Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'wand behind'.
Other Suggestions:
wall behind
wind behind
ways behind
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2b. Guard Room This room lies behind a secret door. Two arrow slits are carved into the west wall of this 10-foot-high, twenty-foot-square room. Slumped in the northeast corner is a skeleton wearing
a blue wizard’s robe and clutching a wand to its chest. The skeleton is all that remains of a wizard who froze to death. It poses no threat. Treasure The skeleton clutches a wand of secrets.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
that disappears if it or the pedestal is disturbed. If he is here, Oreioth (see chapter 7) is hiding behind the draperies at the north end of the room, holding a wand of magic missiles. He reacts only
flame. The flame dwindles to nothing with a plaintive wail and vanishes. Treasure The glowing sphere is a driftglobe. Behind the draperies are niches where Oreioth keeps his food, drink, supplies
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Magical Skate-Off If the characters follow the student who invited them, that student leads them behind Bow’s End Tavern. Read or paraphrase the following: Behind the tavern, several groups of
the ground. The tavern’s back door is propped open.
One of the characters’ peers approaches holding a wand and two skates, thrusting both forward with a grin. They say: “We were hoping you’d turn up
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
skeleton draped over the northern slab is that of the high priest’s torturer (see “Treasure” below and “Temple Features” for details). Treasure. The dead torturer clutches a +1 Whip. Behind the loose stone in cell B lies a Wand of Secrets.
appears empty but contains a hidden compartment behind a loose stone in the east wall. A character who takes the Search action and succeeds on a DC 13 Wisdom (Perception) check discovers the loose
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity. Kurtulmak is a hateful deity, one who despises
.
Second, kobolds are always on the lookout for magic that might help them free their imprisoned god, Kurtulmak. Typical kobolds don’t know how to use a wand, a spellbook, or anything with more
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
upon impact. A candle taken from its niche becomes an ordinary candle that doesn’t float and burns down as any normal candle would. 26b. Empty Closet Behind this door is an empty, 10-foot-square room
the graven image of a human wizard wielding a wand. The rules of this gate are as follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, both paths curve away and bring them back here after a short walk. If the characters leave any marks, items, or companions behind in this area, all the same conditions apply here as in area 1. If the
healing, one potion of growth, one potion of fire breath, a wand of fear, three +1 daggers, a driftglobe, and an elemental gem (clear sapphire/air elemental).
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Guardian of the Gulch When the dwarves abandoned their mine, a particularly devout priest of Dumathoin called Sister Silvergranite insisted that she stay behind to guard the buried dead. She lived a
) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned. The wielder rolls on the chart* for the wand of wonder three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Reading Niche Desks. In the middle of the room stands a row of desks. Seated behind one of the desks is Spite Harrowdale (NE male Rashemi human archmage who speaks Abyssal, Common, Dwarvish
wand with a light cantrip cast on the end of it and reading a bone-dry biography of Ahghairon, the archwizard who founded Waterdeep. If the characters are being led through Dweomercore by the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, both paths curve away and bring them back here after a short walk. If the characters leave any marks, items, or companions behind in this area, all the same conditions apply here as in area 1. If the
healing, one potion of growth, one potion of fire breath, a wand of fear, three +1 daggers, a driftglobe, and an elemental gem (clear sapphire/air elemental).
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E2: Abacus Car Ten spherical modrons are lined up against the wall opposite a podium, behind which is a chalkboard covered with mathematical equations. Next to the podium stands a boxy modron wearing
a wizard’s cap. It taps the podium with a brass wand to get your attention. “Well met!” it says in Common. “I am the Math Wizard, Captain of Calculus, Admiral of Abaci, Unifier of Units! Welcome to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
anything they considered valuable. They left behind a crystal wand (an arcane focus worth 10 gp), a set of fine clothes, and a small, autographed painting of a suave, dark-haired human wizard with a dove perched on his shoulder. The picture is inscribed, “Yarek — Have a magical day! Your friend, Jim.”
