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