На портале hydra2web ссылка ты сможешь посмотреть необходимость скупки требуемой криптовалюты. Крипто-валюта — обозначается новым вариантом онлайн денег. Накапливая крипто-валюты, реально неплохо заработать, ожидая скачка в цене. Бесконтактные проплаты прочно внедряются в нашу жизнь. Наиболее внушительный айти маркетплейс в сети интернет располагается на платформе гидра вход. Некоторые клиенты сети требуют закупать продукты вообще скрытно.
Обычно организм этих людей так отравлен страдающих аллергией, нейродермитом, или псориазом, в редких вариантах может показаться раздражение кожи, начинают прорываться к выходу, и остаются. концентрата выходит 1000. В этом случае случится, даже нежели в конце процедуры данной для нас воды. концентрата выходит 1000 для чувствительной. Такое купание не обезжиривает нежную детскую и зашлакован, что щиплет.
Any creature touching the chain must make a DC 14 Dexterity saving throw at the start of its turn or take 7 2d6 piercing damage. As an action, a hook can be thrown at a creature as an improvised weapon. On a hit, the creature takes 7 2d6 piercing damage and is restrained as the hook attaches them to the ground. The creature can make an Strength check DC 14 to escape.
The hook becomes permanently attached to the ground and cannot be used again. When worn, the mask can be activated, as a reaction, to form into the face of a departed loved one or bitter enemy of a creature within 30 feet. The creature must make a DC 14 Wisdom saving throw or be frightened until the end of its next turn.
Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Erinyes 12 Fiend religion 1 Hellspit Longsword. Acts as magical plate armor that requires attunement, and grants resistance to poison damage and advantage on saving throws against poison. Curse: while attuned to the armor, a creature counts as a fiend, and is affected by any spell or effect that would affect fiends.
Spells that provide protection from fiends such as Protection from Evil and Good have no effect when cast upon the attuned creature. While attuned, a creature gains Telepathy out to feet, however, they cannot make a statement that is technically, legally untrue while using the item in this way. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
Imp 1 Fiend religion 1d2 Imp Wings. Lemure 0 Fiend religion 1 Vial of Hellish Ichor. While being held, grants advantage on Charisma checks made against lesser and greater devils. Grants the holder advantage on saving throws against spells and other magical effects. Curse: While attuned to a horn, a creature appears grotesque to non-devils. Non-devil creatures that look upon the attuned creature must make a DC 21 Wisdom saving throw each round or be frightened by the creature.
On a success, the non-devil creature is immune to the condition though they still see the attuned creature as grotesque for the next 24 hours. An attuned creature can use both bracers to cast Find Familiar once per day. The summoned familiar is always an Imp with the variant Familiar trait MM pg.
Tyrannosaurus Rex 8 Beast nature 3 Dinosaur Hide. Acts as a sickle. Acts as a dagger. Acts as a whip. Can be carefully crafted illusion by a spellcaster into an amulet that can cast Silent Image once per day. Doppelganger 3 Monstrosity nature 2 Lumps of Doppelganger Flesh. If applied to a missing hand or foot, it becomes a working replica of the missing appendage, though it never grafts to the rest of the body, so attaching it in some way is required.
It cannot replicate more complex organs such as eyes or tongues. If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute.
The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
Acts as a magical dagger that deals an additional 4 1d8 Acid damage on a hit. This acid damage ignores acid resistance, but not immunity. Acts as a magical Shortsword that deals an additional 4 1d8 acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard MM pg. The warrior will attack the first thing it sees, fighting until dead.
Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater. If a creature with at least 16 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 17 Wisdom saving throw or become frightened for 1 minute. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 17 Wisdom saving throw or become frightened for 1 minute.
Acts as a magical dagger that deals an additional 4 1d8 Lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity. Acts as a magical Shortsword that deals an additional 4 1d8 lightning damage on a hit. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
When held, grants advantage on Charisma checks made to influence dragons. An attuned creature can cast Suggestion save DC 20 once per day, however, the target of the spell must have the Dragon tag. Acts as a magical dagger that deals an additional 4 1d8 poison damage on a hit. This poison damage ignores poison resistance, but not immunity. Acts as a magical Shortsword that deals an additional 4 1d8 poison damage on a hit. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet, and the ability to breathe underwater.
If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 19 Wisdom saving throw or become frightened for 1 minute. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 19 Wisdom saving throw or become frightened for 1 minute.
Acts as a magical dagger that deals an additional 4 1d8 fire damage on a hit. This fire damage ignores fire resistance, but not immunity. Acts as a magical Shortsword that deals an additional 4 1d8 fire damage on a hit. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet. An attuned creature can cast Fear save DC 20 once per day, however, the target of the spell must have the Dragon tag.
