from Chapter Five: Equipment and Magic Items
The native races of the Underdark range from almost human to alien monstrosities. Their wondrous items display a similar variety in form and function.
Table 5-13: Wondrous Items
|Rope of climbing, superior
|Figurine of illusory escort
|Cloak of stone
|Glove of venom
|Boots of tremorsense
Wondrous Item Descriptions
The wondrous items given on Table 5-13 are described below.
Boots of Tremorsense: The wearer can automatically sense the location of any creature or object within 30 feet that is in contact with the ground.
Faint transmutation;CL 5th; Craft Wondrous Item, tremorsense*; Price 45,000 gp; Weight 1 lb.
|A mind flayer probes a victim's
thoughts with a cephalometer.
Cephalometer (Illithid): This psionically empowered caliper measures a creature's head size via two inwardly curved, iron projections. These projections are connected at one end with a bolt that allows them to open or close. In addition, the caliper wielder can use dominate person and feeblemind (DC 17) each once per day on any willing or subdued creature whose head is between the projections. Fitting the calipers to a subject's head provokes an attack of opportunity.
In addition to the two powers noted above, a cephalometer applied to the head of a willing or subdued subject can conduct a mind probe once per day for up to 10 minutes. All the subject's memories and knowledge are accessible, from memories deep below the surface to those that are easily called to mind. The wielder can telepathically pose one question, and the caliper extracts the answer from the subject's brain and relays it directly to the wielder's mind. These answers are to the best of the subject's knowledge. The wielder and the subject do not need to speak the same language, though less intelligent creatures may yield only appropriate visual images in answer to questions. The cephalometer may be used to probe a sleeping subject, though the subject may attempt a Will save (DC 17) to wake after each question. Creatures protected by mind blank or those that are not affected by mind-affecting effects are immune to this mind probing.
Moderate enchantment and divination; CL9th; Craft Wondrous Item or Craft Universal Item, dominate person, feeblemind; Price36,450 gp; Weight 1 lb.
Cloak of Stone: This mottled gray cloak grants the wearer a +5 circumstance bonus on Hide and Move Silently checks. In addition, by speaking a command word, the wearer can merge with stone as though using the meld into stone spell twice a day.
Faint transmutation;CL 5th; Craft Wondrous Item, meld into stone; Price 20,800 gp; Weight 2 lbs.
Daylight Pellet: This nasty weapon was devised by drow for use against other drow, but it is equally useful against any light-sensitive creature. Daylight pellets are simply small pieces of glass, rock crystal, or igneous rock coated with grease and covered with clay, then baked until hard. When thrown (a standard action), a daylight pellet shatters on impact and activates a daylight spell.
Daylight pellets are usually found in pouches in quantities of 3d4 pellets.
Faint evocation;CL 5th; Craft Wondrous Item, daylight; Price 750 gp per pellet; Weight -- .
Figurines of Illusory Escort: In the Underdark, looking too tough to challenge is often the best way to win a fight. Each of these figurines appears to be a miniature humanoid about 1 inch high. To activate it, the user must speak the correct command word and specify a humanoid or monstrous humanoid race and a gender of each figurine, as well as whether it should appear to be a slave in leg chains or a guard with armor and weapons typical for the race. The figurine then produces a major image of the specified creature, which cannot move more than 30 feet away from the figurine. The figment lasts for 8 hours, after which the figurine cannot be used again for 1 day.
Slave figures can be commanded to march, do chores, or mine. Guard figures can be commanded to either march or stand guard. The illusion cloaking these figures randomizes and varies their movements, so that each figure appears to act as an individual.
These figures act in their programmed manner, regardless of circumstance, so they are usable only as a preventive measure. The ruse can work well enough in a calm situation, but if a combat does occur, the figures continue to do their chores or stand guard -- inappropriate actions under the circumstances.
Moderate illusion;CL 6th; Craft Wondrous Item, major image; Price6,500 gp per figurine; Weight -- .
Glove of Venom: The wielder of this snakeskin or spiderfur glove can speak a command word to envenom it, as though with the poison spell, up to three times per day. A successful touch attack with the envenomed glove delivers the poison (Fort DC 16). The initial and secondary damage is 1d10 points of Constitution damage.
Moderate necromancy; CL 7th;Prerequisites: Craft Wondrous Item, poison;Price 31,500 gp;Weight -- .
Messenger Medallion: A messenger medallion resembles a small, metal cone on a slender chain and can be worn as a necklace. Once per day, the wearer can speak a command word to send a message and receive a brief reply, as though with the sending spell.
Moderate evocation;CL 7th; Craft Wondrous Item, sending; Price 10,000 gp; Weight-- .
Rope of Climbing, Superior: This item functions exactly like a rope of climbing, as described in the Dungeon Master's Guide, except that it also grants the climber a +5 enhancement bonus on Climb checks.
Faint transmutation;CL 3rd; Craft Wondrous Item, animate rope; Price 5,500 gp; Weight3 lbs.
Web Choker (Drow): Strung of barbs and black webbing, with nine gray spheres depending from it, this choker is considered high fashion for drow priestesses. The wearer (and only the wearer) can detach and hurl the spheres up to 70 feet. When a sphere arrives at the end of its trajectory, it bursts, generating a web effect (DC 14). Once all nine spheres have been used, the web choker is nothing other than a simple choker.
Faint conjuration; CL5th; Craft Wondrous Item, web; Price2,700 gp; Weight -- .
*New spell described in this book.
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