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Returning 35 results for 'scepter class location'.
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specter class locations
shelter class location
shelter class locations
Magic Items
Dungeon Master’s Guide
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
Magic Items
Storm King's Thunder
The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter’s location was
SCEPTERS OF SHANATAR
The Korolnor Scepter is joined by the nine other Ruling Scepters of Shanatar. They are the Alatorin Scepter (location unknown), the Barakuir Scepter (held by the duergar king
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
Monsters
Curse of Strahd
doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or
Possession for 24 hours after succeeding on the saving throw or after the possession ends.A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Spelljammer: Adventures in Space
Astral Existence. The apparition can exist only on the Astral Plane. If it is sent to a location not on the Astral Plane, the apparition is destroyed.
Illumination. While it has at least 1 hit point
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts
Monsters
Storm King's Thunder
alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Curse of Strahd
doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or
Possession for 24 hours after succeeding on the saving throw or after the possession ends.A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
The Book of Many Things
ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The
creature wearing nonmagical armor, the armor takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an Armor Class of 10 is destroyed.
Web (Recharge 5–6);{"diceNotation
Ghost
Legacy
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Monsters
Basic Rules (2014)
, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession
the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Spelljammer: Adventures in Space
lower cargo hold or a location it can see.
Withering Touch. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Withering Touch"} to hit, reach 5 ft., one target. Hit: 17
alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can
presence and location.
If the dragon dies, the tracks fade in 1d10;{"diceNotation":"1d10","rollType":"roll"} days, but the other effects fade immediately.Fire
Monsters
The Book of Many Things
60 feet of the cursed creature, regardless of the creature’s location in the multiverse.
The curse of Malaxxix lasts until ended with a Remove Curse spell, a Greater Restoration spell, or
leviathan of screeching gears made up of hundreds of tireless mezzoloths. It is a unique vehicle and Gargantuan object with the following statistics:
Armor Class: 20
Hit Points: 250
Speed: 50 ft
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
error or mishap occurring. RULING SCEPTERS OF SHANATAR
The Korolnor Scepter is joined by the nine other Ruling Scepters of Shanatar. They are the Alatorin Scepter (location unknown), the Barakuir
Nelanther Isles), the Iltkazar Scepter (hidden in the Sea of Fallen Stars), the Sondarr Scepter (location unknown), the Torglor Scepter (held by the Ryscelsar noble family of Halruaa), the Ultoksamrin
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
own avatar of death. A creature slain by an avatar of death can't be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20 Hit Points half the hit point maximum of its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
evil
Armor Class 14 (17 with mage armor)
Hit Points 246 (29d8 + 116)
Speed 30 ft.
STR
10(+0)
DEX
18(+4)
CON
18(+4)
INT
24(+7)
WIS
18(+4)
CHA
18(+4
)
Saving Throws Int +14, Wis +11
Skills Arcana +21, History +21, Perception +11
Damage Resistances fire and lightning (granted by the blast scepter; see “Special Equipment” below)
Senses
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giant, Typically Lawful Evil
Armor Class 18 (plate)
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
25 (+7)
DEX
9 (−1)
CON
23 (+6)
INT
10 (+0)
WIS
19 (+4)
CHA
14 (+2
Searing Scepter attacks or two Bolt of Imix attacks.
Searing Scepter. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 9 (2d8) fire damage, and the
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Giant, Typically Lawful Evil
Armor Class 18 (plate)
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
25 (+7)
DEX
9 (−1)
CON
23 (+6)
INT
10 (+0)
WIS
19 (+4)
CHA
14 (+2
Searing Scepter attacks or two Bolt of Imix attacks.
