Dungeon Company Store Catalog
Dungeon Company Store Catalog
Table of Contents
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A Message from Dungeon Company:
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ARMOR
Aegis of the Rose
Armor (Shield), Rare (Requires Attunement)
This wooden Shield is adorned with
intricate carvings of thorns and brambles,
with a painted rose at the center.
When you are struck by a melee attack, you
can activate the aegis as a reaction. Thorny
vines burst forth from the Shield, wrapping
around the attacker and entangling them
for 1 minute or until they use their action
to break free (DC 14 Strength or Dexterity
check, their choice). While entangled, the
target is Grappled by you and takes 1d4
Piercing damage at the start of each of its
turns. Once this ability has been used, it
can not be used again until the following
dawn.                                          Pangolin Scale Mail
                                               Armor (Scale Mail), Legendary
                                               This Scale Mail looks drab and leathery.
                                               The Pangolin Scale Mail has 3 charges.
                                               While wearing this armor you can use your
                                               action to expend a charge and curl into a
                                               ball until the start of your next turn. In this
                                               form you are immune to all damage except
                                               for Psychic damage, but you can not take
                                               reactions. The armor regains one charge
                                               each dawn.
                                                                                             3
                                               Scintillating Plate
                                               Armor (Plate), Legendary (Requires
                                               Attunement)
                                               This gleaming Plate Armor of highly
                                               polished and reflective metal shines like a
                                               mirror. When attuned to this armor you are
                                               Resistant to Radiant damage and can cast
                                               Sunbeam once per day.
Phantom Leathers
Armor (Leather or Studded Leather), Very
Rare (Requires Attunement)
Once per day, when hit by an attack while
wearing this shadowy Leather Armor, you
can use your reaction before damage is
rolled to instantly become ethereal as per
the Etherealness spell until the end of your
next turn.
                                                                                         4
WEAPONS
                                                Arrow of Grounding
                                                Weapon (Arrow), Rare
                                                When a creature takes damage from an
                                                Arrow of Grounding, it must succeed on a
                                                DC 16 Constitution saving throw or
                                                become unable to fly or levitate by any
                                                means for one minute. If the creature is
                                                aloft it falls immediately. The creature may
                                                be carried by other flying creatures or
                                                vehicles, but can not fly under its own
                                                power for the duration of the effect.
Aetherbrand Rapier
Weapon (Rapier), Very Rare
The blade of this +2 Rapier seems to flicker
and blur as if it is not fully material.
You can use a Bonus Action to activate the
Rapier’s phasing ability. Until the start of
your next turn the blade gains the ability to
pass through non-magical barriers and
obstacles of your choice as if they weren't
there, allowing the wielder to ignore
physical obstructions such as walls, doors,
armor, or creatures. The blade can              Arrow of Thunder
penetrate an obstruction up to two feet         Weapon (Arrow), Uncommon
thick. While phasing, attacks made with the     When using this Arrow you pick a spot
Aetherbrand treat the target as                 within range and fire. Upon landing the
unarmored.                                      Arrow explodes and all creatures within a
The phasing ability of the Aetherbrand          ten-foot-radius take 3d6 Thunder damage
Rapier can be used up to two times per day.     or half damage on a successful DC 15
                                                Dexterity saving throw. If the Arrow is fired
                                                at long range, all affected creatures save
                                                with Advantage.
                                                If a creature is hit by the Arrow, that
                                                creature takes normal Piercing damage
                                                from the Arrow and has Disadvantage on
                                                the Dexterity saving throw to avoid the
                                                Thunder damage.
                                                                                           5
                                               When you expend the hammer’s last
                                               charge, roll a d20. On a 1, it explodes and
                                               all creatures in a 5 foot radius must make a
                                               DC 15 Dexterity saving throw. On a failure,
                                               each takes 6d6 Lighting damage or half
                                               that amount on a success.
