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Returning 35 results for 'time of with wielder'.
Magic Items
Dungeon Masterâs Guide
Crafted and wielded by Orcus, this ghastly wand slips from the demon lordâs grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve
Darkvision out to 120 feet.
The wand communicates telepathically with its wielder and speaks Abyssal and Common.
Personality. The wandâs purpose is to help satisfy Orcusâs desire to slay
Magic Items
Dungeon Masterâs Guide
its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielderâs hand when it wants to communicate something it has sensed. It can communicate
through visions or dreams when the wielder is either in a trance or asleep.
Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it
Monsters
Tomb of Annihilation
the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature.
Turn Resistance Aura
to 0 hit points or when its summoner dies.The atropal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of
Monsters
Waterdeep: Dragon Heist
â), but in terms of statistics they are similar. The statue known as the Swordmaiden is too broken to be animated, and only the wielder of the Blackstaff can animate the other seven.
Landmarks
little danger â but any structures attached to a walking statue are destroyed the first time it animates.
Constructed Nature. A walking statue doesnât require air, food, drink, or
Magic Items
Out of the Abyss
its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.
. It has hearing and darkvision out to a range of 120 feet.
The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition
month, each shield gives its wielder the snailâs Antimagic Shell trait. When the shieldâs magic fades, it becomes an exotic shield that is the perfect item from which to make a spellguard
Magic Items
Princes of the Apocalypse
A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon
inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you
Magic Items
Waterdeep: Dragon Heist
defense. The weapon is patient and takes its time finding its ideal wielder.
If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically
Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon (see appendix B), but the
Magic Items
Princes of the Apocalypse
perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you
perform the ritual, Tinderstrike canât be used to perform the ritual again until the next dawn.
Flaw. Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain
Magic Items
Princes of the Apocalypse
air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once
you perform the ritual, Windvane canât be used to perform the ritual again until the next dawn.
Flaw. Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: âI break my vows and plans. Duty and honor mean nothing to me.â
Magic Items
Tomb of Annihilation
staffâs skull protects Acererak from this spiritâs vengeance. Each time a creature other than Acererak expends any of the staffâs charges, there is a 50 percent chance that the life
force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DMâs control. If the intruding life force is targeted
Monsters
Fizban's Treasury of Dragons
with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is.
7
A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other
plays with a pod of killer whale;killer whales, leaping into the air and blowing clouds of steam each time the whales breach.
Fire
Magic Items
Princes of the Apocalypse
Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown canât be used to perform the ritual again
until the next dawn.
Flaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: âI demand and deserve the largest share of the spoils, and I refuse to
Monsters
Storm King's Thunder
":"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
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. Klauth regains spent legendary actions at
Monsters
Fizban's Treasury of Dragons
underwater doesn't grant resistance against this damage.The dragon turtle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the
17
control water, control weather,* fog cloud
*This spellâs casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
Magic Items
Baldurâs Gate: Descent into Avernus
. It desires a wielder who embodies bravery and heroism.
Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you
Sword of Kas
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Masterâs Guide (2014)
. His successes earned him Vecnaâs admiration and a reward: a sword with as dark a pedigree as the man who would wield it.
For a long time, Kas faithfully served the lich, but as Kasâs
within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is
Whelm
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Masterâs Guide (2014)
attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the
. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle
Magic Items
Infernal Machine Rebuild
Ruinblade is a unique weapon possessed by Moghadam, the architect of the Tomb of Horrors. A symbol of his authority, Moghadam carries the weapon during the time frame of the adventure to intimidate
darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Masterâs Guide (2014)
, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a
transmitting emotions, sending a tingling sensation through the wielderâs hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Masterâs Guide (2014)
Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wandâs purpose is to help satisfy Orcus
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and destructive to its enemies. Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.
120 feet. The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while youâre
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
despicable villain served as advisor, warlord, and assassin. His successes earned him Vecnaâs admiration and a reward: a sword with as dark a pedigree as the man who would wield it. For a long time
within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
willing to dedicate everything to the cityâs defense. The weapon is patient and takes its time finding its ideal wielder. If someone tries to use Azuredge against its will, the axe can become ten times
Azuredge Weapon (battleaxe), legendary (requires attunement) Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
time you throw the weapon, it flies back to your hand after the attack. If you donât have a hand free, the weapon lands at your feet. Shock Wave. You can use an action to strike the ground with Whelm
Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. The goblin can cast a randomly determined 1st-level wizard spell once per day. Intelligence is its spellcasting ability.
Booyahg Wielder. This goblin found a magic item (a necklace of fireballs, a
darkvision and the Nimble Escape traits common to all goblins. Each time the goblin casts a spell, there is an accompanying surge of wild magic; roll on the Wild Magic Surge table in the Playerâs Handbook to determine the wild magic effect.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
or cuts something. The name âReszurâ is graven on the daggerâs pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder
curiosity.â The cultists then attack, fighting to the death. Three hang back and shoot at spellcasters, concentrating fire on one foe at a time. The other three advance to tie up the rest of the party in melee.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
against all forms of magical detection and intrusion. Its current protector is an adult gold dragon named Aurinax, who is also the current wielder and guardian of the dragonstaff of Ahghairon, which has the
power to prevent other dragons from entering the city. In exchange for the staff, Aurinax promised to guard the gold until such time as Neverember or his appointed vassals removed it.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the weapon during the time frame of the adventure to intimidate the tombâs workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to
, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statue known as the Swordmaiden is too broken to be animated, and only the wielder of the Blackstaff (see appendix A) can animate the other seven. Landmarks. Over the years, Waterdavians have built
attached to a walking statue are destroyed the first time it animates. Constructed Nature. A walking statue doesnât require air, food, drink, or sleep. Walking Statue of Waterdeep
Gargantuan construct
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Returned. If he succeeds, the balance of life and death will be shattered.
3 Phenax vanishes. For a time, itâs believe the god has been killed or grew bored and left Theros. In fact, though, Phenax
managed to imprison another god and has since taken their place.
4 Phenax dispatches a powerful agent to find a lost relic called Deceptionâs Edge, a dagger that enables the wielder to warp the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
were unable to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had
the weapon becomes stuck to the kuo-toaâs shield. If the weaponâs wielder canât or wonât let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon canât be used
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Wand of Orcus Wand, Artifact (Requires Attunement) Crafted and wielded by Orcus, this ghastly wand slips from the demon lordâs grasp from time to time. When it does, it magically appears wherever the
wand communicates telepathically with its wielder and speaks Abyssal and Common. Personality. The wandâs purpose is to help satisfy Orcusâs desire to slay everything in the multiverse. The wand is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A spellcaster can
collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snailâs Antimagic Shell trait. When the shieldâs magic fades, it becomes an exotic shield that is the
of the snailâs next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack






