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Returning 35 results for 'contains wand rotting'.
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Magic Items
Dungeon Master’s Guide
Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
indefinitely. Additionally, he can cast create undead even when it isn’t 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
Icewind Dale: Rime of the Frostmaiden
Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see “Actions” below).
Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting
.
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again
The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Orcus Wand, Artifact (Requires Attunement) Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the
demon lord senses an opportunity to achieve some fell goal. The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Orcus Wand, Artifact (Requires Attunement) Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the
demon lord senses an opportunity to achieve some fell goal. The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the teleport trap.
The rotting corpse of a drow mage lies slumped against a wall at the end of the tunnel, his face frozen in a scream, his black robe torn and dusty. The drow, Elvilac Zmirth, was
Characters who search Elvilac’s remains find a zurkhwood wand (used as an arcane focus), a spellbook with black leather covers, and a spider silk pouch containing three soft purple mushrooms that give off
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the teleport trap.
The rotting corpse of a drow mage lies slumped against a wall at the end of the tunnel, his face frozen in a scream, his black robe torn and dusty. The drow, Elvilac Zmirth, was
Characters who search Elvilac’s remains find a zurkhwood wand (used as an arcane focus), a spellbook with black leather covers, and a spider silk pouch containing three soft purple mushrooms that give off
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Wand of Orcus, which is described in the Dungeon Master’s Guide. Orcus
Huge Fiend (Demon), Chaotic Evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 405 (30d12 + 210
undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.
Actions
Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.
Wand of Orcus. Melee
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Wand of Orcus, which is described in the Dungeon Master’s Guide. Orcus
Huge Fiend (Demon), Chaotic Evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 405 (30d12 + 210
undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.
Actions
Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.
Wand of Orcus. Melee
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Old Tower The following locations are keyed to map 4.5. View Player Version O1. Vestibule The outer door has a tiny peephole with a closed iron shutter on the inside. Rotting tapestries
with soot. A burned heap that used to be a padded leather chair lies near the fireplace. O3. Upper Level This room, formerly a wizard’s laboratory, contains the following features: A soot-stained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Old Tower The following locations are keyed to map 4.5. View Player Version O1. Vestibule The outer door has a tiny peephole with a closed iron shutter on the inside. Rotting tapestries
with soot. A burned heap that used to be a padded leather chair lies near the fireplace. O3. Upper Level This room, formerly a wizard’s laboratory, contains the following features: A soot-stained
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
remains, the tattered remnants of ancient burial garments, and treasure of Netherese origin. The northeast sarcophagus contains two gold bracelets worth 50 gp each and a ceremonial wand (nonmagical
without exploring the tomb below, they hear the same telepathic voice that called out to them initially, saying, “Please! Don’t leave! I’m here, below!” Treasure Each sarcophagus contains mummified
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
remains, the tattered remnants of ancient burial garments, and treasure of Netherese origin. The northeast sarcophagus contains two gold bracelets worth 50 gp each and a ceremonial wand (nonmagical
without exploring the tomb below, they hear the same telepathic voice that called out to them initially, saying, “Please! Don’t leave! I’m here, below!” Treasure Each sarcophagus contains mummified
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
jewelry box (see “Treasure”), and a padded chair. A rotting tiger-skin rug lies on the floor in front of the fireplace, which has a dust-covered portrait of Gustav and Elisabeth Durst hanging above it
. A web-filled parlor in the southwest corner contains a table and two chairs. Resting on the dusty tablecloth is an empty porcelain bowl and a matching jug. A door facing the foot of the bed has a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
jewelry box (see “Treasure”), and a padded chair. A rotting tiger-skin rug lies on the floor in front of the fireplace, which has a dust-covered portrait of Gustav and Elisabeth Durst hanging above it
. A web-filled parlor in the southwest corner contains a table and two chairs. Resting on the dusty tablecloth is an empty porcelain bowl and a matching jug. A door facing the foot of the bed has a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes are labeled with their destinations and connect to
; otherwise, a room’s key is in the possession of the room’s resident.)
Desk. A plain desk contains quill pens, jars of ink, blank scrolls, notes, notebooks, and 1d6 empty copper scroll canisters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
chest containing her possessions. The chest lies buried under sand and rocks. Characters who spend at least 15 minutes searching the hag’s lair uncover the rotting chest with a successful DC 15 Wisdom
(Perception) check. The check is made with disadvantage if the wreckage is underwater. Myldryd’s chest contains three trinkets (determined randomly by rolling on the Trinkets table in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes are labeled with their destinations and connect to
; otherwise, a room’s key is in the possession of the room’s resident.)