Barla’s Bow
Weapon (Longbow), Uncommon
This rough-looking bow is made from the
branches of a powerful tree spirit. When
you roll a 1 on the die for an attack roll
using this bow, you can reroll the die and
must use the new roll.                         Harmony Blade
                                               Weapon (Longsword), Uncommon (requires
                                               Attunement)
                                               This beautifully crafted +1 Longsword
                                               emits melodic chimes when swung.
                                               Once per day you can use an action to
                                               swing the sword in the air, making a
                                               euphonious sound, granting one use of
                                               Heroic Inspiration to all allies within 30
                                               feet who can hear it.
Galvanic Hammer
Weapon (Warhammer), Very Rare
This +2 Warhammer has 6 charges. When
you hit a target with it you can expend 1 or
more of its charges to unleash a bolt of
electrical energy. For each charge you
expend, the target takes an extra 1d6
Lightning damage.
The hammer regains 1d6+1 expended
charges daily at dawn.
                                                                                            6
Quicksilver Bow
Weapon (Shortbow), Rare                        Whisperwind Blade
This sleek +1 Shortbow is made of polished     Weapon (Sword), Rare
wood and is decorated with intricate           This slender +1 Longsword is forged from
filigree. Arrows fired from this bow gain a    enchanted silver. It makes a soft whooshing
scintillating trail. Once a target takes       sound when drawn and grants you the
damage from an Arrow fired from the            ability to cast the Gust cantrip. Unlike other
Quicksilver Bow, all attacks against the       Longswords, the Whisperwind Blade has
target have Advantage until the start of its   the Finesse property.
next turn.
                                               Winterchill Dagger
                                               Weapon (Dagger), Rare (requires
                                               Attunement)
                                               This +1 Dagger is always cold to the touch
                                               as it emanates a faint frosty mist. When
Tideslicer                                     you hit a creature with the Winterchill
Weapon (Scimitar), Uncommon                    Dagger, the target must succeed on a DC
This +1 Scimitar is imbued with the essence    13 Constitution saving throw or be
of the ocean and glimmers with a faint         Restrained until the end of its next turn as
blue-green light. Tideslicer grants you the    ice encases its limbs.
ability to cast the Shape Water cantrip. It
also grants Advantage on Charisma
(Persuasion) checks when interacting with
creatures that have a Swim Speed.
                                                                                           7
                                                 a ranged weapon attack, damaging cantrip,
WONDROUS ITEMS                                  or by a Magic Missile spell that reduces you
                                                 to 0 hit points you can use your reaction to
                                                 drop to 1 hit point instead.
                                                 Once this ability has been used, the case is
                                                 no longer attuned and can never again be
                                                 attuned by you.
Arcane Lorgnette
Wondrous Item, Uncommon
These opera glasses appear ordinary at
first glance, but when used to read magical
runes or inscriptions, they enhance the
potency of the spells. When you use the
Arcane Lorgnette while preparing a spell
from your spellbook or while reading a
magical scroll, the resulting spell gains a +1
bonus to its spell attack rolls or saving
throw DC.
The Arcane Lorgnette can only affect the
power of one spell per day. Once prepared,       Band of Magnetism
all castings of a spell gain the same benefit    Wondrous item, Very Rare (requires
until your next long rest.                       Attunement)
                                                 This device gives you the ability to cast an
                                                 altered version of the Mage Hand cantrip.
                                                 The hand used in this variation is invisible,
                                                 and can carry items of up to 30 pounds, but
                                                 any object it manipulates must be made at
                                                 least partially of metal. Unlike the standard
                                                 Mage Hand the hand can be used to make
                                                 attacks with Disadvantage.
                                                                                            8
                                               landscape image to a page of the book by
                                               drawing in it. To do so the creature must
Black Rook                                     succeed on a DC 20 Intelligence check. On
Wondrous Item, Very Rare                       a failure the page is destroyed and can not
This small ebony charm resembles a single      be used again. The creature’s proficiency
castle tower. Holding the rook in your         bonus can be added to the roll if they are
hand, you use an action to teleport            proficient in Calligrapher’s Supplies,
yourself and another creature of the same      Cartographer’s Tools, or Painter’s Supplies.
size category as yourself that you can see     The Game Master can determine the
within 30 feet. You assume the location of     landscapes initially in the book or roll on
the target and vice versa. An unwilling        the following table.
creature must succeed on a Wisdom saving
throw (DC 16) to resist being teleported.       d10
After using this ability, it cannot be used     roll       Landscape Description
again until the following dawn.