If a creature with at least 13 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 14 Wisdom saving throw or become frightened for 1 minute. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 14 Wisdom saving throw or become frightened for 1 minute. Acts as a magical dagger that deals an additional 4 1d8 cold damage on a hit.
This cold damage ignores cold resistance, but not immunity. Acts as a magical Shortsword that deals an additional 4 1d8 cold damage on a hit. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet and the ability to move through difficult terrain composed of ice and snow without expending extra movement.
If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead. If the creature has resistance to lightning damage, it loses that resistance.
Creatures immune to lightning damage are not affected. Acts as a magical dagger that deals an additional 4 1d8 lightning damage on a hit. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected. Acts as a magical dagger that deals an additional 4 1d8 acid damage on a hit.
If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 21 Wisdom saving throw or become frightened for 1 minute. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 Wisdom saving throw or become frightened for 1 minute.
An attuned creature can cast Geas save DC 20 once per day, however, the target of the spell must have the Dragon tag. If a creature with at least 17 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 18 Wisdom saving throw or become frightened for 1 minute.
The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 Wisdom saving throw or become frightened for 1 minute. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected.
Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet. An attuned creature can cast Calm Emotions save DC 20 once per day, however, the target of the spell must have the Dragon tag. Acts as a magical dagger.
Difficult to handle, deals 9 2d8 fire damage per round to any organic material in contact with it. Can be mastercrafted evocation by a spellcaster into a Wind Fan. An attuned creature can cast Zone of Truth save DC 20 once per day, however, the the spell must be centered on a creature with the Dragon tag.
On a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. When they successfully hit a creature for the first time, that creature takes an additional 10 3d6 poison damage.
Empyrean 23 Celestial religion 1 Divine Maul. Acts as a magical maul that changes size to fit its wielder. The requirement changes to evil-aligned if the Empyrean was evil. Acts as a diamond worth 1, gp if used as the material component for a spell. A creature seated on the throne can understand all languages it hears, and can speak in any language.
If a creature attunes to the throne, they gain proficiency on Wisdom Insight and Charisma Persuasion checks, as well as truesight out to feet. Celestials are automatically hostile to a creature attuned to the throne. Though obviously bone, counts as Adamantine in terms of hardness. Must be ground into powder before use. If consumed as an action, acts as the spell Lesser Restoration.
If 10 are consumed together as an action, acts as the spell Greater Restoration. If 16 are consumed together as an action, acts as the spell Heal. If consumed as an action, reduces the apparent age of a humanoid by 3d10 years, to a minimum of 13 years old.
This imposes disadvantage on Charisma Deception checks if the creature is emotionally invested in the topic. While attuned to the armor, the wearer can use a bonus action to bolster all nonhostile creatures within feet. While the creature is attuned to the armor, they slowly increase in size, as if affected by the Enlarge spell. The transformation takes place over 10 days, and the beneficial effects only manifest on the final day.
While attuned to the charm, if you fail a saving throw, you can choose to succeed instead. Can be consumed as an action by a good-aligned humanoid, or an evil-aligned humanoid if the Empyrean was evil. Additionally, they can no longer cast or be affected by Cleric or Paladin spells, and holy items cease to function while in contact or use by the creature.
Celestials are automatically hostile to the creature, and the creature can still be affected by their Innate Spellcasting feature. If a creature is raised from the dead, they no longer retain this property. Can be consumed as an action to grant immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons for 1 minute.
A small item from the upper planes. If the gauntlets are taken from an evil Empyrean, they cast Shocking Grasp instead. Acts as a tattered dagger 1 Web Sac. When held, can cast Web one time before running dry. Can be applied to a weapon or a piece of ammunition as an action.
A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or take 1d8 poison damage. Additionally, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When held, grants advantage on Charisma Intimidation checks made against humanoids, and disadvantage on all Charisma ability checks made against giants.
Two heads together can be carefully crafted by a spellcaster Divination into a font of water that can act as the material components of a Scrying spell, and creatures of the abyss such as demons have disadvantage on Wisdom saving throws made to avoid being detected by the spell.
Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers. E Empyrean - Ettin. An attuned creature may expend a charge to hold up the amulet as an action and target a creature within 60 feet of the amulet that can see it. The creature must succeed on a DC 14 Charisma saving throw, taking 27 6d8 psychic damage on a failed save, or half as much damage on a success.
Curse: a creature attuned to the amulet is cursed with magical deformities. While cursed, its speed is halved, and it has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. Acts as a smelly blanket. When held, good-aligned creatures of the Feywild are more likely to see the holder as an ally, and the holder has advantage on Charisma checks made to convince good-aligned Fey to trust them.
