Page 161 - Dungeon Master's Guide
P. 161

The tower is made of adamantine, and its magic   DECANTER OF ENDLESS WATER
           prevents it from being tipped over. The roof, the door,   Wondrous item, uncommon
           and the walls each have 100 hit points, immunity to
                                                             This stoppered flask sloshes when shaken, as if it
           damage from nonmagical weapons excluding siege
                                                             contains water. The decanter weighs 2 pounds.
           weapons, and resistance to all other damage. Only a
                                                               You can use an action to remove the stopper and
           wish spell can repair the fortress (this use of the spell
                                                             speak one of three command words, whereupon an
           counts as replicating a spell of 8th level or lower). Each
                                                             amount of fresh water or salt water (your choice) pours
           casting of wish causes the roof, the door, or one wall to
                                                             out of the flask. The water stops pouring out at the start
           regain 50 hit points.
                                                             of your next turn. Choose from the following options:
           DAGGER OF VENOM                                     "Stream" produces 1 gallon of water.
           Weapon (dagger), rare                               "Fountain" produces 5 gallons of water.
                                                             •  "Geyser" produces 30 gallons of water that gushes
           You gain a +1  bonus to attack and damage rolls made
           with this magic weapon.                             forth in a geyser 30 feet long and 1 foot wide. As a
             You can use an action to cause thick, black poison   bonus action while holding the decanter, you can aim
           to coat the blade. The poison remains for 1 minute   the geyser at a creature you can see within 30 feet of
           or until an attack using this weapon hits a creature.   you. The target must succeed on a DC 13 Strength
           That creature must succeed on a DC 15 Constitution   saving throw or take 1d4 bludgeoning damage and fall
           saving throw or take 2d10 poison damage and become   prone. Instead of a creature, you can target an object
           poisoned for 1 minute. The dagger can't be used this   that isn't being worn or carried and that weighs no
           way again until the next dawn.                      more than 200 pounds. The object is either knocked
                                                               over or pushed up to  15 feet away from you.
           DANCING SWORD
           Weapon (any sword), very rare (requires attunement)   DECK OF ILLUSIONS
                                                             Wondrous item, uncommon
           You can use a bonus action to toss this magic sword into
           the air and speak the command word. When you do so,   This box contains a set of parchment cards. A full
           the sword begins to hover, flies up to 30 feet, and attacks   deck has 34 cards. A deck found as treasure is usually
           one creature of your choice within 5 feet of it. The   missing 1d20 - 1 cards.
           -word uses your attack roll and ability score modifier to   The magic of the deck functions only if cards are
                                                             drawn at random (you can use an altered deck of playing
           damage rolls.
             While the sword hovers, you can use a bonus action to   cards to simulate the deck). You can use an action to
                                                             draw a card at random from the deck and throw it to the
           cause it to fly up to 30 feet to another spot within 30 feet
                                                             ground at a point within 30 feet of you.
           of you. As part of the same bonus action, you can cause
                                                               An illusion of one or more creatures forms over the
           rhe sword to attack one creature within 5 feet of it.
             After the hovering sword attacks for the fourth time, it   thrown card and remains until dispelled. An illusory
            ies up to 30 feet and tries to return to your hand. If you   creature appears real, of the appropriate size, and
                                                             behaves as if it were a real creature (as presented in the
           have no hand free, it falls to the ground at your feet. If
                                                             Monster Manual), except that it can do no harm. While
           the sword has no unobstructed path to you, it moves as
                                                             you are within 120 feet of the illusory creature and
           close to you as it can and then falls to the ground. It also
                                                             can see it, you can use an action to move it magically
           ceases to hover if you grasp it or move more than 30 feet
           away from it.                                     anywhere within 30 feet of its card. Any physical
                                                             interaction with the illusory creature reveals it to be an
                                                             illusion, because objects pass through it. Someone who






                                                                                                DANCING  SwoRD














                                                            DAERN's INsTANT
                                                               FoRTRESs
                                                                                        CHAPTER 7  I TREASURE
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