                                                       Hilly terrain dotted with prickly trees,
                                                  1
Book of Mystical Landscapes                            grass, and wildflowers.
Wondrous Item, Very Rare
                                                       A mountain pass strewn with
This magical tome contains 3d6x10 pages.
                                                  2    crystalline bluish rocks. Iridescent
The pages are mostly blank, but 1d6+1 are              butterflies flitter about.
filled with beautifully rendered landscapes.
As an action you can tear a page from the              A swampy marsh, rife with the odor
book and throw it onto the ground.                     of rotten eggs. The occasional splash
                                                  3
Instantly the land surrounding you is                  of aquatic creatures can be heard
                                                       nearby.
altered to resemble the image in the
rendering as per the spell, Hallucinatory              A lush, vibrant grove of trees
Terrain. Once used, the page is destroyed         4    adorned with colorful blossoms. The
permanently.                                           sound of songbirds fills the air.
A creature with Hallucinatory Terrain on
                                                       A frozen wasteland, with towering
their spell list can attempt to add a new         5
                                                       ice formations and jagged cliffs. The
                                                                                              9
     wind howls madly through the air.
                                                                                        10
                                               Boon of the Wind You are immune to fall
                                               damage.
                                               Resplendent Aura Once per day, as a
                                               Bonus Action, you can cause the cloak to
                                               shed bright multicolored light in a 10-foot
                                               radius and dim light for an additional 10
                                               feet. Creatures of your choice within the
                                               bright light gain temporary hit points equal
                                               to your Charisma modifier (minimum of 1)
                                               as they are invigorated by the glorious
Chalice of the Void                            beauty of the cloak's feathers.
Wondrous Item, Legendary                       Feathered Grace While wearing the cloak
Any liquid poured into this cup disappears     you gain advantage on all Charisma
within six seconds. Up to one gallon per       (Performance) and (Persuasion) rolls.
round can be absorbed into the cup even
though the interior volume is equivalent to
one pint. Visually, the liquid seems to
vanish through the bottom of the chalice,
but there is no perceivable hole. Any liquid
poured into the chalice is gone forever and
cannot be retrieved.
                                               Counterpart Mirror
                                               Wondrous Item, Legendary (requires
                                               Attunement)
                                               The frame of this hand-held silver mirror is
                                               engraved with twin faces. As an action, you
Cloak of Resplendent Plumage                   can hold the mirror aloft to summon a
Wondrous Item, Very Rare (requires             duplicate of yourself from the mirror's
Attunement)                                    surface. The duplicate acts immediately on
A billowing cloak adorned with colorful        your turn and remains until the end of its
feathers that shift and shimmer, the cloak     next turn or until destroyed. It is friendly to
of resplendent plumage grants you the          you and your allies. Your counterpart has
following abilities:                           all of the same abilities, items, and spell
                                               slots that you had at the time of its
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creation with the exception of the             creature that starts its turn in the storm
Counterpart Mirror itself.                     while concentrating on a spell must
Once used, this ability cannot be used         succeed on a DC 10 Constitution saving
again until the next dawn.                     throw to maintain Concentration.
                                               Dream Sand
Crown of Vedma                                 Wondrous Item, Very Rare (requires
Wondrous Item, Legendary (requires             Attunement)
Attunement)                                    This tiny pouch is filled with fine grain
Crafted by the frost spirit, Vedma, this icy   sand. While holding it in your hand, you can
blue crown enhances the wearer's control       cast the Dream spell once per day. While
over cold and ice. It grants the following     carrying the pouch on your person, you can
abilities:                                     not be put to sleep by magic.