Acts as a gruesome weapon. Roll 1d10 to determine what can be looted from this particular Fomorian. Marid 11 Elemental arcana 1 Trident of Elemental Water. Acts as a magical Trident that requires attunement. While attuned, a creature can breathe air or water.
A creature attuned to the crown can cast Control Water as an action. Of fine craftsmanship, worth 10, GP. Appears to be normal sea foam, can be detected by magic or if a search is performed to look for sea foam. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Water Elementals.
Ghost 4 Undead religion 2 Vials of Ectoplasm. This item exists halfway between the Ethereal and Material plane, and is considered a part of both. It has no magical function, other than appearing somewhat translucent. Ghoul 1 Undead religion 1d4 Ghoul Claws. When it successfully hits a creature other than an elf or undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. Once the claw has been used this way whether or not the creature was successfully paralyzed it loses this property.
Ghast 2 Undead religion 1d4 Ghast Claws. When it successfully hits a creature other than an undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. On a 1, the bearer is shifted to Thanatos, Domain of Orcus, in the Abyss instead of the intended destination. Stone Giant 7 Giant survival 1 Tattered Greatclub. Worth GP each due to the intricate sculpture.
Storm Giant 13 Giant survival 1 Tattered Greatsword. Contains 4d6 x GP. Worth 1, GP. Acts as 27 sets of Tattered Scale Mail. Can be used as the material component to any spell causing lightning or thunder damage. Appears to be a Crystal Ball, Mirror, or some other item used to seek omens and prophecies. Can be used as an arcane focus for Divination spells, and negates the need for material components costing up to 1, GP.
Acts as Half Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn. Acts as a magical greatsword.
On a hit, it deals an additional 2d6 psychic damage. When consumed as an action, acts as a Nondetection spell requiring no other material components. Roll on the Trinket table. Any item found is chewed up and useless. Can be crafted transmutation by a spellcaster into valuable materials that can replace 10GP worth of material components in a conjuration spell.
No longer poisoned. Acts as a trophy for bounty hunters and adventurers 1 Goblin Boss Head. While held, grants the holder advantage on Charisma Intimidation checks made to influence any goblin who previously served the goblin boss. Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.
As an action, a creature holding the dispenser may create a foot cone of poisonous gas. Each creature in that area must make a DC 19 Constitution saving throw, taking 10d8 poison damage on a failed save, or half as much damage on a successful one. Once this property has been used three times, the dispenser ceases to function. Can be used to lower the cost of creating an iron golem by 2, gp.
The armor acts as magical Plate Armor which grants the wearer immunity to fire damage. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote. Identical to a Mote of Elemental Earth, and can be used for the same purposes.
In addition to its other properties, it can be mastercrafted conjuration by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted. Stone 10 Construct arcana 1 Vial of Crystalline Powder. Can be used to lower the cost of creating a stone golem by 2, gp. The armor acts as magical Splint Armor which grants the wearer immunity to poison damage. The weapon can be a club or greatclub, and allows a creature attuned to it to cast Slow.
Griffon 2 Monstrosity nature 1 Heart of a Griffon. Can be consumed as an action to grant advantage on Wisdom Perception checks that rely on sight for 1 hour. During this time, if the creature sees a horse, they must succeed on a DC 11 Wisdom saving throw or use their full movement and action to approach and attack the horse.
On a success, the creature no longer has to make saving throws to prevent themselves from attacking that particular horse. An attuned creature loses all of their visual senses, but while wearing the helmet, gains blindsight out to 60 feet. After repaired, functions as a magical set of Plate Mail that grants immunity to one of the spells that the Helmed Horror was immune to.
When worn, your unarmed attacks deal 1d6 damage on a hit, and are considered adamantine for the purpose of overcoming immunities. Hippogriff 1 Monstrosity nature 1 Hippogriff Pelt. Acts as a trophy for bounty hunters and adventurers 1 Strong Hobgoblin Heart. For 1 minute, the user gains the ability to deal an extra 10 3d6 damage to a creature they hit with a weapon attack if the creature is within 5 feet of an ally of the user.
Roll on the Trinket table PHB pg. A tiny silver icon of a raven would become a grubby bird feather 1 Kuo-Toa Hide. Acts as Druidic Focus if repaired 1 Lizardfolk Hide. Can cast Conjure Animals reptiles only as a ritual spell. While worn, an attuned creature is immune to the frightened condition and has advantage on Charisma checks made to influence Lizardfolk.
A humanoid hit by the dagger must succeed on a DC 14 Constitution saving throw or be cursed with Werebear lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on. The dagger counts as a silvered weapon for the purposes of overcoming damage immunities.
