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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

