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Dungeon Master's Guide

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IRON FLASK<br />

Wondrous item, legendary<br />

This iron bottle has a brass stopper. You can use an<br />

action to speak the flask's command word, targeting a<br />

creature that you can see within 60 feet of you. If the<br />

target is native to a plane of existence other than the one<br />

you're on, the target must succeed on a DC 17 Wisdom<br />

saving throw or be trapped in the flask. If the target has<br />

been trapped by the flask before, it has advantage on the<br />

saving throw. Once trapped, a creature remains in the<br />

flask until released. The flask can hold only one creature<br />

at a time. A creature trapped in the flask doesn't need to<br />

breathe, eat, or drink and doesn't age.<br />

You can use an action to remove the flask's stopper<br />

and release the creature the flask contains. The creature<br />

is friendly to you and your companions for 1 hour and<br />

obeys your commands for that duration. If you give no<br />

commands or give it a command that is likely to result<br />

in its death, it defends itself but otherwise takes no<br />

actions. At the end of the duration, the creature acts in<br />

accordance with its normal disposition and alignment.<br />

An identify spell reveals that a creature is inside<br />

the flask, but the only way to determine the type of<br />

creature is to open the flask. A newly discovered bottle<br />

might already contain a creature chosen by the DM or<br />

determined randomly.<br />

!RON FLASK<br />

dlOO<br />

Contents<br />

01-50 Empty<br />

51 Arcana loth<br />

52 Cambion<br />

53-54 Dao<br />

55-57 Demon (type 1)<br />

58-60 Demon (type 2)<br />

61-62 Demon (type 3)<br />

63- 64 Demon (type 4)<br />

65 Demon (type 5)<br />

66 Demon (type 6)<br />

67 Deva<br />

68-69 Devil (greater)<br />

70-72 Devil (lesser)<br />

73-74 Djinni<br />

75-76 Efreeti<br />

dlOO<br />

Contents<br />

77-78 Elemental (any)<br />

79 Githyanki knight<br />

80 Githzerai zerth<br />

81-82 Invisible stalker<br />

83-84 Marid<br />

85-86 Mezzo loth<br />

87-88 Night hag<br />

89-90 Nycaloth<br />

91 Planetar<br />

92-93 Salamander<br />

94-95 Slaad (any)<br />

96 Solar<br />

97-98 Succubusjincubus<br />

99 Ultroloth<br />

00 Xorn<br />

LANTERN OF<br />

R e vEALING<br />

jAVELIN OF LIGHTNING<br />

Weapon (javelin), uncommon<br />

This javelin is a magic weapon. When you hurl it and<br />

speak its command word, it transforms into a bolt of<br />

lightning, forming a line 5 feet wide that extends out<br />

from you to a target within 120 feet. Each creature in<br />

the line excluding you and the target must make a DC 13<br />

Dexterity saving throw, taking 4d6 lightning damage on<br />

a failed save, and half as much damage on a successful<br />

one. The lightning bolt turns back into a javelin when<br />

it reaches the target. Make a ranged weapon attack<br />

against the target. On a hit, the target takes damage<br />

from the javelin plus 4d6 lightning damage.<br />

The javelin's property can't be used again until the<br />

next dawn. In the meantime, the javelin can still be used<br />

as a magic weapon.<br />

CHAPTER 7 I TREASURE

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