Page 178 - Dungeon Master's Guide
P. 178

IRON  FLASK
             Wondrous item, legendary
             This iron bottle has a brass stopper. You can use an
                                                                           !RON  FLASK
             action to speak the flask's command word, targeting a
             creature that you can see within 60 feet of you. If the
             target is native to a plane of existence other than the one
             you're on, the target must succeed on a DC 17 Wisdom
             saving throw or be trapped in the flask. If the target has
             been trapped by the flask before, it has advantage on the
             saving throw. Once trapped, a creature remains in the
             flask until released. The flask can hold only one creature
             at a time. A creature trapped in the flask doesn't need to
             breathe, eat, or drink and doesn't age.
               You can use an action to remove the flask's stopper
             and release the creature the flask contains. The creature
             is friendly to you and your companions for 1 hour and
             obeys your commands for that duration. If you give no
             commands or give it a command that is likely to result
             in its death, it defends itself but otherwise takes no
             actions. At the end of the duration, the creature acts in
             accordance with its normal disposition and alignment.
               An identify spell reveals that a creature is inside
             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 DM or
             determined randomly.
               dlOO   Contents        dlOO   Contents
               01-50   Empty          77-78   Elemental  (any)
                51   Arcana loth       79   Githyanki knight
                52   Cambion           80   Githzerai zerth
               53-54   Dao            81-82   Invisible stalker
               55-57   Demon  (type 1)   83-84   Marid
               58-60   Demon  (type 2)   85-86   Mezzo loth
               61-62   Demon  (type 3)   87-88   Night hag
               63- 64   Demon  (type 4)   89-90   Nycaloth
                65   Demon  (type 5)   91    Planetar
                66   Demon  (type 6)   92-93   Salamander
                67   Deva             94-95   Slaad (any)
               68-69   Devil  (greater)   96   Solar
               70-72   Devil  (lesser)   97-98   Succubusjincubus
               73-74   Djinni          99    Ultroloth
                                                                        LANTERN  OF
               75-76   Efreeti         00   Xorn
                                                                        R e vEALING
             jAVELIN  OF LIGHTNING
             Weapon (javelin), uncommon
             This javelin is a magic weapon. When you hurl it and
             speak its command word, it transforms into a bolt of
             lightning, forming a line 5 feet wide that extends out
             from you to a target within 120 feet. Each creature in
             the line excluding you and the target must make a DC 13
             Dexterity saving throw, taking 4d6 lightning damage on
             a failed save, and half as much damage on a successful
             one. The lightning bolt turns back into a javelin when
             it reaches the target. Make a ranged weapon attack
             against the target. On a hit, the target takes damage
             from the javelin plus 4d6 lightning damage.
               The javelin's property can't be used again until the
             next dawn. In the meantime, the javelin can still be used
             as a magic weapon.


             CHAPTER 7  I TREASURE
   173   174   175   176   177   178   179   180   181   182   183