Page 181 - Dungeon Master's Guide
P. 181

MIRROR  OF
          To create a golem, you must spend the time shown on                      LIFE TRAPPING
         the table, working without interruption with the manual
         at hand and resting no more than 8 hours per day. You
         must also pay the specified cost to purchase supplies.
          Once you finish creating the golem, the book is
         consumed in eldritch flames. The golem becomes
         animate when the ashes of the manual are sprinkled on
         it. It is under your control, and it understands and obeys
         your spoken commands. See the Monster Manual for its
         game statistics.

         M ANUAL OF  QUICKNESS OF ACTION
         Wondrous item, very rare
         This book contains coordination and balance exercises,
         and its words are charged with magic. If you spend
         48 hours over a period of 6 days or fewer studying
         rhe book's contents and practicing its guidelines, your
         Dexterity score increases by 2, as does your maximum
         for that score. The manual then loses its magic, but
         regains it in a century.

         M ARINER's ARMOR
         Armor (light, medium, or heavy), uncommon
         While wearing this armor, you have a swimming speed                                                    •
                                                                                        MEDALLION
         equal to your walking speed. In addition, whenever you
                                                                                       OF  THOUGHTS
         start your turn underwater with 0 hit points, the armor
         causes you to rise 60 feet toward the surface. The armor
         is decorated with fish and shell motifs.
         M EDALLION  OF THOUGHTS
         Wondrous item, uncommon (requires attunement)
         The medallion has 3 charges. While wearing it, you can
         use an action and expend 1 charge to cast the detect
         thoughts spell (save DC 13) from it. The medallion
         regains 1d3 expended charges daily at dawn.
         M IRROR OF LIFE TRAPPING
         Wondrous item, very rare
         When this 4-foot-tall mirror is viewed indirectly, its
         surface shows faint images of creatures. The mirror
         weighs 50 pounds, and it has AC  11, 10 hit points, and
         vulnerability to bludgeoning damage. It shatters and is
         destroyed when reduced to 0 hit points.
          If the mirror is hanging on a vertical surface and you
         are within 5 feet of it, you can use an action to speak its
         command word and activate it. It remains activated until
         you use an action to speak the command word again.
          Any creature other than you that sees its reflection
         in the activated mirror while within 30 feet of it must
         succeed on a DC 15 Charisma saving throw or be
         trapped, along with anything it is wearing or carrying, in
         one of the mirror's twelve extradimensional cells. This
         saving throw is made with advantage if the creature
         knows the mirror's nature, and constructs succeed on
         the saving throw automatically.
          An extradimensional cell is an infinite expanse filled
        with thick fog that reduces visibility to 10 feet. Creatures
         trapped in the mirror's cells don't age, and they don't
                                                                                            QuiCKNESs OF  AcTION
         need to eat, drink, or sleep. A creature trapped within
         a cell can escape using magic that permits planar
         travel. Otherwise, the creature is confined to the cell
         until freed.                                                       MANUAL OF
                                                                           BODILY  11EALTH
                                                                                      CHAPTER 7  I TREASURE
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