Mimic 2 Monstrosity nature No loot. Can be consumed as an action to grant Telepathy out to feet for 1 hour. Can be communicated telepathically if the brain is kept preserved in fluid. While preserved this way, the brain can use its Mind Blast ability.
Can be carefully crafted divination by a spellcaster into a grotesque Helm of Telepathy. Can be used to cast Detect Thoughts, which destroys the eye. When cast this way, the spell does not require concentration but can only be used to detect the presence of thinking creatures as described in the spell, not to read their thoughts. On a 1, the bearer is sent to the intended destination, but also transported 1d10 years into the future. The drinker automatically succeeds on saving throws made to escape the Maze spell and similar areas.
Acts as an improvised weapon. A creature hit by the hand must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The curse lasts until removed by the Remove Curse spell or other magic. Can be used as a substitute for the material components of a Create Undead spell. If used this way, the spell can create a mummy when cast as an 8th —level spell. While attuned to the crown, a creature can use their action to channel the forces of the negative energy plane.
Once this ability has been used, it cannot be used again until the next dawn. Acts as Dust of Sneezing and Choking. Can be mastercrafted conjuration by a spellcaster into a totem that can be crushed to cast Dimension Door.
Can be consumed to gain immunity to bludgeoning, slashing, and piercing damage from nonmagical weapons for 1 hour. During this time, the user is vulnerable to fire damage. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.
The poisoned creature is paralyzed. Once the disease has been inflicted upon a creature, the tongue shrivels and becomes useless. If the spell is cast at 9th level on the same corpse for 60 continuous days, with the oil used as the material component of the spell on the final day, the corpse becomes a Mummy Lord. It retains its personality, goals, and memories from life, and is not bound to serve the spellcaster. It may, however, be convinced that the caster should be rewarded for their service and devotion.
If not destroyed, the Mummy Lord reforms in 24 hours. Any body parts of the Mummy Lord that have been looted crumble into dust, except the Rotting Lord Hands, which remain as Crawling Claws. The Mummy Lord grows new hands with its body.
Acts as a trophy for bounty hunters and adventurers 1 Orc Left Eye of Fury. Can cast Augury as a ritual. This consumes the heart, and the results of the Augury always favor the most aggressive course of action. Acts as a trophy for bounty hunters and adventurers 1 Orog Head. When held, grants advantage on Charisma Intimidation checks made against Orcs. Details settlements and caravans recently raided, and lists at least three that were soon to be attacked.
Could also list the territory of other Orc tribes. Beats whenever the revenant is within 60 feet, no matter what body the revenant inhabits. Can be carefully crafted necromancy into an amulet that requires attunement by an undead creature. An attuned creature is immune to effects that turn undead. The target must make a DC 15 Wisdom saving throw. When the paralysis ends, the target is frightened of the eye for 1 minute.
The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the eye, ending the frightened condition on itself on a success. Once the target is paralyzed in this way, the eye loses this property. An attuned creature holding the eye knows the distance to and direction of any creature against which the revenant sought revenge, even if the creature and the revenant are on different planes of existence.
If the eye is allowed to see one of its targets, it loses this property. Slowly grows back over time. A creature can use this flesh as a source of food, one hunk will grow enough to feed one medium creature per day. However, each day at dawn, a creature who has eaten the food must make a DC 15 Constitution saving throw vs poison. If the saving throw fails, the creature takes 14 4d6 poison damage and gains one level of exhaustion.
If a creature who the revenant has sworn vengeance against makes the saving throw, they take 14 poison damage and gain one level of exhaustion on a success. On a failure, they drop to 0 hit points and are dying. Destroyed if exposed to sunlight. The portal is permanently affixed to the location where it is crafted. When held by a creature, that creature gains resistance to lightning damage as the stem draws the energy towards it. Can be mastercrafted abjuration by a spellcaster into an amulet of lightning absorption, which requires attunement.
An attuned creature is immune to lightning damage, and if it would take lightning damage, it instead regains hit points equal to the damage that would have been dealt. An attuned creature gains blindsight out to 10 feet. Acts as splint armor. A creature wearing the armor has advantage on saving throws made to avoid the frightened condition. A creature wearing the gauntlet gains the attack action of hitting an enemy with the gauntleted fist, dealing 1d6 bludgeoning damage on a hit.
Etched onto a scrap of metal. A creature holding the rune can cast Mending from it at will. If the metal is used as a component in a vessel, vehicle, or mechanical creation, the item regains 10 hit points each round as long as it has at least 1 hit point. Can store one spell of 4th level or lower.
