Page 207 - Tomb of Annihilation
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MAGIC  ITEMS                                      BLACK S KU LL T RANSFORMATI ON
            The following items appear in various locations in the   dlOO   Transformation
            adventure.                                         01-20   The symbol of  Acererak is burned into your flesh,
                                                                      a curse that can only be removed with a remove
            AMULET OF THE BLACK SKULL
                                                                      curse spell or similar magic. Until the curse ends,
            Wondrous item, very rare (requires attuncment)
                                                                      your hit points can't be restored by magic.
            This amulet is carved from obsidian and shaped like a   21-35   You grow larger as if affected by an enlarge/reduce
            screaming humanoid skull, with ruby eyes and emeralds     spell, except the effect lasts for 1 hour.
            for teeth. It hangs from an iron chain necklace.   36-50   You grow smaller as if affected by an enlarge/re-
             The amulet has 6 charges and regains ld6 charges
                                                                      duce spell, except the effect lasts for 1 hour.
            daily at dawn. While wearing the amulet, you can use
                                                               51- 70   Y ou arrive at the destination wearing nothing but
            an action to expend 1 of its charges to transport yourself
            and anything you are wearing or carrying to a location    the amulet of  the black skull. Everything else that
            within 100 feet of  you. The destination you choose       you were wearing or carrying appears in a random
            doesn't need to be in your line of sight, but it must be   unoccupied space within 100 feet of  you.
            familiar to you (in other words, a place you have seen or   71-95   You are paralyzed for l minute or until this effect
            visited), and it must be on the same plane of existence   is ended with a lesser restoration spell or similar
            as you. This effect isn't subject to the magic restrictions   magic.
            placed on the Tomb of  the Nine Gods; thus, the amulet
                                                               96-00  You become petrified. This effect can be ended
            can be used to enter and exit the tomb.
                                                                      only with a greater restoration spell or similar
             If  you aren't undead, you must make a DC 16 Consti-
                                                                      magic.
            tution saving throw each time you use the amulet to tele-
            port. On a failed saving throw, the black skull cackles
                                                              BOOKMARK
            as you are transformed in transit. The transformation
                                                              Weapon (dagger), legendary (requires attunement)
            takes effect as soon as  you arrive at the destination, and
            is determined randomly by rolling percentile dice and   This +3 dagger belongs to Artus Cimber (see appendix
            consulting the Black Skull Transformation table.   D). While you have the dagger drawn, you can use a bo-
                                                              nus action to activate one of the following properties:
                                                             •  Cause a blue gem set into the dagger's pommel to
                                                               shed bright light in a 20-foot radius and dim light for
                                                               an additional 20 feet, or make the gem go dark.
                                        GHOST  LANTERN       •  Turn the dagger into a compass that, while resting on
                                                               your palm, points north.
                                                               Cast dimension door from the dagger. Once this prop-
                                                               erty is used, it can't be used again until the next dawn.
                                                             •  Cast compulsion (save DC 15) from the dagger. The
                                                               range of the spell increases to 90 feet, but it targets
                                                               only spiders that are beasts. Once this property is
                                                               used, it can't be used again until the next dawn.
                                                             GHOST LANTERN
                                                             Wondrous item, rare (requires attunement)
                                                             A restless spirit is trapped inside this lantern. While
                                                             holding the lantern, you can command the spirit as a
                                                             bonus action to shed bright light in a 30-foot radius and
                                                             dim light for an additional 30 feet.
                                                               While holding the lantern, you can use an action to or-
                                                             der the spirit to leave the lantern and duplicate the effect
                                                             of the mage hand spell. The spirit returns to the lantern
                                                             when the spell ends.
                                                               Jf  you fall unconscious within 10 feet of the lantern,
                                                             the spirit emerges from it, magically stabilizes you with
                                                             a touch, and then quickly returns to the lantern.
                                                               The spirit is bound to the lantern and can't be harmed,
                                                             turned, or raised from the dead. Casting a dispel evil
                                                             and good spell on the lantern releases the spirit to the
                                                             afterlife and renders the lantern nonmagical.







           APPENDIX C  I DISCO\ FRIE:,
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