Glacial Resilience: You gain resistance to
cold damage and immunity to the effects
of extreme cold temperatures.
Icy Command: You learn the Ray of Frost
cantrip and use your Charisma as the
spellcasting ability modifier.
Frost Nova: Once per day, you can unleash
a burst of frigid wind in a 30-foot cube
originating from you. Creatures within the
area must make a Constitution saving
throw. A creature takes 8d6 cold damage
on a failed save and has its movement
reduced by 10 for 3 rounds. On a successful    Earring of the Psyche
save the creature takes half as much           Wondrous Item, Rare (requires Attunement)
damage and its movement is not reduced.        These tiny earrings are crafted from a
Winter's Embrace: Once per day, you can        pearlescent gray material. While attuned
summon a swirling blizzard around yourself     to them, you gain the ability to
in a 20 foot radius. The area within the       communicate telepathically with any
storm is heavily obscured for all but you      creature you can see within 30 feet of you.
and lasts for up to 10 minutes. Any
                                                                                            12
Once per day, you can use the earrings to
cast the Detect Thoughts spell.
                                               Frostbound Gloves
                                               Wondrous Item, Uncommon
                                               These winter-blue gloves are adorned with
                                               intricate ice patterns. While wearing them
                                               any weapon attack you make counts as
                                               Cold damage rather than the normal
Flameheart Amulet                              weapon damage type.
Wondrous item, Rare (requires attunement)
This amulet contains a small flame that
flickers and dances within. Once per day,
you can use a Reaction to absorb Fire
damage from a source that would
otherwise harm you. Roll 4d6 and subtract
that amount from the damage inflicted
upon you. You cannot absorb more than
the amount of damage rolled.
As an action you can release the fire in a
line that is 30 feet long and 5 feet wide.
Each creature in the line must make a DC
15 Dexterity saving throw. A creature takes
Fire damage equal to the amount absorbed       Glimmerberries
by the amulet on a failed save, or half as     Wondrous Item, Uncommon
much damage on a successful one. If the        Glimmerberries are usually found in a
Fire damage stored within the flameheart       pouch of 1d8+2 berries. No matter how
amulet is not released before sunrise the      long these tiny golden fruits are left
next day, it dissipates and can no longer be   uneaten, they never rot or decay. When
released.                                      consumed, the berries fill you with warmth
                                               and vitality. Eating one takes an action and
                                               provides 1d4 temporary HP.
                                                                                         13
                                                Gown of Spiders
Gloves of the Creeping Hand                     Wondrous item, Legendary
Wondrous Item, very rare                        This tattered gossamer dress appears
These plain gloves fit tightly on your hands    finely made and remains eerily beautiful. A
and conform to the color, texture, and look     silvery web pattern weaves throughout its
of your skin, including fur,scales, etc. if     fabric.
needed.                                         While wearing this dress you gain
As an action you can remove one glove and       Tremorsense and darkvision up to 60 feet.
place it anywhere within five feet. The         Once per day you can transform into a
glove instantaneously transforms into a         swarm of spiders as per the True Polymorph
Creeping Hand under your control.               spell.
The creeping hand acts immediately and
independently on your turn. It follows all
commands given by you. As a Bonus Action
you can issue a new command. If no
command is issued the Creeping Hand
attacks the nearest creature Hostile to you.
It remains active until it is deactivated.
You can deactivate the creeping hand as a
Bonus Action, causing it to transform back      Hard Rime Boots
into a seemingly ordinary glove. The glove      Wondrous Item, Rare
can't be used again for one day.                These sturdy boots appear covered in frost
If you remove the other glove while the         and ice regardless of the climate. On the
Creeping Hand is active or the Creeping         inside they are always warm and dry.
