Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'creatures wand reflected'.
Other Suggestions:
creatures ways reflect
creatures wind reflect
creatures wild reflect
creatures wander reflect
creatures wind respected
Magic Items
Dungeon Master’s Guide
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
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
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
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
.
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
Magic Items
Divine Contention
.
The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any
. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects
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
":"Fire Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Dual Wand Wielder. If Klauth is carrying two wands, he can use an action to expend 1
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
Monsters
Icewind Dale: Rime of the Frostmaiden
to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Icewind Dale: Rime of the Frostmaiden
weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Monsters
Icewind Dale: Rime of the Frostmaiden
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Magic Items
The Wild Beyond the Witchlight
dissipates quickly. At the same time, all Humanoid creatures within a certain radius of the cauldron fall unconscious for 1 hour, except those that are attuned to the cauldron or immune to being charmed. The
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
Monsters
Mythic Odysseys of Theros
immediately make the save.
If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze.
Shed Skin (Mythic Trait
creatures in one encounter. Award a party 36,000 XP for defeating Hythonia after she uses Shed Skin.
Hythonia’s Lair
Hythonia makes her lair on Skathos, an island where a secret sect of
Wand of Enemy Detection
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
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
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
Medusa
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.Multiattack. The medusa makes either three melee
, the serpent-haired medusa petrifies all those who gaze upon it, turning creatures into stone monuments to its corruption.
Monsters
Lost Laboratory of Kwalish
until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a
polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Its Petrifying Gaze feature turns petrified creatures to glass instead of
Monsters
Infernal Machine Rebuild
the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Light. The enhanced medusa can
","rollDamageType":"poison"} poison damage.A victim of a terrible curse, the serpent-haired medusa petrifies all those who gaze upon it, turning creatures into stone monuments to its corruption.
Backgrounds
Bigby Presents: Glory of the Giants
embody the might of giants. You are used to moving through a world much bigger than you, and that is reflected in your skills, attitude, and perspective on life.
Skill Proficiencies: Intimidation
Origin Stories
How you came to live among colossal creatures is up to you to determine, but the Foundling Origin table suggests a variety of possibilities.
Foundling Origin
d6
Origin
Flail Snail
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the
and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Tarrasque
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"roll","rollAction":"Reflective Carapace"}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the
tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
Wand of Enemy Detection Wand, Rare (Requires Attunement) 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
Wand of Enemy Detection Wand, rare (requires attunement) 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
Wand of Enemy Detection Wand, Rare (Requires Attunement) 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
treaty, or achieve whatever other objective led to the interaction in the first place. The creatures they interact with also have agendas. Some DMs prefer to run a social interaction as a free-form
somewhere in between, balancing player skill (roleplaying and persuading) with character skill (reflected by ability checks).
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the Wand of Orcus, Orcus conjures Undead creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within
see all life quenched and the multiverse transformed into a vast necropolis populated solely by Undead creatures under his command. Orcus rewards those who spread death in his name by granting them a
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->Out of the Abyss
holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
dawn.
While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in
everlasting existence 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mechanus On Mechanus, law is reflected in a realm of clockwork gears, all interlocked and turning according to their measure. The cogs seem to be engaged in a calculation so vast that no deity can
of the modrons: a godlike being called Primus. Optional Rule: Law of Averages While on Mechanus, creatures always use the average damage result for attacks and spells. For example, an attack that
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->Dungeon Master’s Guide (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) 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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command. Orcus rewards those who spread death in his name by granting them a
swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in chapter 7 of the Dungeon Master’s Guide.






