Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Ring of Three Wishes (NA)
legendary
imarilith hoard
I
94
DDHC-SKT Storm King’s Thunder
Show
Notes:
While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.
Scimitar of Speed (A)
very_rare
imirilyth hoard
H
35
DDHC-SKT Storm King’s Thunder
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Figurine of wondrous power (obsidian steed)
very_rare
imirilyth hoard
H
72
DDHC-SKT Storm King’s Thunder
Show
Notes:
This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.
If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your
orders, including a command to revert to figurine form.
If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Figurine of wondrous power Ivory goats
rare
imirilyth hoard
G
13
DDHC-SKT Storm King’s Thunder
Show
Notes:
These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24
charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges,
you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used
again until 7 days have passed, when it regains all its charges.
The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again
until 30 days have passed.
The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its
horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword.
Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it.
Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once
the figurine has been used, it can't be used again until 15 days have passed.
Pipes of the sewers
uncommon
imirilyth hoard
F
92
DDHC-SKT Storm King’s Thunder
Show
Notes:
Wondrous item, uncommon (requires attunement)
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to
3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended
charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under
your control otherwise. The pipes regain ld3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions.
If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and
the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Quiver of Ehlonna
uncommon
imirilyth hoard
F
97
DDHC-SKT Storm King’s Thunder
Show
Notes:
Wondrous item, uncommon
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to
hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to
sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar
objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
slippers of spider climbing
uncommon
imirilyth hoard
F
49
DDHC-SKT Storm King’s Thunder
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down
along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Howevethe slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Circlet of blasting
uncommon
imirilyth hoard
F
73
DDHC-SKT Storm King’s Thunder
Show
Notes:
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the
spell's attacks, you do so with an attack bonus of +5'. The circlet can't be used this way again until the next dawn.
figure of power golden lion
rare
chapter 10 SKT
G
13/3
Trade Log
Show
figure of power, Marble elephant
rare
imarilith hoard chapter 12 SKT
G
14/5
Trade Log
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Three Wishes (NA) | legendary | imarilith hoard | I | 94 | DDHC-SKT Storm King’s Thunder | Show |
Notes:
While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge. |
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Scimitar of Speed (A) | very_rare | imirilyth hoard | H | 35 | DDHC-SKT Storm King’s Thunder | Show |
Notes:
Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. |
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Figurine of wondrous power (obsidian steed) | very_rare | imirilyth hoard | H | 72 | DDHC-SKT Storm King’s Thunder | Show |
Notes:
This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. |
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Figurine of wondrous power Ivory goats | rare | imirilyth hoard | G | 13 | DDHC-SKT Storm King’s Thunder | Show |
Notes:
These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its |
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Pipes of the sewers | uncommon | imirilyth hoard | F | 92 | DDHC-SKT Storm King’s Thunder | Show |
Notes:
Wondrous item, uncommon (requires attunement) You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. |
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Quiver of Ehlonna | uncommon | imirilyth hoard | F | 97 | DDHC-SKT Storm King’s Thunder | Show |
Notes:
Wondrous item, uncommon Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to |
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slippers of spider climbing | uncommon | imirilyth hoard | F | 49 | DDHC-SKT Storm King’s Thunder | Show |
Notes:
Wondrous item, uncommon (requires attunement) |
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Circlet of blasting | uncommon | imirilyth hoard | F | 73 | DDHC-SKT Storm King’s Thunder | Show |
Notes:
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the |
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figure of power golden lion | rare | chapter 10 SKT | G | 13/3 | Trade Log | Show |
figure of power, Marble elephant | rare | imarilith hoard chapter 12 SKT | G | 14/5 | Trade Log | Show |