Dungeon Master's Guide 5E

(Nancy Kaufman) #1
IRON FLASK
Wondrous item, legendary
This iron bottle has a brass stopper. You can use an
action to speak the flask's command word, targeting a
creature that you can see within 60 feet of you. If the
target is native to a plane of existence other than the one
you're on, the target must succeed on a DC 17 Wisdom
saving throw or be trapped in the flask. If the target has
been trappe d by the flask before, it has advantage on the
saving throw. Once trapped, a creature remains in the
flask until released. The flask can hold only one creature
at a time. A creature trapped in the flask doesn't need to
breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper
and release the creature the flask contains. The creature
is friendly to you a nd your companions for 1 hour and
obeys your commands for that duration. If you give no
commands or give it a command that is likely to result
in its death, it defends itself but otherwise takes no
actions. At the end of the duration, the creature acts in
accordance with its normal disposition and alignment.
An identify spell reveals that a creature is inside
the flask, but the only way to determine the type of
creature is to open the flask. A newly discovered bottle
might already contain a creature chosen by the DM or
determined randomly.

dlOO Contents
01-50 Empty
51 Arcana loth
52 Cambion
53-54 Dao
55-57 Demon (type 1)
58-60 Demon (type 2)
61-62 Demon (type 3)
63 - 64 Demon (type 4)
65 Demon (type 5)
66 Demon (type 6)
67 Deva
68-69 Devil (greater)
70-72 Devil (lesser)
73-74 Djinni
75-76 Efreeti

jAVELIN OF LIGHTNING
Weapon (javelin), uncommon


dlOO Contents
77-78 Elemental (any)
79 Githyanki knight
80 Githzerai zerth
81-82 Invisible stalker
83-84 Marid
85-86 Mezzo loth
87-88 Night hag
89-90 Nycaloth
91 Planetar
92-93 Salamander
94-95 Slaad (any)
96 Solar
97-98 Succubusjincubus
99 Ultroloth
00 Xorn

This javelin is a magic weapon. When you hurl it and
speak its command word, it transforms into a bolt of
lightning, forming a line 5 feet wide that extends out
from you to a target within 120 feet. Each creature in
the line excluding you and the target must make a DC 13
Dexterity saving throw, taking 4d6 lightning damage on
a failed save, and half as much damage on a successful
one. The lightning bolt turns back into a javelin when
it reaches the target. Make a ranged weapon attack
against the target. On a hit, the target takes damage
from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the
next dawn. In the meantime, the javelin can still be used
as a magic weapon.

CHAPTER 7 I TREASURE

!RON FLASK

LANTERN OF
R evEALING
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