Searing Scepter. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 9 (2d8) fire damage, and the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
. She is particularly drawn to legends surrounding powerful Artifacts wielded by dragons and demons as the ancient Age of Demons came to an end. Rumors claim she has solid leads pointing to the location
of an item known as the Scepter of Fell Khadash, somewhere in a vault in Xen’drik. Secretly, she is an agent of the Order of the Emerald Claw; she reserves the most powerful magic she discovers for the order. The students and adventurers she brings on expeditions remain unaware of this connection.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
divided hoard, helping to maintain the dragon’s claim of ownership over the parts of the hoard far from the dragon’s current location and unifying scattered caches into what is effectively a single
Regalia—an orb, a crown, a scepter, and so forth—belonging to a recently deposed monarch
8 Pieces of a full suit of armor that once belonged to an ancient hero
9 A set of teeth from a rival
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
two massive bodyguards. The Grand Master wears a patchwork leather robe and a gleaming crown, and it carries a scepter set with odd crystal bumps and metal flanges. With its other hand, the devil taps
can see that the devil’s horrid leather cloak is crafted from the faces of flayed monks and prisoners, the flesh cured to leather and roughly stitched together. The scepter and crown it bears appear
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
abbey carried a special scepter that allowed its holder to safely pass through the dunes, but this scepter was destroyed in the fire that razed the abbey. The skeletons now form an uncontrolled minefield
characters enter the dunes, use the map to keep track of their location. Assume that the party lands at the southernmost tip of the dunes (in the square south of the number 12) unless the characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
temple inhabited by yuan-ti. This section lays out a process for creating a dungeon and bringing it to life. Dungeon Location You can use the Dungeon Location table to determine the locale of your
dungeon. You can roll on the table or choose an entry that inspires you. Dungeon Location d100 Location 01–04 A building in a city 05–08 Catacombs or sewers beneath a city 09–12 Beneath a farmhouse 13
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Spider Spider
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 20 ft., climb 20 ft.
STR
2 (−4)
DEX
14 (+2)
CON
8 (−1)
INT
1 (−5)
WIS
, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by 12-foot-tall stone statues of Halaster Blackcloak, depicted as a bearded, scowling old wizard wearing a robe covered with lidless eyes and clutching a stout scepter with a red dragon’s head at
trap (see “Teleport Traps”) between the two southern statues. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
envisioned by the spelljammer (or to a random location on the plane if no destination is envisioned). This property is a feature of the ship, not the spelljamming helm. Each time this property is used
, roll a d6. On a 5–6, the property recharges after 1 minute; otherwise, it can’t be used again for 24 hours. Nautiloid Ship Summary Armor Class: 15 (wood) Cargo: 17 tons Hit Points: 400 Crew: 20
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target within your attack’s range: a creature, an object, or a location.
Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the
make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Medium humanoid (kuo-toa), neutral evil
Armor Class 13 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3
, scrying
Actions
Multiattack. The kuo-toa makes two melee attacks.
Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
beast, unaligned
Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
3 (−4)
WIS
12 (+1)
CHA
surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
pinpoint the precise location of any foe that stands on solid ground in its vicinity. Earth Elemental
Large elemental, neutral
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Giant Skeleton In the Tomb of Horrors, treasure sometimes presents itself for the taking. In one such location, the “reward” for an attempt to grab some valuables turns out to be the animated
, food, drink, or sleep. Giant Skeleton Huge undead, neutral evil
Armor Class 17 (natural armor)
Hit Points 115 (10d12 + 50)
Speed 30 ft.
STR
21 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
4
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Invisible Stalker An invisible stalker is a remorseless creature of elemental air. It’s naturally invisible, hence its name. Invisible Stalker
Medium elemental, neutral
Armor Class 14
Hit
stalker also knows the location of its summoner.
Actions
Multiattack. The stalker makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
carries around a fancy weather vane given to him by the carnival’s previous owner. He twirls it and waves it around like a fool’s scepter, but its power is far greater than he lets on. With this magic
vane, he can affect the mood of everyone in the Witchlight Carnival. Mister Light
Medium Humanoid (Elf, Shadar-kai), Chaotic Good
Armor Class 13
Hit Points 77 (14d8 + 14)
Speed 30 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Armor Class 10
Hit Points 72 (16d8)
Speed 0 ft., fly 30 ft. (hover)
STR
1 (−5)
DEX
11 (+0)
CON
10 (+0)
INT
18 (+4)
WIS
16 (+3)
CHA
16 (+3
Astral Existence. The apparition can exist only on the Astral Plane. If it is sent to a location not on the Astral Plane, the apparition is destroyed.
Illumination. While it has at least 1 hit point
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
, highly protective owners. Sunfly Tiny Celestial, Typically Chaotic Good
Armor Class 13
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
4 (−3)
DEX
17 (+3)
CON
10 (+0)
INT
4 (−3
location:
Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn.
Neutral Plane. If the target is concentrating on a spell or similar effect, it makes the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
determine how the creature is transformed permanently. Development After tricking or magically compelling the sibriex to divulge the location of Bel’s adamantine rods, the characters can set out to
recover the rods from the wrecked flying fortress. Abyssal Wretch
Medium fiend (demon), chaotic evil
Armor Class 11
Hit Points 18 (4d8)
Speed 20 ft.
STR
9 (−1)
DEX
12 (+1