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 />
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