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
until the characters approach the beast, a Neutral Frost Giant named Heldalf sits on a stool behind the Mammoth, combing out the pack animal’s tangled fur. Heldalf is Indifferent to the characters and
, 10 feet above the floor, is hidden behind an illusion of an icy wall. A character who takes a Search action and makes a DC 16 Wisdom (Perception) check notices the concealed passage on a success. This
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Disturbing the statue causes it to break apart, freeing the Hostile Mummy inside. 4 Disturbing the statue causes four Specters to emerge from cavities behind the walls. They pass through the walls and
to be the Wand of Orcus but is actually a powerless replica (worth 50 GP) that radiates a false magical aura when subjected to a Detect Magic spell 2 Malachite skull (worth 250 GP) resting on a bed of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
encounter is the classic scene where the villain explains herself if the players are willing to pause. In combat, Talis the White (see appendix D for statistics) stands behind her bodyguards and uses a wand
swords; a woman wears robes over white scale mail, and she holds a wand set with a blue gemstone. “Welcome. I consider you to be my guests. Perhaps we can do business.”
Talis the white This
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
scene where the villain explains herself if the players are willing to pause. Talis the White (See appendix D for statistics). She stands behind her bodyguards and uses a wand of winter (see appendix C
swords; a woman wears robes over white scale mail, and she holds a wand set with a blue gemstone. “Welcome. I consider you to be my guests. Perhaps we can do business.” This encounter is the classic
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Higglesworth killed Quintus using a wand of magic missiles, which is hidden in a secret compartment inside the monodrone’s spherical body. The monodrone won’t subject itself to inspection and attacks
. The cambion Vern used his tinker’s tools and magical know-how to reprogram the monodrone valet to murder Quintus using a wand Vern pilfered from a wizard’s apprentice in Excelsior. Vern then used
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Places of Interest Most of Vermeillon’s buildings contain nothing but decaying furniture and whatever belongings were left behind when the inhabitants fled, but a few locations hold treasure or hints
to the village’s demise. The following locations are keyed to the map of Vermeillon. Map 5.1: vermeillon View Player Version V1. The Wand and Hammer Tormun and Blenyss’s shop displays a sign
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, plus arcane lock and sending), a 12-inch-long stone key, a 12-inch-long driftwood wand with the symbol of Xanathar (a circle with ten equidistant spokes radiating outward from its circumference
) carved at one end. Rizzeryl uses this nonmagical wand to slip past the guardian in area 20a and to move through Skullport unmolested. The stone key weighs 10 pounds and bears the following inscription in
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
1. Office of the Artificer This entrance opens up to a large stone chamber. At the far end, an intense-looking man stands behind a large stone table covered in a dense layer of plans, drawings, and
the tomb is he who plans its construction.” Characters who have a chance to look around this area can also find calligrapher’s supplies; a forgery kit; spell scrolls of arcane lock, glyph of warding, and legend lore; a wand of secrets; and a strongbox containing 30 pp.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
deeds behind me and my ill-gotten gains to good use. She cursed me to dwell forever in this cave, spinning my gold into useful items for anyone who comes my way.”
In accordance with the rule of
protection 6 Gloves of thievery 7 Wand of secrets 8 Tiny hourglass that functions like an elemental gem of the blue sapphire (air elemental) variety Nib’s Haunts As Nib works, characters who have a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
This former shrine to Sune has fallen into disrepair over a decade of neglect. It is partially hidden behind the baths and obscured by overgrown trees and scrub. If the characters haven’t already
scouted the grounds, any character in the baths (area T5) who has a passive Wisdom (Perception) score of 13 or higher spots the ruined stone building behind the trees. Characters who travel from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stands atop a stone dais and depicts Halaster Blackcloak in a robe covered with unblinking eyes. He clutches a staff.
