first kobolds how to mine, tunnel, hide, and ambush. He is
abandon this careful approach. First, because of their hatred of gnomes, city kobolds often go out of their way to target gnomes’ houses and shops. Even in such cases, the kobolds’ fear of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Lordly Might Rod, Legendary (Requires Attunement) 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
, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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 are set in a row along the haft. It has three
two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rod’s flanged head folds down, a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of the Pact Keeper Rod, Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires Attunement by a Warlock) 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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) 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
blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod’s flanged head folds down, a spear point
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of the Pact Keeper Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock) 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 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Lordly Might Rod, legendary (requires attunement) 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
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 and damage rolls made with it. If you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Alertness Rod, Very Rare (Requires Attunement) 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
Rod of Alertness Rod, very rare (requires attunement) This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
Rod of Alertness Rod, very rare (requires attunement) This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and