Hand is reduced to 0 hp it is deactivated       Up to three times a day you can use a
immediately. The gloves cannot be               Bonus Action to cause the terrain in a 30
activated again for one day.                    foot radius centered on you to become ice
As long as the Creeping Hand is on the          for one minute.
same plane of existence as you it can be        The icy terrain moves with you.
called to return, which it does at its normal   The effect requires Concentration and can
speed. All other commands only work if the      be ended by you as a free action. You treat
Creeping Hand can hear you.                     the ice as standard terrain. To all others the
                                                ice is Difficult Terrain.
                                                                                           14
                                               magically enhanced grease. The Lube Tube
                                               has 3 charges. While holding this device,
                                               you can use an action to expend one
                                               charge and choose a creature within 30
                                               feet of you that you can see. The targeted
                                               creature must make a Dexterity saving
                                               throw against a DC of 15. On a failed save,
                                               the creature becomes covered in a slick,
Hotfoot Moccasins                              slippery substance. A creature covered in
Wondrous Item, Very Rare (requires             the grease at the start of its turn must
Attunement)                                    succeed on a DC 15 Dexterity saving throw
When attuned, these moccasins provide          or drop any object it is holding. Each time
the following abilities.                       the creature attempts to pick up or
Firewalking: While wearing the moccasins       otherwise hold an object, it must succeed
you can walk over hot coals, lava, and         on an additional saving throw or drop the
similar conditions without taking Fire         object. While covered in the grease, the
damage. You ignore Difficult Terrain           affected creature's movement becomes
caused by these conditions.                    uncontrollable. Whenever it attempts to
Flame Stride: Once per day, you use an         move voluntarily, it must use its full
action to cause the moccasins to envelop       movement speed and must move the
your feet in magical flames. For the next      maximum distance possible in the direction
hour, your movement speed increases by         it chooses until the end of its turn. The
10 feet, and you leave behind a trail of       creature can still take actions as normal,
harmless flames wherever you walk. This        but its movement is entirely determined by
trail lasts for 1 minute and illuminates the   the grease. This effect lasts for 1 minute.
area in a 10-foot radius around the path.      The application of Universal Solvent or Oil
Fiery Kick: As an action, you can kick out     of Etherealness or a Wish spell ends the
with one of the Flaming Moccasins, sending     effect. The Lube Tube regains all charges at
a burst of magical fire towards a target       dawn.
within 30 feet. The target must succeed on
a Dexterity saving throw (DC 15) or take
2d6 Fire damage. This ability can be used
three times per day, recharging at dawn.
                                               Pipes of Celebration
                                               Wondrous Item, Rare
                                               While playing this magical instrument you
                                               gain +2 on all Charisma (Performance) rolls
Lube Tube                                      that involve music.
Wondrous Item, Legendary                       While playing this instrument you gain the
This conical metal tube shoots globs of        following abilities:
                                                                                        15
Song of Revelry: Two times per day, you        unsuccessful the target is forcefully pulled
can use your action to give all allies that    up to sixty feet in a straight line toward
can hear you within 30 feet advantage until    you and knocked prone. Objects do not get
the end of their next turn.                    a saving throw. If successful the target is
Song of Bacchanal: Once per day you can        knocked prone, but not moved.
cast Irresistible Dance as an action.          The spyglass may also be inverted and used
                                               to heave its target up to sixty feet away
                                               from you in the same manner.
                                               The Spyglass may be used three times per
                                               day.
                                               If a solid object or creature impedes the
                                               movement the target stops and must take
                                               damage as if falling. The interposing object
                                               or creature takes the same damage and if it
                                               is destroyed or killed, the target's
                                               movement continues.
Ring of Guarding
Wondrous Item, Rare (requires Attunement)
This steel ring is engraved with protective
runes along its band.
Once per day, you can use your reaction to
reduce damage taken from a single attack
or damaging effect by 1d6 + your               Roznak’s Putty of Sealing
Constitution modifier.                         Wondrous Item, Uncommon
                                               This gooey gray substance is normally
                                               found in a small metal container. When
                                               pressed against a closed door, window,
                                               gate, chest, or other entryway, it becomes
                                               magically sealed shut as per the arcane lock
                                               spell. A typical container of the putty
                                               contains enough for eight applications.
