Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
☐ (UC/AT) Wand of Web
uncommon
LN-1 FUZZYTAIL FARM AND THE FRIGHTFUL CANDY GOAT MASSACRE
Trade Log
Show
Notes:
Wand, uncommon (requires Attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand 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.
☐ (UC/AT) Stone of Good Luck
uncommon
Trade Log
Show
☐ (UC/AT) Ring of Mind Shielding
uncommon
FR-DC-TGT-01 Kobolds Are The Worst Guests!
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Delver. While wearing this ring underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
(Soul of a bitter, gloomy duergar that wanted to take over the world with its evil machinery)
☐ (UC/AT) Ring of Jumping
uncommon
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
☐ (UC/AT) Ilmater’s Bleeding Heart (Periapt of Wound Closure)
uncommon
CCC-GHC-BK1-08 The Hunt for Cutter Jack
CCC-GHC-BK1-08 The Hunt for Cutter Jack
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.
☐ (UC/AT) Gauntlets of Ogre Power
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
☐ (UC/AT) Bracers of Archery
uncommon
DDEP10-01 Terror in Ten Towns
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
Trade Log
Show
🗹 (UC/AT) Blood Spear
uncommon
DDHC Curse of Strahd
Assign Service Reward
Show
Notes:
Weapon (spear), uncommon (requires attunement)
Kavan was a ruthless chieftain whose tribe Jived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and be lived underground. in battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
☐ (UC/AT) +1 Rod of The Pact Keeper
uncommon
Season 11 Player's Guide
Trade Log
Show
Notes:
Rod, uncommon (+1) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Talking Doll
common
WBW-DC-JOQ-04 Vanishing the Lady
Show
Notes:
Wonderous Item, common (Requires Attunement)
While this stuffed doll is within 5 feet of you, you can spend
a short rest telling it to say up to six phrases, none of which
can be more than six words long and set a condition under
which the doll speaks each phrase. You can also replace old
phrases with new ones. Whatever the condition, it must
occur within 5 feet of the doll to make it speak. For
example, whenever someone picks up the doll, it might say,
"I want a piece of candy." The doll's phrases are lost when
your attunement to the doll ends. This item is found in
Xanathar’s Guide to Everything.
The doll’s name is “Zoe Grimalda” which is a name of
great importance in Joquiet and therefore any creature in
possession of this doll has 5 more reputation than normal.
This trait only functions while within the domain of delight
of Joquiet.
This item was stolen from The Tall Man. If you possess
this item while in an adventure taking place in Joquiet, you
owe The Tall Man a favor, and he has the right to curse you
if you do not comply.
Slumbering Dragon Vessel
uncommon
DDHC-DD-02 Baker's Doesn't
Show
Notes:
Wondrous item, uncommon (requires attunement)
This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.
As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.
☐ (R) Greataxe +2
rare
DDHC-TftYP-1 Forge of Fury
Show
☐ (R/AT) Ring of the Ram
rare
DDHC-CM-05 Shemshime's Bedtime Rhyme
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
☐ (R/AT) Ring of Spell Storing
rare
DDHC-TftYP-1 Forge of Fury
Show
Longsword +1 (gleaming)
uncommon
DDEP1 Corruption in Kryptgarden
Show
Notes:
Melee weapon (martial, longsword), uncommon
This elegant blade gleams as though newly forged, never accumulating dirt or grime.
You have a +1 bonus to attack and damage rolls made with this weapon.
Gleaming: This elegant blade gleams as though newly forged, never accumulating dirt or grime.
Lickety Splitter (+1 Greataxe)
uncommon
DDHC-DD-02 Baker's Doesn't
Show
Notes:
Weapon (Greataxe), uncommon
Martial weapon, melee weapon
7 lb.
1d12 Slashing
Heavy, Two‑Handed
Mastery: Cleave
You have a +1 bonus to attack and damage rolls made with this magic weapon.
"A towering confectioner’s greataxe with cherry hard-candy blades rimmed in blue rock candy, a long striped cane haft wrapped in taffy, and a peppermint pommel. Each swing leaves a sparkle of sprinkles and a cool mint breeze—far sweeter than its bite."
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Found On: Armaments - Uncommon
Feywild Shard
uncommon
WBW-DC-JOQ-04 Vanishing the Lady
Show
Notes:
Wonderous Item, Uncommon (Requires Attunement by a
Sorcerer)
This warm crystal glints with the sunset colors of the
Feywild sky and evokes whispers of emotional memory. As
an action, you can attach the shard to a Tiny object (such as
a weapon or a piece of jewelry) or detach it. It falls off if
your attunement to it ends. You can use the shard as a
spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you
are holding or wearing the shard, you can roll on the Wild
Magic Surge table in the Player's Handbook. If the result is a
spell, it is too wild to be affected by your Metamagic, and if
it normally requires concentration, it doesn't require
concentration in this case; the spell lasts for its full
duration.
If you don't have the Wild Magic Sorcerous Origin, once
this property is used to roll on the Wild Magic Surge table, it
can't be used again until the next dawn. This item is found
in Tasha’s Cauldron of Everything.
This shard is a portion of the fey power of the dryad
Quercus, who gained a great deal of power in the domain of
delight of Joquiet under the name of Zoe Grimalda. She
forsook this power for a simple life as a tree nymph once
again, and this shard represents the last vestige of Zoe
Grimalda’s power.
🗹 (C) Rope of Mending (Guardian property)
common
SJ-DC-TBS-02 Infernal Immolators
Assign Service Reward
Show
Notes:
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Confectioner’s Bag of Tricks (Bag of Tricks, Gray)
uncommon
DDHC-DD-02 Baker's Doesn't
Show
Notes:
Wondrous item, uncommon
"A smudgy gray satchel smelling faintly of vanilla and toasted sugar. Inside, your fingers brush “fuzz” that’s actually cocoa-dusted gumdrops. When you take a Magic action to toss one, it pops mid-air with a soft sugar crack and lands as a candy critter. The creature is Friendly, acts after you, and follows the normal Bag of Tricks rules—only now it squeaks, snorts, and roars in deliciously sugary ways. When reduced to 0 HP or at the next dawn, each confection crumbles into glittering sprinkles and a warm whiff of bakery air."
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Summoning Cues & Table Presence
Sound: The throw lands with a soft pomf, then a quick crackling caramel as form takes shape.
Scent: A brief bloom of bakery—vanilla, cinnamon, or cocoa—matching the creature.
Vanishing: The candy critter bows, shakes off a halo of sprinkles, and collapses into sweet dust that tastes (to the imagination) of victory.
1d8 Creature
1 Weasel (taffy twist) - A stretchy stripe of saltwater taffy with licorice whiskers and sugar-pearl eyes. It elongates comically to squeeze through gaps, then snap-backs with a taffy squeak. Leaves tiny streaks of powdered sugar where it scampers.
2 Giant Rat (toffee & brittle) - Crunchy peanut brittle plates over a chewy toffee body; nibbling sounds like someone breaking a caramel shard. Its tail is red rope-licorice that flicks and sticks with static sugar. Smells faintly of roasted nuts.
3 Badger (chocolate-dipped) - Stout and glossy: milk-chocolate body with white-chocolate racing stripes and crushed-cookie “earth” on the paws. When it digs, cocoa powder mists the air like dust. Gives a grumbly truffle snurf.
4 Boar (nougat & candied tusks) - Honey-nougat muscles banded with almond slivers; rock-candy crystals sheath the tusks. It snorts warm cinnamon steam, and its hoofbeats clack like jars of sweets knocking together.
5 Panther (black licorice velvet) - A sleek statue of soft black licorice brushed with dark-chocolate sheen. It prowls in near silence save for the faint pull of licorice as muscles coil. When it pounces, a few midnight-sprinkles scatter like stars.
6 Giant Badger (brownie & sugar glass) - A heftier cousin made of fudgy brownie, armored with crackled sugar-glass plates. It tunnels with a crrriiick like snapping brittle; emerges dusted in confectioner’s sugar “soil.”
7 Dire Wolf (marshmallow core, candy-apple coat) - Pillowy marshmallow bulk under a hard, glossy candy-apple glaze veined with molasses. Its breath is wintergreen-cool, and its howl rises like a kettle coming to boil before a sharp toffee ping.
