Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Dragonhilt Longsword unique 63. Gas-Filled Room; Lord Brixton's Body DDHC-TOA-1 - Tomb of Annihilation Show
Notes:

A longsword with a dragon-shaped hilt. The sword has a minor magical property: its bearer gains the ability to speak and understand the Draconic language.

Alchemy Jug uncommon Camp Righteous; House of the Man and Crocodile Treasury B DDHC-TOA-1 Tomb of Annihilation Show
Mariner's Plate Armor uncommon Conclusion; Syndra's Reward B DDHC-TOA-1 - Tomb of Annihilation Show
Gulthias Staff rare DDHC-CoS - Curse of Strahd (Chapter 12): W16. Loading Winch; Druid's Body G Trade Log Show
Notes:

Requires Attunement
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Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk.

If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
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Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).

Blight Bane. While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.

Figurine of Wondrous Power (Obsidian Steed) very_rare DDHC-SKT - Storm King’s Thunder (Chapter 12): 4. Iymrith's Trove H 72 Trade Log Show
Necklace of Prayer Beads (Blessing; Curing; 2x Favor; Summons; Wind Walking) rare DDHC-TYP - Tales from the Yawning Portal (White Plume Mountain); Reward for Second Weapon (Wave) Returned G Trade Log Show
Shield +1 uncommon Downtime Activity: Buying from the Princes (Ekene-Afa) F DDHC-TOA-1 - Tomb of Annihilation Show
Notes:

Not tradable.
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Wooden

Cape of the Mountebank rare Faction Downtime Activity: Item Procurement G Faction Downtime Activity Show
Notes:

Not tradable.

Goggles of Night uncommon Gift from Wadumu B DDAL07-04 - A Walk in the Park Show
Notes:

The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong, and living creatures they can see are visualized in varying shades of blues, reds, and yellows that correspond to their body’s natural heat.

Staff of Swarming Insects rare Random Encounter: Mage Hunters (Imari Jabu's Body) G DDHC-TOA-7 - Ruins of Mezro Show
Hat of Vermin common This Is Your Life - Life Event Table Start Show
Notes:

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Pearl of Power uncommon Venom Queen Shasskatar (set into her ring) F DDAL07-05 Whispers in the Dark Show
Notes:

This bright yellow pearl is set in a ring of black iron and glows with a warm, yellow light. The ring has been fashioned into the shape of a serpent that twists around its wearer’s finger with the pearl clutched in its mouth. While attuned to the pearl, the wearer’s dreams are consumed by a pair of yellow, serpentine eyes staring from fathomless darkness.

Unlocked Magic Items

Name Rarity Tier Location ▲ Table Result Source
Chain Mail +1 rare 2 10. Deceptively Deep Room G DDHC-TYP - Tales from the Yawning Portal Show
Staff of the Python uncommon 1 14. Moa's Tomb F DDHC-TOA-1 - Tomb of Annihilation Show
Mace of Terror rare 2 16. Wongo's Tomb G DDHC-TOA-1 - Tomb of Annihilation Show
Goggles of Night uncommon 1 17. The Boiling Bubble B DDHC-TYP - Tales from the Yawning Portal Show
Stone of Good Luck uncommon 1 17. The Boiling Bubble F DDHC-TYP - Tales from the Yawning Portal Show
Wand of the War Mage +3 very_rare 3 1st Successful Quest Reward H DDEP07-02 - Drums of the Dead Show
Notes:

This thick wand is made of polished steel with a weapon-like pommel, and can be wielded in combat like a mace.

Amulet of Health rare 2 22. Papazotl's Tomb G DDHC-TOA-1 - Tomb of Annihilation Show
Ghost Lantern rare 1 27. Forge of the Tomb Dwarves C DDHC-TOA-1 - Tomb of Annihilation Show
Notes:

Requires Attunement
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A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.

While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends.

If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.

The spirit is bound to the lantern and can't be harmed, turned, or raised from the dead.

Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
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The spirit of a female moon elf warlock known as the Starfallen resides within the ghost lantern. If any character touches the lantern, the spirit can be seen within it. The spirit is insubstantial and can't be harmed, nor can it cause harm. It speaks and understands Common, Elvish, and Sylvan.

The Starfallen was slain almost a thousand years ago by a fomorian. After her death, her soul inhabited the lantern. The Company of the Yellow Banner found the lantern and began questing for a way to return the Starfallen to life. The fabled Eye of Zaltec was said to possess the power to raise the ancient dead. The company tracked the jewel to the tomb and perished without ever finding it.

The spirit of the Starfallen has weakened over time and grown forgetful. She remembers little of her past or her travels with the Company of the Yellow Banner, but certain things might jog her memory.

