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                        Returning 35 results for 'creature wand renders'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
                                                
                                            
                                                
                                                    . On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s 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
                                                
                                            
                                                
                                                     on a success.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its
                                                
                                            
                                                
                                                     distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature
                                                
                                            
                                                
                                                     that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
                                                
                                            
                                        
                                                    Orcus
                                                    
    
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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
                                                
                                            
                                                
                                                     creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Vampiric Touch","rollDamageType":"necrotic"} necrotic damage, and Vellynne regains hit points equal to half the necrotic
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     protect that creature. Great strength and a ferocious nature make gray renders fierce guardians, but they lack a shred of cunning.
Gray renders reproduce by forming nodules on their bodies that, on
                                                
                                            
                                                
                                                    ":"bludgeoning"} bludgeoning damage if the target is prone.Bloody Rampage. When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one
                                                
                                            
                                                
                                                     creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Special Equipment. Barnibus carries a wand of magic detection.
Spellcasting. Barnibus is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20
                                                
                                            
                                                
                                                     slots): comprehend languages, identify, mage armor, shield
2nd level (3 slots): detect thoughts, suggestion
3rd level (3 slots): clairvoyance, sending
4th level (1 slot): locate creature, Otiluke's
                                                
                                            
                                        
                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.
                                                
                                            
                                                
                                                    While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.
While
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    This wand is shaped like a drop spindle wrapped in red thread. The wand has 6 charges that can be used for the following properties:
Battle Foreknowledge. When you roll initiative, you can expend 1
                                                
                                            
                                                
                                                     charge to add or subtract your proficiency bonus from the total roll.
Doom Foretold. As an action, you can expend 2 charges to target a creature within 30 feet of yourself and invoke that creature
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Klauth fails a saving throw, he can choose to succeed instead.
Special Equipment. Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a
                                                
                                            
                                                
                                                    ":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of Klauth’s choice that is within 120 feet of Klauth and aware of him must succeed on a DC 22 Wisdom
                                                
                                            
                                        
                                                     Magic Items
                                                    Divine Contention
                                                    
                                                
                                            
                                                     effects that would affect the wielder of the wand instead affect the closest creature to the grenade when it goes off.
The grenade explodes immediately if a creature places it in an
                                                
                                            
                                                
                                                     the grenade shine with a rainbow of color when held up in the light.
As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Special Equipment. Jim carries a wand of wonder.
Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a
                                                
                                            
                                                
                                                     space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.
Spellcasting. Jim is a 9th
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     perverted its magic, using it instead to animate her wooden hut.
Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is
                                                
                                            
                                                
                                                     floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Sting"} to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Sting","rollDamageType
                                                
                                            
                                                
                                                     enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee.
Hellwasps thrive in hot weather, but extreme cold causes their shells to crack and their metabolisms to
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces — a helm
                                                
                                            
                                                
                                                     altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     (2d12);{"diceNotation":"2d12", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"poison"} poison damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength
                                                
                                            
                                                
                                                     saving throw or be swallowed by the hertilod. A swallowed creature has the blinded and restrained conditions, and it has total cover against attacks and other effects outside the hertilod. At the start
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    
Whispers of Azzagrat. Each creature in a 15-foot cube originating from Sythian must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 18 (4d8);{"diceNotation":"4d8", "rollType":"damage
                                                
                                            
                                                
                                                    ", "rollAction":"Whispers of Azzagrat", "rollDamageType":"psychic"} psychic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
                                                
                                            
                                                
                                                    , drink, or sleep.Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation
                                                
                                            
                                        
                                                     Magic Items
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.
The sword also functions as a wand of enemy
                                                
                                            
                                        
                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Carved from an ogre’s petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair
                                                
                                            
                                                
                                                     properties:
Undead within 30 feet of the figurine can’t be turned.
Dead creatures within 30 feet of the figurine can’t be brought back to life.
A creature that holds the figurine while
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     cauldron weighs 80 pounds when empty, and it can hold up to 100 gallons of liquid.
Attunement. Any Humanoid creature that attunes to the cauldron must succeed on a DC 15 Constitution saving throw or
                                                
                                            
                                                
                                                     be aged to the point of decrepitude. In this state, the creature’s speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the
                                                
                                            
                                                
                                                     item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the whisper jar can’t be used
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     with a challenge rating of 10 or less (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears when
                                                
                                            
                                                
                                                     it is killed or when you are reduced to 0 hit points. If there isn’t enough space for a Large or larger creature to appear, this card has no effect.
Ooze. A gelatinous cube immediately appears
                                                
                                            
                                        
                                                    Wand of Fear
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     destroyed.
Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear. While
                                                
                                            
                                                
                                                     holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become
                                                
                                            
                                        
                                                    Wand of Orcus
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand’s presence.
Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution
                                                
                                            
                                                
                                                     saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
In the hands of one who is attuned to it, the wand can be wielded
                                                
                                            
                                        
                                                    Wand of Enemy Detection
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you
                                                
                                            
                                                
                                                     within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if
                                                
                                            
                                        
                                                    Wand of Paralysis
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The
                                                
                                            
                                                
                                                    .
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
                                                
                                            
                                        
                                                    Wand of Wonder
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space
                                                
                                            
                                                
                                                    . Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
                                                
                                            
                                        
                                                    Book of Exalted Deeds
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to
                                                
                                            
                                                
                                                     digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
Like other gnomes, deep gnomes can live for centuries, up to 500 years
                                                
                                            
                                                
                                                    .
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type
                                                
                                            
                                        






