Show Log Entry
Adventure Title
Session
Date Played
2025-11-17 19:54:00 UTC
2025-11-17 19:54:00 UTC
Levels Gained
GP +/-
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
(Feature) Venomous Touch. When the creature hits with a weapon attack, that attack also deals 5 (2d4) poison damage. Venomous Touch. When the creature hits with a weapon attack, that attack also deals 5 (2d4) poison damage. Origin: Dark Mist. The shrine exudes poisonous mist that makes the area lightly obscured. Any creature that starts its turn in the room must succeed on a DC 15 Constitution saving throw or become stunned until the start of its next turn. If the save succeeds, the creature is immune to this effect for a day and gains the following trait. Constructs and undead can’t gain this trait. Venomous Touch. When the creature hits with a weapon attack, that attack also deals 5 (2d4) poison damage.
(Feature) Venomous Touch. When the creature hits with a weapon attack, that attack also deals 5 (2d4) poison damage. Venomous Touch. When the creature hits with a weapon attack, that attack also deals 5 (2d4) poison damage. Origin: Dark Mist. The shrine exudes poisonous mist that makes the area lightly obscured. Any creature that starts its turn in the room must succeed on a DC 15 Constitution saving throw or become stunned until the start of its next turn. If the save succeeds, the creature is immune to this effect for a day and gains the following trait. Constructs and undead can’t gain this trait. Venomous Touch. When the creature hits with a weapon attack, that attack also deals 5 (2d4) poison damage.
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Wand of Binding | Rare | true | |||
| Wand of Binding Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. | |||||