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:,
206

