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Returning 35 results for 'created wand realm'.
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Magic Items
Dungeon Master’s 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 spell’s maximum range is normally less than 120 feet, it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Master of Undeath. Orcus can cast animate dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control
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
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
Magic Items
Waterdeep: Dungeon of the Mad Mage
madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by
this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Monsters
Waterdeep: Dragon Heist
ring of truth telling (see appendix A). He wields a rapier, +3 and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning (see appendix A).
Evasion. If he is
) checks that rely on sight.Multiattack. Jarlaxle makes three attacks with his rapier +3 or two attacks with daggers created by his bracer of flying daggers.
+3 Rapier. Melee Weapon Attack: +14
Monsters
Mythic Odysseys of Theros
":"Hooves","rollDamageType":"fire"} fire damage.Among the first anvilwroughts to be forged by Purphoros, elegant burnished harts wander the mortal realm in search of new sights to bring back to the god of
, their minds filled with tales of how life's splendor continues to develop.
The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these
Monsters
Fizban's Treasury of Dragons
that amount.When a gem dragon kills an aberrant creature from the Far Realm, the dragon sometimes reshapes the alien corpse into a gem stalker—a cunning predator capable of traversing the
, determined by the kind of dragon that created the gem stalker:
Amethyst. The gem stalker can teleport to an unoccupied space it can see within 30 feet of it.
Crystal. The gem stalker gains a number of
Backgrounds
Van Richten’s Guide to Ravenloft
the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would
corpse. Ever since, other spectral clients have sought you out to help them find rest.
4
You revealed that the monsters terrorizing your home were illusions created by a cruel mage. The magic-user
Monsters
Bigby Presents: Glory of the Giants
Mutation. When the troll mutate is created, it gains one of four possible body mutations at random;{"diceNotation":"1d4","rollType":"roll","rollAction":"Mutation"}: 1, Elastic Body; 2, Psionic Mirror
as much damage on a successful one.When exposed to corrupting alien energy, such as that found near a gate to the Far Realm or the strange magic that emanates through the Underdark, a regenerating
Magic Items
Tasha’s Cauldron of Everything
Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.
Created by a
cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarokka deck. There these foul spirits dwell still, trapped within a nether-realm hidden
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lair lies within the abyssal realm of Hollow’s Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls
creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20.
Regional
Magic Items
Acquisitions Incorporated
created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars
planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.
To prevent the orrery from ever being so used, Lottie
Magic Items
Baldur’s Gate: Descent into Avernus
trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it
services rendered.
Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins
Monsters
Icewind Dale: Rime of the Frostmaiden
snow Auril created. Umberlee seethed when Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance
their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness
Monsters
Icewind Dale: Rime of the Frostmaiden
, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
Monsters
Fizban's Treasury of Dragons
nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons&rsquo
wyrmling with an experimental bent has created a “garden” of gray ooze;gray oozes.
6
An orphaned deep dragon wyrmling is cared for by a giant constrictor snake that is the recipient of a druid’s awaken spell.
Poison, Psychic
Species
Eberron: Rising from the Last War
-Lashtavar.
—Lakashtai, servant of the light
The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori
for any noble cause.
10
You are obsessed with Dreaming Dark conspiracies.
Hunted by Nightmares
The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape
Monsters
Mythic Odysseys of Theros
creation effortlessly, Keranos created another combination of deadlier beasts to challenge her. She slayed that beast, too. Despite countless attempts, Keranos was unable to create a beast that Renata
the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to appear in a region. As such chaotic magic is inherent to a chimera’s being, these monsters often manage to
Monsters
Icewind Dale: Rime of the Frostmaiden
fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril’s
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
Magic Items
The Wild Beyond the Witchlight
can’t be used again until the next dawn.
Tying a dead frog or toad to the end of an ordinary branch and dipping it in the water-filled cauldron transforms the branch into a wand of polymorph
with 3 charges. This wand can’t recharge and crumbles to ashes when its final charge is expended. Once used, this property of the cauldron can’t be used again for 8 days.
If you spend 1
Monsters
Quests from the Infinite Staircase
to the extradimensional realm that created him. From the steps of the staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by
Monsters
Quests from the Infinite Staircase
);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"force"} force damage, and a 10-foot-radius invisible sphere of antimagic, like that created by an Antimagic Field spell
prison. The elder evil whispered through dreams and nightmares to the people of Cynidicea, the realm’s capital, until one day, a crew of Cynidiceans accidentally dug through to the Returner&rsquo
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
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
Monsters
Mordenkainen's Fiendish Folio Volume 1
realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.
Gruesome Collectors. Xills are horrid, four-armed creatures that seem to
damage.Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm
races
beautiful, these ancient folk believe they are descended from the nature spirits who cultivated the mortal realm. The elves claim the forests and river lands of Caer Neiada as their ancestral home, in what
is now the Charneault Kingdom. Within those deep woods they created magnificent domains, ever taking guidance and blessing from the ageless spirits of the forest.
Many elves are blessed with keen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s 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 spell’s maximum
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s 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 spell’s 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 spell’s 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 spell’s maximum
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
dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control indefinitely. Additionally, he can cast create
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
dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control indefinitely. Additionally, he can cast create
races
Mordenkainen Presents: Monsters of the Multiverse
changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Thither, anyone who had something stolen by Skabatha gets the nagging sensation that it is somewhere in this realm, though the character doesn’t know where. The feeling fades when the character either
regains what was lost or leaves Thither without recovering it. To find what they’ve lost, the characters must travel to Loomlurch. Objects that Granny Nightshade created using things she stole from the characters can be found in her dollhouse (see area L16).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Thither, anyone who had something stolen by Skabatha gets the nagging sensation that it is somewhere in this realm, though the character doesn’t know where. The feeling fades when the character either
regains what was lost or leaves Thither without recovering it. To find what they’ve lost, the characters must travel to Loomlurch. Objects that Granny Nightshade created using things she stole from the characters can be found in her dollhouse (see area L16).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of undeath.” 81–00 “I am awash in the awareness of life’s futility.” Orcus
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 405 (30d12
, frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP)
Wand of Orcus. The wand has 7 charges, and any of its