8 Giant Elk (spun-sugar majesty) - Caramel-amber body with flowing ribbons of butterscotch; vast antlers sculpted from spun sugar that catch the light like frost. Each step leaves delicate sugar-lace hoofprints that fade in moments.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ (UC/AT) Wand of Web | uncommon | LN-1 FUZZYTAIL FARM AND THE FRIGHTFUL CANDY GOAT MASSACRE | Trade Log | Show | ||
|
Notes:
Wand, uncommon (requires Attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand 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. |
||||||
| ☐ (UC/AT) Stone of Good Luck | uncommon | Trade Log | Show | |||
| ☐ (UC/AT) Ring of Mind Shielding | uncommon | FR-DC-TGT-01 Kobolds Are The Worst Guests! | Show | |||
|
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. Delver. While wearing this ring underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. (Soul of a bitter, gloomy duergar that wanted to take over the world with its evil machinery) |
||||||
| ☐ (UC/AT) Ring of Jumping | uncommon | DDHC-KftGV-03 Reach for the Stars | Show | |||
|
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
||||||
| ☐ (UC/AT) Ilmater’s Bleeding Heart (Periapt of Wound Closure) | uncommon | CCC-GHC-BK1-08 The Hunt for Cutter Jack | CCC-GHC-BK1-08 The Hunt for Cutter Jack | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest. This item is found in the Dungeon Master’s Guide. |
||||||
| ☐ (UC/AT) Gauntlets of Ogre Power | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. |
||||||
| ☐ (UC/AT) Bracers of Archery | uncommon | DDEP10-01 Terror in Ten Towns | DDEP10-01 Terror in Ten Towns | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
||||||
| ☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | Trade Log | Show | ||
| 🗹 (UC/AT) Blood Spear | uncommon | DDHC Curse of Strahd | Assign Service Reward | Show | ||
|
Notes:
Weapon (spear), uncommon (requires attunement) Kavan was a ruthless chieftain whose tribe Jived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and be lived underground. in battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. |
||||||
| ☐ (UC/AT) +1 Rod of The Pact Keeper | uncommon | Season 11 Player's Guide | Trade Log | Show | ||
|
Notes:
Rod, uncommon (+1) (requires attunement by a warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity. In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. |
||||||
| Talking Doll | common | WBW-DC-JOQ-04 Vanishing the Lady | Show | |||
|
Notes:
Wonderous Item, common (Requires Attunement) While this stuffed doll is within 5 feet of you, you can spend The doll’s name is “Zoe Grimalda” which is a name of This item was stolen from The Tall Man. If you possess |
||||||
| Slumbering Dragon Vessel | uncommon | DDHC-DD-02 Baker's Doesn't | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid. As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours. |
||||||
| ☐ (R) Greataxe +2 | rare | DDHC-TftYP-1 Forge of Fury | Show | |||
| ☐ (R/AT) Ring of the Ram | rare | DDHC-CM-05 Shemshime's Bedtime Rhyme | Show | |||
|
Notes:
Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. |
||||||
| ☐ (R/AT) Ring of Spell Storing | rare | DDHC-TftYP-1 Forge of Fury | Show | |||
| Longsword +1 (gleaming) | uncommon | DDEP1 Corruption in Kryptgarden | Show | |||
|
Notes:
Melee weapon (martial, longsword), uncommon This elegant blade gleams as though newly forged, never accumulating dirt or grime. You have a +1 bonus to attack and damage rolls made with this weapon. Gleaming: This elegant blade gleams as though newly forged, never accumulating dirt or grime. |
||||||
| Lickety Splitter (+1 Greataxe) | uncommon | DDHC-DD-02 Baker's Doesn't | Show | |||
|
Notes:
Weapon (Greataxe), uncommon Martial weapon, melee weapon "A towering confectioner’s greataxe with cherry hard-candy blades rimmed in blue rock candy, a long striped cane haft wrapped in taffy, and a peppermint pommel. Each swing leaves a sparkle of sprinkles and a cool mint breeze—far sweeter than its bite." Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. Found On: Armaments - Uncommon |
||||||
| Feywild Shard | uncommon | WBW-DC-JOQ-04 Vanishing the Lady | Show | |||
|
Notes:
Wonderous Item, Uncommon (Requires Attunement by a This warm crystal glints with the sunset colors of the If you don't have the Wild Magic Sorcerous Origin, once This shard is a portion of the fey power of the dryad |
||||||
| 🗹 (C) Rope of Mending (Guardian property) | common | SJ-DC-TBS-02 Infernal Immolators | Assign Service Reward | Show | ||
|
Notes:
Wondrous item, common You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
||||||
| Confectioner’s Bag of Tricks (Bag of Tricks, Gray) | uncommon | DDHC-DD-02 Baker's Doesn't | Show | |||
|
Notes:
Wondrous item, uncommon "A smudgy gray satchel smelling faintly of vanilla and toasted sugar. Inside, your fingers brush “fuzz” that’s actually cocoa-dusted gumdrops. When you take a Magic action to toss one, it pops mid-air with a soft sugar crack and lands as a candy critter. The creature is Friendly, acts after you, and follows the normal Bag of Tricks rules—only now it squeaks, snorts, and roars in deliciously sugary ways. When reduced to 0 HP or at the next dawn, each confection crumbles into glittering sprinkles and a warm whiff of bakery air." You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Summoning Cues & Table Presence Sound: The throw lands with a soft pomf, then a quick crackling caramel as form takes shape. Scent: A brief bloom of bakery—vanilla, cinnamon, or cocoa—matching the creature. Vanishing: The candy critter bows, shakes off a halo of sprinkles, and collapses into sweet dust that tastes (to the imagination) of victory. 1d8 Creature |
||||||