Armor of Vulnerability (Slashing) rare 2 27. Luxurious Prison G DDHC-TYP - Tales from the Yawning Portal Show
Ring of Protection rare 2 27. Luxurious Prison G DDHC-TYP - Tales from the Yawning Portal Show
Ring of Spell Storing rare 2 27. Luxurious Prison G DDHC-TYP - Tales from the Yawning Portal Show
Notes:

The ring contains the following spells:
2nd level: 2x mirror image

Manual of Clay Golems very_rare 3 28. Withers's Office H DDHC-TOA-1 - Tomb of Annihilation Show
Amulet of the Black Skull very_rare 2 28. Withers's Office; Withers' Body G DDHC-TOA-1 - Tomb of Annihilation Show
Notes:

Requires Attunement
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This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.

The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.

If you aren't undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.

Black Skull Transformation

| d100 | Transformation |
|--------|---------------------|
| 01-20 | The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can't be restored by magic. |
| 21-35 | You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. |
| 36-50 | You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. |
| 51-70 | You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. |
| 71-95 | You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. |
| 96-00 | You become petrified. This effect can be ended only with a greater restoration spell or similar magic. |

Driftglobe uncommon 1 2. Flooded Hall: Red, Red, Vine A/B DDHC-TOA-6 - Heart of the Wild Show
Stone Half Plate +2 very_rare 3 2nd Successful Quest Reward I DDEP07-02 - Drums of the Dead Show
Notes:

This armor is made of thin plates of rune-engraved stone. While worn, the wearer becomes proficient in the Dwarven language.

Yklwa +1 uncommon 1 32. Rotating Crawlways (Skeletal Remains) F DDHC-TOA-1 - Tomb of Annihilation Show
Notes:

You have a +1 bonus to attack and damage rolls made with this weapon.

A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Wand of Polymorph very_rare 3 3rd Successful Quest Reward H DDEP07-02 - Drums of the Dead Show
Notes:

This wand is made of what appears to be the skeletal finger of some unusually-large humanoid. When wielded, it occasionally flexes and twitches.

Scorpion Armor legendary 3 50. Mirror of Life Trapping; Lukanu's Body I DDHC-TOA-1 - Tomb of Annihilation Show
Notes:

Requires Attunement
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This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:

  • The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated.
  • The armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide).

Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10+45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor's curse.

Mirror of Life Trapping very_rare 3 50. Mirror of Life Trapping; Xyrdym applied Oil of Etherealness H DDHC-TOA-1 - Tomb of Annihilation Show
Notes:

Prisoners of the Mirror

| Cell | Prisoner | Notes | Reaction if Released |
|---------|------------|---------|------------------------------|
| 1 | A'tan (CN male Chultan human commoner) | Omuan merchant trapped shortly after the fall of Omu driven insane by his long incarceration | Follows his liberators around, talking nonsense |
|2 | - | - | - |
| 3 | Invisible stalker| Mirror guardian | Tries to kill whoever released it, and vanishes if it succeeds |
| 4 | Zaal (minotaur) |Trapped by Acererak shortly after Omu's fall | Attacks any other creature it sees except Lukanu, whom it obeys |
| 5 | - | - | - |
| 6 | Yraggath (troll) | Driven insane by its captivity | Attacks anything it can eat |
| 7 | Tlad Xolbrys (NE male drow mage) | A visitor to Omu who was trapped during the construction of the Tomb of the Nine Gods | Aids or betrays his liberators to ensure his own survival |
| 8 | Pox (doppelganger) | Disguised as a male human adventurer named Biff Longsteel followed the Company of the Yellow Banner into the tomb | Tries to join the party and stay out of harm's way |
| 9 | Giant four-armed gargoyle Mirror guardian | Attacks all other creatures, then stands guard next to the mirror |
| 10 | - | - | - |
| 11 | Lukanu (N female Chultan champion) | Bodyguard to Queen Napaka of Omu, trapped during the city's fall; wears scorpion armor | Helps her liberators, but won't leave Omu until she learns what happened to Queen Napaka (see area 53) |
| 12 | Stirge | Trapped when it flew toward the mirror | Attacks the nearest warm-blooded creature |

Destroying the Mirror

If the mirror is destroyed, all creatures trapped within it are released at once. Rather than running combat with so many creatures, assume that only the invisible stalker and the troll attack the party initially. The other creatures react to their liberation by turning on one another or running away, as follows:

  • Lukanu and Zaal attack the gargoyle, destroying it in 4 rounds, and then help the characters deal with the invisible stalker and the troll.
  • The stirge attacks A'tan, killing him in 1 round. After draining A'tan's blood, the stirge flies away to digest its meal.
  • The doppelganger tries to flee but doesn't go far, hoping that the characters survive and returning to thank them if they prevail.
  • Tlad Xolbrys uses his magic to help the characters unless it looks like they're near defeat, whereupon the drow turns against them.
Cursed Necklace of Fireballs (8 Beads) rare 1 53. Crypt of the Sun Queen C DDHC-TOA-1 - Tomb of Annihilation Show
Notes:

Curse. When any creature dons the cursed necklace, all its beads detonate at once. Each creature in a 20-foot-radius sphere centered on the exploding necklace must make a DC 15 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. The wearer of the necklace fails the saving throw automatically. A remove curse spell or similar magic removes the curse from the necklace.