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Wand of Polymorph

The Wand of Polymorph (D&D 5e) casts Polymorph at a fixed save DC of 15. It carries 7 charges, regains 1d6+1 at dawn, and follows the usual destruction clause: spend the last charge, roll a 1, and the wand crumbles to ash. That last part is the one players forget until it happens.

Polymorph is a transformation effect, not a damage effect, and the math rewards precision over volume. One failed save turns a raging ogre into a toad for an hour, or until it drops to the toad’s meager hit points. Trying to zap an entire encounter wastes charges on creatures that pass the save and accelerates the day you roll the fatal 1 on an empty tank. The wand does not reward a scattershot approach.

The decisive use is singular. Identify the one creature whose removal collapses the fight: the controller, the heavy hitter, the thing you cannot out-trade. Convert it to something harmless, then clean up the rest with ordinary tactics.

At the table: The boss casts; the wand holder spends one charge to turn it into a sheep before its second turn, DC 15 Wisdom save, and the encounter is effectively over.

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