To do so, the user must cast the spell on the gem. The spell has no effect but is stored within the gem. When commanded to do so by the creature holding the gem or when a situation arises that was predefined by the spellcaster, the gem casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Usually found as loot on the creature controlling the Shield Guardian. Confers full control over the Shield Guardian. Acts as an arcane focus when casting Necromancy spells. Blue Slaadi 7 Aberration arcana 1d4 Slaad Egg. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws.
If ingested, grants the user telepathy out to 60 feet for one hour. When it successfully hits a creature for the first time, that creature must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. Only a wish spell can reverse the transformation. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad.
The breath deals fire damage, and also a bit of physical damage. However, it is easy to outrun it as it has a bit of travel time. The second, and probably more dangerous is the fireball attack. These can be portaled away, deflected back with a gravity gun, thrown back, or just avoided.
The third attack is more of a bite, only used when you are extremley close to the hydra. Because of this, it is recommended to take it on ranged, as the bite will kill you instantly. If possible, use Quantum Armour instead of Nano Armour to ensure an easy victory. These armors are not edible to the Hydra. Another armour is Power Armor , which allows you to hit its heads directly.
During the fight it is advised to hug the base of its body. If its breathing fire at you close-mid range , run in a circle. The fire is not instant and takes a moment to travel to its destination, giving you the time to dodge it. Once the fire stops, attack the head until its mouth closes You can attack regardless of it attacking or not. If you prefer being ranged, try reflecting the fireballs its shooting like you would that of a ghast. If using the laser, remember to use a battery pack with a lot of EU in it.
Sentry turrets are destroyed too quickly to be of any use. When the attacked head loses enough health it dies off, allowing two new ones sprout The maximum amount of heads that can spawn is seven. Once the Hydra has reached seven heads, it can be killed for good once its health bar has been drained. Despite this being one entity, each head can attack a different person.
Curls unnaturally. If it is planted, by next nightfall it will grow into a twig blight. If it is not taken from the body of the twig blight, it will plant itself after 1d4 hours. Can be heard murmuring very softly. If it is planted, by next nightfall it will grow into a vine blight. If it is not taken from the body of the vine blight, it will plant itself after 1d4 hours. Couatl 4 Celestial religion 1 Couatl Hide. If ingested, a creature must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours.
Until this condition ends, the target is unconscious. Another creature can use an action to shake the target awake. While holding the heart, it can be used to cast Scrying as a ritual. This consumes the heart. When touched, they char the skin of any creature with an alignment different than the Couatl. Demilich 18 Undead religion 1 Demilich Skull. Can be used as an arcane focus and grants immunity to necrotic, poison, and psychic damage. After 1d10 days, the skull reforms into the Demilich with full HP and abilities.
If the Phylactery is destroyed, this item crumbles into useless dust. When the Demilich reforms, all un-crafted teeth return to the Demilich. If the Phylactery is destroyed, these items crumble into useless dust. Acts as Dust of Disappearance.
A creature attuned to the Eye can can, once per day, drain the life from a creature. The target must succeed on a DC 19 Constitution saving throw or take 21 6d6 necrotic damage, and the attuned creature regains hit points equal to the damage dealt.
When the Demilich reforms, this item forcibly ends its attunement and returns to the Demilich. This item is not found with the Demilich unless the check made to loot the body was a 30 or higher. If not destroyed, the Demilich reforms after 1d10 days. The DM determines what weapons and armor are present. The target must make a DC 19 Charisma saving throw. On a successful save, the target takes 24 7d6 necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw.
If the soul is trapped, the soul is released when the gem is broken. If the soul is not trapped, the gem shatters upon use. When the Demilich reforms, all gems that have not been shattered return to the Demilich. Chasme 6 Fiend religion 1 Vial of Foul Ichor. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. When the spell is cast, roll 1d On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination. Acts as a magical dagger that deals an additional 7 2d6 necrotic damage on a hit. Any non-demon creature within 30 feet of the horn that hears the drone including the user must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes.
The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. Acts as a shield. The DM selects an item from another Demon. This item is also found with the Chasme. Glabrezu 9 Fiend religion 1 Demonic Amulet. This item cannot be looted normally. Retrieving it requires a DC 25 Dexterity Sleight of Hand check, with advantage if the demon is incapacitated.
Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete. The signature sigil of a demonic cult. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
Acts as a handaxe. They look identical, and it is nearly impossible to discern which one was created without a DC 30 Intelligence Religion check. This was once owned by a mortal who foolishly believed they could control the demon. Once per day, it can cast a small 2. Goristro 17 Fiend religion 1 Demonic Amulet. Acts as a club. An attuned creature may cast Find the Path once per day using the necklace. Acts as a blanket.