Desk. A plain desk contains quill pens, jars of ink, blank scrolls, notes, notebooks, and 1d6 empty copper scroll canisters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Temple of the Great Snake This 30-foot-high cavern is dominated by a ruin that contains the following: Carvings. The interior walls are covered in carvings of snakes, fanged maws, and open
ophidian eyes.
Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
chest containing her possessions. The chest lies buried under sand and rocks. Characters who spend at least 15 minutes searching the hag’s lair uncover the rotting chest with a successful DC 15 Wisdom
(Perception) check. The check is made with disadvantage if the wreckage is underwater. Myldryd’s chest contains three trinkets (determined randomly by rolling on the Trinkets table in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
appears empty but contains a hidden compartment behind a loose stone in the east wall. A character who takes the Search action and succeeds on a DC 13 Wisdom (Perception) check discovers the loose stone and
the treasure hidden behind it (see “Treasure” below). Cell C contains the bones of a treacherous tiefling cultist who tried and failed to overthrow the temple’s high priest. Disturbing this skeleton
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Temple of the Great Snake This 30-foot-high cavern is dominated by a ruin that contains the following: Carvings. The interior walls are covered in carvings of snakes, fanged maws, and open
ophidian eyes.
Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, contains an intricately engraved wand of dark wood, a poisoner’s kit, and a vial of exquisite perfume (75 gp). 11c. Vacant Room This room is unoccupied. 11d. Cephalossk’s Room The rolltop desk in this room
11. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes connect to the reading niche (area 6), the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
appears empty but contains a hidden compartment behind a loose stone in the east wall. A character who takes the Search action and succeeds on a DC 13 Wisdom (Perception) check discovers the loose stone and
the treasure hidden behind it (see “Treasure” below). Cell C contains the bones of a treacherous tiefling cultist who tried and failed to overthrow the temple’s high priest. Disturbing this skeleton
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, contains an intricately engraved wand of dark wood, a poisoner’s kit, and a vial of exquisite perfume (75 gp). 11c. Vacant Room This room is unoccupied. 11d. Cephalossk’s Room The rolltop desk in this room
11. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes connect to the reading niche (area 6), the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the trapdoor’s rotting wood, forming a puddle around the base of the ladder.
The ceiling here is 9 feet high. The manacles are rusted and can be easily torn from the walls. The trapdoor in
the chest here for safekeeping. Treasure The iron chest is locked, and its key is with Cyrus Belview in area K62. The chest contains a bejeweled gold crown (worth 2,500 gp) resting on a silk pillow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
kill something. 21b. Kuketh’s Lair Ledge. A dry ledge 5 feet above the water line is strewn with bones, some with flesh still attached.
Kuketh’s Bed. The eastern end of the ledge contains a pile of
moldering hay and the rotting body of a giant toad. Unless it has been drawn elsewhere, Kuketh the death slaad lounges on the hay in bullywug form.
When not bossing around its subjects, Kuketh
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
overpowering stench of rotting shellfish. Shells, brightly colored stones, mushrooms, and rotting fish are piled at the statue’s feet and strung in garlands around its neck. Four stern kuo-toa slowly circle
kuo-toa. This is where he brings the characters if they are his “guests.” Treasure The home of the archpriest contains a closet full of “offerings” taken from less fortunate travelers or culled from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
heat but no smoke.
Clean Hall. The corridor is conspicuously free of dust and debris.
Each of the twenty-five niches contains two lit candles. Although wax runs down the sides of the candles, it
the graven image of a human wizard wielding a wand. The rules of this gate are as follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
heat but no smoke.
Clean Hall. The corridor is conspicuously free of dust and debris.
Each of the twenty-five niches contains two lit candles. Although wax runs down the sides of the candles, it
the graven image of a human wizard wielding a wand. The rules of this gate are as follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the trapdoor’s rotting wood, forming a puddle around the base of the ladder.
The ceiling here is 9 feet high. The manacles are rusted and can be easily torn from the walls. The trapdoor in
the chest here for safekeeping. Treasure The iron chest is locked, and its key is with Cyrus Belview in area K62. The chest contains a bejeweled gold crown (worth 2,500 gp) resting on a silk pillow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of sight. Other than a few scattered bones on floor, it contains nothing of interest. 30b. Guard Room Lying on the floor is a battered helm, a tattered suit of leather armor, two halves of a shattered
wooden shield, a rusty longsword, a rotting quiver, several broken arrows, and a longbow with a snapped string. A secret door in the west wall leads to a dusty tunnel that connects to area 31.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of sight. Other than a few scattered bones on floor, it contains nothing of interest. 30b. Guard Room Lying on the floor is a battered helm, a tattered suit of leather armor, two halves of a shattered
wooden shield, a rusty longsword, a rotting quiver, several broken arrows, and a longbow with a snapped string. A secret door in the west wall leads to a dusty tunnel that connects to area 31.