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Iron Bands of Binding                                 d100	     Contents	   
             Wondrous	   item,	   rare	                            1r50	     Empty	   
                                                                   51r54	    Demon	   (type	   1)	   
             This	   rusty	   iron	   sphere	   measures	   3	   inches	   in	     55r58	    Demon	   (type	   2)	   
             diameter	   and	   weighs	   1	   pound.	   You	   can	   use	   an	   action	     59r62	    Demon	   (type	   3)	   
             to	   speak	   the	   command	   word	   and	   throw	   the	   sphere	   at	     63r64	    Demon	   (type	   4)	   
             a	   Huge	   or	   smaller	   creature	   you	   can	   see	   within	   60	     65	     Demon	   (type	   5)	   
             feet	   of	   you.	   As	   the	   sphere	   moves	   through	   the	   air,	   it	     66	     Demon	   (type	   6)	   
             opens	   into	   a	   tangle	   of	   metal	   bands.	     67	     Deva	   
             	    Make	   a	   ranged	   attack	   roll	   with	   an	   attack	   bonus	     68r69	    Devil	   (greater)	   
             equal	   to	   your	   Dexterity	   modifier	   plus	   your	     70r73	    Devil	   (lesser)	   
             proficiency	   bonus.	   On	   a	   hit,	   the	   target	   is	   restrained	     74r75	    Djinni	   
             until	   you	   take	   a	   bonus	   action	   to	   speak	   the	   command	     76r77	    Efreeti	   
             word	   again	   to	   release	   it.	   Doing	   so,	   or	   missing	   with	     78r83	    Elemental	   (any)	   
             the	   attack,	   causes	   the	   bands	   to	   contract	   and	   become	     84r86	    Invisible	   stalker	   
             a	   sphere	   once	   more.	                         87r90	    Night	   hag	   
             	    A	   creature,	   including	   the	   one	   restrained,	   can	   use	     91	     Planetar	   
             an	   action	   to	   make	   a	   DC	   20	   Strength	   check	   to	   break	     92r95	    Salamander	   
             the	   iron	   bands.	   On	   a	   success,	   the	   item	   is	   destroyed,	     96	     Solar	   
             and	   the	   restrained	   creature	   is	   freed.	   If	   the	   check	   fails,	     97r99	    Succubus/incubus	   
             any	   further	   attempts	   made	   by	   that	   creature	     100	     Xorn	   
             automatically	   fail	   until	   24	   hours	   have	   elapsed.	   
             	    Once	   the	   bands	   are	   used,	   they	   can’t	   be	   used	   again	     Javelin of Lightning
             until	   the	   next	   dawn.	                        Weapon	   (javelin),	   uncommon	   
                                                                   This	   javelin	   is	   a	   magic	   weapon.	   When	   you	   hurl	   it	   and	   
             Iron Flask                                            speak	   its	   command	   word,	   it	   transforms	   into	   a	   bolt	   of	   
             Wondrous	   item,	   legendary	                       lightning,	   forming	   a	   line	   5	   feet	   wide	   that	   extends	   out	   
             This	   iron	   bottle	   has	   a	   brass	   stopper.	   You	   can	   use	   an	     from	   you	   to	   a	   target	   within	   120	   feet.	   Each	   creature	   in	   
             action	   to	   speak	   the	   flask’s	   command	   word,	   targeting	     the	   line	   excluding	   you	   and	   the	   target	   must	   make	   a	   
             a	   creature	   that	   you	   can	   see	   within	   60	   feet	   of	   you.	   If	     DC	   13	   Dexterity	   saving	   throw,	   taking	   4d6	   lightning	   
             the	   target	   is	   native	   to	   a	   plane	   of	   existence	   other	   than	     damage	   on	   a	   failed	   save,	   and	   half	   as	   much	   damage	   on	   
             the	   one	   you’re	   on,	   the	   target	   must	   succeed	   on	   a	   DC	     a	   successful	   one.	   The	   lightning	   bolt	   turns	   back	   into	   a	   
             17	   Wisdom	   saving	   throw	   or	   be	   trapped	   in	   the	   flask.	     javelin	   when	   it	   reaches	   the	   target.	   Make	   a	   ranged	   
             If	   the	   target	   has	   been	   trapped	   by	   the	   flask	   before,	   it	     weapon	   attack	   against	   the	   target.	   On	   a	   hit,	   the	   target	   
             has	   advantage	   on	   the	   saving	   throw.	   Once	   trapped,	   a	     takes	   damage	   from	   the	   javelin	   plus	   4d6	   lightning	   
             creature	   remains	   in	   the	   flask	   until	   released.	   The	   flask	     damage.	   
             can	   hold	   only	   one	   creature	   at	   a	   time.	   A	   creature	     	    The	   javelin’s	   property	   can’t	   be	   used	   again	   until	   the	   
             trapped	   in	   the	   flask	   doesn’t	   need	   to	   breathe,	   eat,	   or	     next	   dawn.	   In	   the	   meantime,	   the	   javelin	   can	   still	   be	   
             drink	   and	   doesn’t	   age.	                      used	   as	   a	   magic	   weapon.	   
             	    You	   can	   use	   an	   action	   to	   remove	   the	   flask’s	   
             stopper	   and	   release	   the	   creature	   the	   flask	   contains.	     Lantern of Revealing
             The	   creature	   is	   friendly	   to	   you	   and	   your	   companions	     Wondrous	   item,	   uncommon	   
             for	   1	   hour	   and	   obeys	   your	   commands	   for	   that	     While	   lit,	   this	   hooded	   lantern	   burns	   for	   6	   hours	   on	   1	   
             duration.	   If	   you	   give	   no	   commands	   or	   give	   it	   a	     pint	   of	   oil,	   shedding	   bright	   light	   in	   a	   30-   foot	   radius	   
             command	   that	   is	   likely	   to	   result	   in	   its	   death,	   it	     and	   dim	   light	   for	   an	   additional	   30	   feet.	   Invisible	   
             defends	   itself	   but	   otherwise	   takes	   no	   actions.	   At	   the	     creatures	   and	   objects	   are	   visible	   as	   long	   as	   they	   are	   
             end	   of	   the	   duration,	   the	   creature	   acts	   in	   accordance	     in	   the	   lantern’s	   bright	   light.	   You	   can	   use	   an	   action	   to	   
             with	   its	   normal	   disposition	   and	   alignment.	     lower	   the	   hood,	   reducing	   the	   light	   to	   dim	   light	   in	   a	   5-   
             	    An	   identify	   spell	   reveals	   that	   a	   creature	   is	   inside	     foot	   radius.	   
             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	   GM	   or	   determined	   randomly.	   






             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       228	   
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