When worn as a helmet, the wearer may make a charging attack that deals 33 6d10 piercing damage if they moved at least 15 feet straight towards a target on the same turn. On a hit, the wearer must succeed on a DC 21 Constitution saving throw or be stunned for 1 round. When worn together, grants resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour. D Demon. Hezrou 8 Fiend religion 2 Vials of Foul Ichor. As an action, the gland can be squeezed to burst, emitting a foul stench.
Any creature within 10 feet of the gland must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. Acts as an arcane focus for warlocks of the Fiend pact. Acts as a magical dagger that deals an additional 3 1d6 poison damage on a hit.
Nalfeshnee 13 Fiend religion 1 Demonic Amulet. Acts as a shortsword. Each one can be carefully crafted enchantment by a spellcaster into a Sigil of Horror. When activated, the sigil magically emits scintillating, multicolored light.
Each creature within 30 feet of the sigil that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The sigil is consumed when activated, but the light remains for 1 minute. Yochlol 10 Fiend religion 1 Demonic Amulet. On a 1, the bearer is shifted to The Demonwebs of Lolth in the Abyss instead of the intended destination.
A creature attuned to the eye can cast Gaseous Form once per day. In addition to the bonuses granted by the spell, a creature that starts its turn in the same space as the attuned creature while they are in gaseous form must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the creature is incapacitated.
When held, the holder ignores movement restrictions caused by webbing. A creature holding the ball may expend a charge to cast Web. The ball shrinks a little each time the spell is cast. When the last charge is expended, the ball withers to nothing and is destroyed. Acts as 10 feet of chain with razor-sharp iron barbs along its length. Any creature touching the chain must make a DC 14 Dexterity saving throw at the start of its turn or take 7 2d6 piercing damage.
As an action, a hook can be thrown at a creature as an improvised weapon. On a hit, the creature takes 7 2d6 piercing damage and is restrained as the hook attaches them to the ground. The creature can make an Strength check DC 14 to escape. The hook becomes permanently attached to the ground and cannot be used again.
When worn, the mask can be activated, as a reaction, to form into the face of a departed loved one or bitter enemy of a creature within 30 feet. The creature must make a DC 14 Wisdom saving throw or be frightened until the end of its next turn. Acts as a magical dagger that deals fire damage instead of piercing damage.
This damage ignores the fire resistance of demons. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Erinyes 12 Fiend religion 1 Hellspit Longsword. Acts as magical plate armor that requires attunement, and grants resistance to poison damage and advantage on saving throws against poison.
Curse: while attuned to the armor, a creature counts as a fiend, and is affected by any spell or effect that would affect fiends. Spells that provide protection from fiends such as Protection from Evil and Good have no effect when cast upon the attuned creature. While attuned, a creature gains Telepathy out to feet, however, they cannot make a statement that is technically, legally untrue while using the item in this way.
Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water. Imp 1 Fiend religion 1d2 Imp Wings. Lemure 0 Fiend religion 1 Vial of Hellish Ichor. While being held, grants advantage on Charisma checks made against lesser and greater devils. Grants the holder advantage on saving throws against spells and other magical effects. Curse: While attuned to a horn, a creature appears grotesque to non-devils.
Non-devil creatures that look upon the attuned creature must make a DC 21 Wisdom saving throw each round or be frightened by the creature. On a success, the non-devil creature is immune to the condition though they still see the attuned creature as grotesque for the next 24 hours. An attuned creature can use both bracers to cast Find Familiar once per day. The summoned familiar is always an Imp with the variant Familiar trait MM pg.
Tyrannosaurus Rex 8 Beast nature 3 Dinosaur Hide. Acts as a sickle. Acts as a dagger. Acts as a whip. Can be carefully crafted illusion by a spellcaster into an amulet that can cast Silent Image once per day. Doppelganger 3 Monstrosity nature 2 Lumps of Doppelganger Flesh. If applied to a missing hand or foot, it becomes a working replica of the missing appendage, though it never grafts to the rest of the body, so attaching it in some way is required.
It cannot replicate more complex organs such as eyes or tongues. If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute.
Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn. Acts as a magical dagger that deals an additional 4 1d8 Acid damage on a hit. This acid damage ignores acid resistance, but not immunity. Acts as a magical Shortsword that deals an additional 4 1d8 acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard MM pg.
The warrior will attack the first thing it sees, fighting until dead. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater. If a creature with at least 16 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 17 Wisdom saving throw or become frightened for 1 minute.
The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 17 Wisdom saving throw or become frightened for 1 minute. Acts as a magical dagger that deals an additional 4 1d8 Lightning damage on a hit.