Rosewood Spyglass
Wondrous item, Legendary                                     Soothing Chime
This small device of exquisitely carved                      Wondrous Item, Rare
wood functions as a finely-crafted spyglass.                 This small chime emits a
While gazing through its crystal lens you                    calming melody when struck
can use an action to choose a creature or                    gently. While holding or
object of size Huge or smaller that you can                  wearing the chime, you have
                                                             advantage on saving throws
see. The target must weigh 1,000 pounds
                                                             against being charmed or
or less. A targeted creature must make a
                                                             frightened.
DC 15 Constitution saving throw. If
                                                                                        16
Once per day, you can use an action to         level. If you end your turn with the board not
strike the chime. This creates a calming       directly above a solid surface you fall
aura in a 30-foot radius centered on           immediately.
yourself. Creatures within the aura are
immune to being charmed or frightened
for 1 minute.
Soulspeaker Pendant
Wondrous Item, Rare (requires Attunement)
This obsidian gemstone pendant holds a
fragment of a trapped soul within. While
attuned to the pendant, you gain the
ability to cast Speak with Dead once per
day.
All Charisma (Persuasion) checks made
with undead creatures while attuned to
                                               Spellbox
this pendant are made with advantage.
                                               Wondrous item, Uncommon
                                               This magical container can store a single
                                               spell of up to 5th level deliberately cast
                                               into it. Rather than take effect the spell is
                                               stored within the box. When the box is
                                               opened the spell is released. The spell uses
                                               the slot level, spell save DC, spell attack
Speed Board                                    bonus, and spellcasting ability of the
Wondrous item, Rare                            original caster. If the spell requires a
This flat wooden board is typically 9 inches   target, the spellcaster determines at the
wide, 28 inches long, and covered with a       time of casting, the target of the spell to
                                               be either the spellbox or the creature
decorative motif such as flames, shooting
                                               opening it. If the spell has an area of effect
stars, or skulls. When activated the board
                                               such as that caused by Fireball or Lightning
hovers a few inches over the ground. While     Bolt, the point of origin is always the
standing on it you can move at double your     spellbox and the spell always emanates
walking speed.                                 from the front of the spellbox. Any other
You can move over liquids or empty air, but    specifics that must be determined by the
cannot increase altitude from your initial     spellcaster are decided at the time that the
                                               spell is stored within the box.
                                                                                          17
Once the spell is released, the box has no
other magical effects until another spell is
cast into it.
Each spellbox has a command word carved
on the inside of the lid. Speaking this word
while opening it allows a creature to do so
without triggering the spell. The command
word must be uttered each time the box is
opened to avoid triggering the spell.
Spells that require the caster to see the
target can not be cast into the spellbox.
                                               Telescopic Gloves
                                               Wondrous item, Rare (requires attunement)
                                               These gloves extend your reach by 5 feet.
                                               Once per day you can use a Bonus Action to
                                               extend your reach by 10 additional feet
                                               until the start of your next turn.
Stoneheart Pendant
Wondrous Item, Uncommon
This pendant is carved from a smooth
stone into the shape of a human heart and
pulses with a steady rhythm. Twice per day,
you can use your reaction to gain
resistance to Bludgeoning, Piercing, and
Slashing damage until the start of your
next turn.
                                                                                     18
Trickster Pipe
Wondrous Item, Rare
                                              Tunic of the Shapeless Ones
When lit, this tobacco pipe allows you to
                                              Wondrous item, Rare (requires Attunement)
use an action to fill an area centered on
                                              This shirt of stretchy cloth gives you the
yourself with smoke up to a 30-foot-radius
                                              ability to become malleable as if boneless
three times a day. The smoke spreads
                                              for up to 3 rounds per day. Those rounds
around corners and its area is Heavily
                                              need not be consecutive. While in this
Obscured for all but you. It lasts for one
                                              state you can move through a space as
minute or until a wind of moderate or
                                              small as one inch wide without squeezing.
greater speed (at least 10 miles per hour)
disperses it.