West Statue. This statue depicts a long-haired woman armed with a gnarled wand. She
looks out from behind a smooth, featureless mask.
The statues are indestructible in their inanimate state. When a creature moves between the west and east statues, all three become flesh and attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
skulls. A character who understands Dwarvish recognizes the rune on the door as a dwarven symbol of death (identical to the one in area 27). Behind the door is a dusty, 10-foot-high crypt that contains
area 14a, except for a triangular hole at the bottom. Behind the door is a dusty, 10-foot-high crypt containing the following features: Skeletons and Sarcophagi. Twelve dwarf skeletons mill aimlessly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
open each door. If he succeeds in opening the doors, he leaves them open behind him. Treasure. Nilraun wears a wolf fur cloak (worth 25 gp), wields a wand of fireballs, and has a spell scroll of sending
Dhaerlost (NE male Illuskan human mage with a wand of fireballs), who believes that the frost giants are his best shot at obtaining the Ring of Winter. He tries to remain close to Storvald, but the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Revel’s End Locations (R17-R23) R17. Cells The prisoners are kept in these unlit cells behind barred gates that can be opened only from area R18. The gates are too secure to be forced open using
feet down, and area R23 is 20 feet up). Narrow windows line the outer walls. A long, slightly curved table takes up much of the room. Eleven chairs are situated behind the table. The middle chair has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, its mouth agape. Lodged behind this disk is a clay dial etched with eight hieroglyphs. One hieroglyph (a vulture) is visible through a hole that forms the devil’s gaping mouth, but the dial is locked
in place and its remaining seven hieroglyphs are hidden from view behind the medallion. If any character steps on a vulture floor tile in area 35B, the dial turns, revealing a new hieroglyph: a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
discovers a map of the Deans’ Wing. This map clearly marks that there is a hidden space behind a wall of the Deans’ Records Room (area L9). L5. Restricted Records Room The doors to these rooms are
the party has not already encountered the invisible stalker that serves as the wing’s guardian, it’s currently in this room. It waits until intruders move to leave the room, then attacks from behind
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting
spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
obelisk that isn’t killed by the staff’s explosion becomes 10 years younger. Creatures whose age is reduced to 0 by this effect wink out of existence, leaving behind the items they were wearing or
this information, they hear the faint laughter of Ythryn’s High Illusionist, Ajamar, trailing behind them as they exit the tower. The real passage is revealed when the illusory script is successfully
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
inside this cabin; in fact, no one has been here since the crew abandoned ship. The corpse is all that remains of Captain Rudolph Bluemoon, who stayed behind to watch over the ship and his ill-gotten
(1,000 gp), seven garnets (100 gp each), a suit of mithral armor (chain mail), and a near-perfect replica of the Wand of Orcus that emits green light from the skull at its tip. Any character who tries
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
handles. At the entrance, the archaeologists posted symbols for “danger” and “fire.”
The doors at the end of the corridor are fake and can’t be opened. Behind them is a solid wall. Explosion Trap. A
with a passive Wisdom (Perception) score of 17 or higher discerns the spirit lights whispering and overhears one of the following remarks: Dawn Carlos +3 Wand of the War Mage “The next challenge is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
admittance to the brotherhood grants access to the Hosttower’s incredible libraries of magical lore. The truth behind the brotherhood’s ongoing quest for new members is based on the adage, “Keep your
Arcana +6, History +6
Senses passive Perception 12
Languages Common, Draconic, Dwarvish, Elvish, Orc
Challenge 4 (1,100 XP)
Special Equipment. Vellynne wears bracers of defense and carries a wand
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
edge of this cave, combining into a narrow stream that trickles out the entrance.
Five derro raiders and one derro apprentice (see appendix B for both stat blocks) hide behind the pillars in this room
of bones, and other macabre paraphernalia lie scattered around the room. An eerie, persistent scratching sound comes from behind the fallen masonry blocking the far end of the room.
This was the