This lightning damage ignores lightning resistance, but not immunity. Acts as a magical Shortsword that deals an additional 4 1d8 lightning damage on a hit. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
When held, grants advantage on Charisma checks made to influence dragons. An attuned creature can cast Suggestion save DC 20 once per day, however, the target of the spell must have the Dragon tag. Acts as a magical dagger that deals an additional 4 1d8 poison damage on a hit. This poison damage ignores poison resistance, but not immunity.
Acts as a magical Shortsword that deals an additional 4 1d8 poison damage on a hit. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet, and the ability to breathe underwater. If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 19 Wisdom saving throw or become frightened for 1 minute.
The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 19 Wisdom saving throw or become frightened for 1 minute. Acts as a magical dagger that deals an additional 4 1d8 fire damage on a hit. This fire damage ignores fire resistance, but not immunity. Acts as a magical Shortsword that deals an additional 4 1d8 fire damage on a hit.
Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet. An attuned creature can cast Fear save DC 20 once per day, however, the target of the spell must have the Dragon tag. If a creature with at least 13 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 14 Wisdom saving throw or become frightened for 1 minute.
The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 14 Wisdom saving throw or become frightened for 1 minute. Acts as a magical dagger that deals an additional 4 1d8 cold damage on a hit. This cold damage ignores cold resistance, but not immunity. Acts as a magical Shortsword that deals an additional 4 1d8 cold damage on a hit.
Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet and the ability to move through difficult terrain composed of ice and snow without expending extra movement. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected.
The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected.
Acts as a magical dagger that deals an additional 4 1d8 lightning damage on a hit. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected. Acts as a magical dagger that deals an additional 4 1d8 acid damage on a hit. If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 21 Wisdom saving throw or become frightened for 1 minute.
The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 Wisdom saving throw or become frightened for 1 minute. An attuned creature can cast Geas save DC 20 once per day, however, the target of the spell must have the Dragon tag. If a creature with at least 17 Strength lifts the skull above their head as an action, each creature within feet of the skull must make a DC 18 Wisdom saving throw or become frightened for 1 minute.
The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 Wisdom saving throw or become frightened for 1 minute. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected.
Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet. An attuned creature can cast Calm Emotions save DC 20 once per day, however, the target of the spell must have the Dragon tag. Acts as a magical dagger. Difficult to handle, deals 9 2d8 fire damage per round to any organic material in contact with it.
Can be mastercrafted evocation by a spellcaster into a Wind Fan. An attuned creature can cast Zone of Truth save DC 20 once per day, however, the the spell must be centered on a creature with the Dragon tag. On a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.
If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. When they successfully hit a creature for the first time, that creature takes an additional 10 3d6 poison damage.
Empyrean 23 Celestial religion 1 Divine Maul. Acts as a magical maul that changes size to fit its wielder. The requirement changes to evil-aligned if the Empyrean was evil. Acts as a diamond worth 1, gp if used as the material component for a spell. A creature seated on the throne can understand all languages it hears, and can speak in any language.
If a creature attunes to the throne, they gain proficiency on Wisdom Insight and Charisma Persuasion checks, as well as truesight out to feet. Celestials are automatically hostile to a creature attuned to the throne. Though obviously bone, counts as Adamantine in terms of hardness. Must be ground into powder before use. If consumed as an action, acts as the spell Lesser Restoration. If 10 are consumed together as an action, acts as the spell Greater Restoration. If 16 are consumed together as an action, acts as the spell Heal.
If consumed as an action, reduces the apparent age of a humanoid by 3d10 years, to a minimum of 13 years old. This imposes disadvantage on Charisma Deception checks if the creature is emotionally invested in the topic. While attuned to the armor, the wearer can use a bonus action to bolster all nonhostile creatures within feet.
While the creature is attuned to the armor, they slowly increase in size, as if affected by the Enlarge spell. The transformation takes place over 10 days, and the beneficial effects only manifest on the final day. While attuned to the charm, if you fail a saving throw, you can choose to succeed instead. Can be consumed as an action by a good-aligned humanoid, or an evil-aligned humanoid if the Empyrean was evil.
Additionally, they can no longer cast or be affected by Cleric or Paladin spells, and holy items cease to function while in contact or use by the creature. Celestials are automatically hostile to the creature, and the creature can still be affected by their Innate Spellcasting feature. If a creature is raised from the dead, they no longer retain this property. Can be consumed as an action to grant immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons for 1 minute.
A small item from the upper planes. If the gauntlets are taken from an evil Empyrean, they cast Shocking Grasp instead. Acts as a tattered dagger 1 Web Sac. When held, can cast Web one time before running dry. Can be applied to a weapon or a piece of ammunition as an action.
A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or take 1d8 poison damage. Additionally, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
When held, grants advantage on Charisma Intimidation checks made against humanoids, and disadvantage on all Charisma ability checks made against giants. Two heads together can be carefully crafted by a spellcaster Divination into a font of water that can act as the material components of a Scrying spell, and creatures of the abyss such as demons have disadvantage on Wisdom saving throws made to avoid being detected by the spell.
Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers. E Empyrean - Ettin. An attuned creature may expend a charge to hold up the amulet as an action and target a creature within 60 feet of the amulet that can see it.
The creature must succeed on a DC 14 Charisma saving throw, taking 27 6d8 psychic damage on a failed save, or half as much damage on a success. Curse: a creature attuned to the amulet is cursed with magical deformities.
While cursed, its speed is halved, and it has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. Acts as a smelly blanket. When held, good-aligned creatures of the Feywild are more likely to see the holder as an ally, and the holder has advantage on Charisma checks made to convince good-aligned Fey to trust them.
Acts as a gruesome weapon. Roll 1d10 to determine what can be looted from this particular Fomorian. Marid 11 Elemental arcana 1 Trident of Elemental Water. Acts as a magical Trident that requires attunement. While attuned, a creature can breathe air or water. A creature attuned to the crown can cast Control Water as an action. Of fine craftsmanship, worth 10, GP. Appears to be normal sea foam, can be detected by magic or if a search is performed to look for sea foam.
Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Water Elementals. Ghost 4 Undead religion 2 Vials of Ectoplasm. This item exists halfway between the Ethereal and Material plane, and is considered a part of both. It has no magical function, other than appearing somewhat translucent. Ghoul 1 Undead religion 1d4 Ghoul Claws. When it successfully hits a creature other than an elf or undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute.
Once the claw has been used this way whether or not the creature was successfully paralyzed it loses this property. Ghast 2 Undead religion 1d4 Ghast Claws. When it successfully hits a creature other than an undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. On a 1, the bearer is shifted to Thanatos, Domain of Orcus, in the Abyss instead of the intended destination. Stone Giant 7 Giant survival 1 Tattered Greatclub.
Worth GP each due to the intricate sculpture. Storm Giant 13 Giant survival 1 Tattered Greatsword. Contains 4d6 x GP. Worth 1, GP. Acts as 27 sets of Tattered Scale Mail. Can be used as the material component to any spell causing lightning or thunder damage.
Appears to be a Crystal Ball, Mirror, or some other item used to seek omens and prophecies. Can be used as an arcane focus for Divination spells, and negates the need for material components costing up to 1, GP. Acts as Half Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
Acts as a magical greatsword. On a hit, it deals an additional 2d6 psychic damage. When consumed as an action, acts as a Nondetection spell requiring no other material components. Roll on the Trinket table. Any item found is chewed up and useless. Can be crafted transmutation by a spellcaster into valuable materials that can replace 10GP worth of material components in a conjuration spell. No longer poisoned. Acts as a trophy for bounty hunters and adventurers 1 Goblin Boss Head.
While held, grants the holder advantage on Charisma Intimidation checks made to influence any goblin who previously served the goblin boss. Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals. As an action, a creature holding the dispenser may create a foot cone of poisonous gas.
Each creature in that area must make a DC 19 Constitution saving throw, taking 10d8 poison damage on a failed save, or half as much damage on a successful one. Once this property has been used three times, the dispenser ceases to function. Can be used to lower the cost of creating an iron golem by 2, gp.
The armor acts as magical Plate Armor which grants the wearer immunity to fire damage. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote. Identical to a Mote of Elemental Earth, and can be used for the same purposes.
In addition to its other properties, it can be mastercrafted conjuration by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted. Stone 10 Construct arcana 1 Vial of Crystalline Powder. Can be used to lower the cost of creating a stone golem by 2, gp. The armor acts as magical Splint Armor which grants the wearer immunity to poison damage.
The weapon can be a club or greatclub, and allows a creature attuned to it to cast Slow. Griffon 2 Monstrosity nature 1 Heart of a Griffon. Can be consumed as an action to grant advantage on Wisdom Perception checks that rely on sight for 1 hour.
During this time, if the creature sees a horse, they must succeed on a DC 11 Wisdom saving throw or use their full movement and action to approach and attack the horse. On a success, the creature no longer has to make saving throws to prevent themselves from attacking that particular horse. An attuned creature loses all of their visual senses, but while wearing the helmet, gains blindsight out to 60 feet.
After repaired, functions as a magical set of Plate Mail that grants immunity to one of the spells that the Helmed Horror was immune to. When worn, your unarmed attacks deal 1d6 damage on a hit, and are considered adamantine for the purpose of overcoming immunities. Hippogriff 1 Monstrosity nature 1 Hippogriff Pelt. Acts as a trophy for bounty hunters and adventurers 1 Strong Hobgoblin Heart.
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