The smoke radius remains centered on you
even if you move.
While the smoke persists you may use an
action to cast Misty Step once per usage of
the pipe.
                                              Twilight Cloak
                                              Wondrous Item, Very Rare (requires
                                              Attunement) The colors of this cloak seem
                                              to shift between those of dawn and dusk.
                                                                                      19
While wearing the cloak, you have a +5
bonus to Dexterity (Stealth) checks.
As an action, you can envelop yourself in
shadowy mist, allowing you to move
through creatures and objects as if they
were Difficult Terrain until the end of your
turn. If you end your turn inside of a space
inhabited by a creature or object you are
instantly ejected to an empty space on the
side nearest to your starting point. Once
used, this ability cannot be used again until
the next dawn.                                  Wind Wheels
                                                Wondrous Item, Very Rare
                                                These metal discs can be placed onto any
                                                land vehicle. The vehicle gains a flying
                                                speed equal to its land speed. The
                                                operator of the vehicle can cause it to fly
                                                for up to 4 hours, all at once or in several
                                                shorter flights, each using a minimum of 1
                                                minute from the duration. If it is flying
                                                when the duration expires, it descends at a
                                                rate of 30 feet per round until it lands.
                                                The vehicle regains 2 hours of flying
                                                capability for every 12 hours it isn’t in use.
                                                                                           20
CREATURES
                                                Actions
                                                Clutch. Melee Weapon Attack: +4 to hit,
                                                reach 5 ft., one target. Hit: 4 (1d4 + 2)
                                                piercing damage.
                                                The target must succeed on a DC 16
                                                Strength saving throw or be clutched by the
                                                Creeping Hand . While clutched the Creeping
                                                Hand moves with the target and
                                                automatically hits with future clutch attacks
                                                against that target. The Creeping Hand can
                                                only clutch one creature at a time. While
                                                clutching a target, the Creeping Hand can
                                                not use any other action without breaking
                                                the clutch. A creature within 5 feet of the
                                                target can spend an attack on its turn to
                                                remove a clutched Creeping Hand from its
Creeping Hand                                   target. This requires a free hand. The
                                                creature can choose to drop the Creeping
Tiny Undead
                                                Hand or use its action to attempt to grapple
Armor Class: 12
                                                it.
Hit Points: 9 (2d8)
                                                Punch. Melee Weapon Attack: +4 to hit,
Speed: 30 ft., climb 30 ft.
                                                reach 5 ft., one target. Hit: 5 (1d6 + 2)
              MOD SAVE               MOD SAVE
                                                bludgeoning damage.
 STR     10   +0   +0     INT   6     -2   -2
DEX 14 +2 +2 WIS 10 +0 +0
CON 11 +0 +0 CHA 4 -3 -3
Skills: Stealth +4
Damage Immunities: Poison
Condition Immunities: charmed,
exhaustion, poisoned
Senses: Darkvision 60 ft., Passive Perception
10
Languages: understands all languages but
can't speak
Challenge: 1/2 (100 XP)
____________
Traits
Cling. The Creeping Hand can climb difficult
surfaces, including along ceilings, without
needing to make an ability check.
                                                                                        21
                                            This work includes material taken from the
                                            System Reference Document 5.2 (“SRD 5.2”) by
                                            Wizards of the Coast LLC and available at
                                            https://dnd.wizards.com/resources/systems-ref
                                            erence-document
                                            The SRD 5.2 is licensed under the Creative
                                            Commons Attribution 4.0 International License
                                            available at
                                            https://creativecommons.org/licenses/by/4.0/l
                                            egalcode
                                                                                      22
PRICE LIST
Prices for items bought at the company store.
                                                  Galvanic Hammer         5,000 GP
These prices are for employees only. All others
pay double the listed price.                      +1 Greataxe             1000 GP
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Chalice of the Void      200,000 GP   Ring of Three Wishes        750,000 GP
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