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Dungeon Master's Guide

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To create a golem, you must spend the time s hown on<br />

the table, working without interruption with the manual<br />

at hand and resting no more than 8 hours per day. You<br />

must also pay the specified cost to purchase supplies.<br />

Once you finish creating the golem, the book is<br />

consumed in eldritch flames. The golem becomes<br />

animate when the ashes of the manual are sprinkled on<br />

it. It is under your control, and it understands and obeys<br />

your spoken commands. See the Monster Manual for its<br />

game statistics.<br />

MIRROR OF<br />

LIFE TRAPPING<br />

M ANUAL OF QUICKNESS OF ACTION<br />

Wondrous item, very rare<br />

This book contains coordination and balance exercises,<br />

and its words are charged with magic. If you spend<br />

48 hours over a period of 6 days or fewer studying<br />

rhe book's contents and practicing its guidelines, your<br />

Dexterity score increases by 2, as does your maximum<br />

for that score. The manual then loses its magic, but<br />

regains it in a century.<br />

M ARINER's ARMOR<br />

Armor (light, medium, or heavy), uncommon<br />

While wearing this armor, you have a swimming speed<br />

equal to your walking speed. In addition, whenever you<br />

start your turn underwater with 0 hit points, the armor<br />

causes you to rise 60 feet toward the surface. The armor<br />

is decorated with fish and shell motifs.<br />

M EDALLION OF THOUGHTS<br />

Wondrous item, uncommon (requires attunement)<br />

The medallion has 3 charges. While wearing it, you can<br />

use an action and expend 1 charge to cast the detect<br />

thoughts spell (save DC 13) from it. The medallion<br />

regains 1d3 expended charges daily at dawn.<br />

MEDALLION<br />

OF THOUGHTS<br />

•<br />

M IRROR OF LIFE TRAPPING<br />

Wondrous item, very rare<br />

When this 4-foot-tall mirror is viewed indirectly, its<br />

surface shows faint images of creatures. The mirror<br />

weighs 50 pounds, and it has AC 11, 10 hit points, and<br />

vulnerability to bludgeoning damage. It shatters and is<br />

destroyed when reduced to 0 hit points.<br />

If the mirror is hanging on a vertical surface and you<br />

are within 5 feet of it, you can use an action to speak its<br />

command word and activate it. It remains activated until<br />

you use an action to speak the command word again.<br />

Any creature other than you that sees its reflection<br />

in the activated mirror while within 30 feet of it must<br />

succeed on a DC 15 Charisma saving throw or be<br />

trapped, along with anything it is wearing or carrying, in<br />

one of the mirror's twelve extradimensional cells. This<br />

saving throw is made with advantage if the creature<br />

knows the mirror's nature, and constructs succeed on<br />

the saving throw automatically.<br />

An extradimensional cell is an infinite expanse filled<br />

with thick fog that reduces visibility to 10 feet. Creatures<br />

trapped in the mirror's cells don't age, and they don't<br />

need to eat, drink, or sleep. A creature trapped within<br />

a cell can escape using magic that permits planar<br />

travel. Otherwise, the creature is confined to the cell<br />

until freed.<br />

MANUAL OF<br />

BODILY 11EALTH<br />

QuiCKNESs OF AcTION<br />

CHAPTER 7 I TREASURE<br />

r8r

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