```metadata title: 5e Magic Items for Monsters description: '' tags: '' systems: - 5e renderer: legacy theme: 5ePHB ``` # Monster Items ## Mummy Items ### Engraved Breastplate *Armor (breastplate), Rare, (requires attunement)* A bronze breastplate inlaid with gold and precious gems. These were created to be worn by mummies, providing them with protection from weapons and fire. When worn it gives you the following benefits: - You have a +1 bonus to armor class. - You have resistance to fire damage. - Non-magical fires within 30 feet of you are automatically extinguished. Non-magical fires cannot be ignited within 30 feet of you. ### Engraved Flail *Wondrous Item (flail), Rare, (requires attunement)* A bronze breastplate inlaid with gold and precious gems. It is a symbolic item indicating the status to command, not to be used as a weapon. They were created to give mummies the ability to move around in sand filled tombs. You gain the following benefits while holding it: - As an action you can cast the cantrip *mold earth*. - You can use an action to cast *wall of sand* without using a spell slot. Once used, this property cannot be used again until the next dawn. - You can use an action to cast *stone shape* without using a spell slot. Once used, this property cannot be used again until the next dawn. - Wisdom is the spell attribute for spells cast by this item. ### Engraved Mask *Wondrous Item (mask), Rare, (requires attunement)* A bronze mask inlaid with gold and precious gems. These were created to be worn by mummies, providing them with guidance from the gods to track down items stolen from their tomb. You gain the following benefits while holding it: - As an action you can cast the cantrip *guidance* on yourself. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As an action you can expend a charge to cast the spell *locate object*. - As an action you can expend a charge to cast the spell *clairvoyance*. ## Zombie Items ### Shroud of the Cold Grave *Wondrous Item (shroud), Rare, (requires attunement)* A burial shroud. It was enchanted by necromancers to make their clumsy zombies harder to slay, to hurt those who attack them. You gain the following benefits while wearing it: - You have resistance to necrotic damage. - When you hit a target with a melee attack, you can replace the damage type with necrotic damage. - As an action you can cast the spell *armor of agathys* without using a spell slot or material components. ## Skeleton Items ### Boneborn Bow *Weapon (shortbow), Rare, (requires attunement)* A shortbow made from the arm bones of a humanoid. These were created by necromancers to raise undead forces during battle. You gain the following benefits while wielding it: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - When you draw the bow, an arrow made of bone magically appears. The arrow disappears 1 minute after it is removed or shot from the bow. - This item has 5 charges. The item regains 1d4+1 charges at midnight. - As an action you can expend a charge to shoot a bone arrow at an empty square within 80 feet. The arrow becomes a skeleton. The skeleton disappears when it drops to 0 hit points or after 1 minute. The skeleton is an ally to you and your companions. In combat, the skeleton shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. ### Shrouded Boneblade *Weapon (short sword), Rare, (requires attunement)* A short sword made from a thigh bone. It was created by necromancers to equip its undead assassins. You gain the following benefits while wielding it: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - The sword is shrouded in darkness in the presence of living creatures. When a creature with 1 or more hit points that is not a celestial, construct, elemental, fiend, or undead is within 120 feet of it, the sword spreads magical darkness within 1 inch of the weapon. The darkness moves with the sword. - When you use the sword to attack a living creature that is in dim light or darkness, you make the attack roll with advantage. ### Cloak of Undying Darkness *Wondrous Item (cloak), Rare, (requires attunement)* A black cloak made of the fur from bat wings. It was made by necromancers to hide their undead creations. You gain the following benefits while wearing it: - You have advantage on Dexterity(Stealth) checks. - You can attempt to hide even when you are only lightly obscured by dim light. - If you are within an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. \page ## Goblin Items ### Leather of Stretching and Shrinking *Armor (leather), Rare, (requires attunement)* Leather armor composed of various pieces patched together. It is made by goblins to enable them to get around in tunnels and fight. When worn it gives you the following benefits: - You have a +1 bonus to armor class. - As an action you can cast the spell *enlarge/reduce* on yourself without using a spell slot or material components. - As an action you can cast the spell *enhance ability* on yourself for Bull's Strength or Cat's Grace without using a spell slot or material components. ### Hordebow *Weapon (shortbow), Rare, (requires attunement)* A shortbow crudely made of many sticks bundled together. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - Attacking at long range with the bow does not impose disadvantage on your ranged weapon attack rolls. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As a bonus action you can expend a charge to cast the spell *hail of thorns*. - As an action you can expend a charge to cast the spell *cordon of arrows*. ### Spry Blade *Weapon (short sword), Rare, (requires attunement)* A thin short sword with a wire basket hilt. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - When you use the Attack action to make a melee attack with the sword on your turn, you can make one melee weapon attack with it as a bonus action. - When you miss with a melee attack with the sword, you may re-roll the attack roll and use either result. Once used, this property cannot be used again until the next dawn.
## Hobgoblin Items ### Shardbinder *Weapon (longsword or greatsword), Rare, (requires attunement)* A sword welded from the fragments of dozens of broken swords. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - The first time you hit a creature with this weapon on your turn, the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. ### Hidestrap Shield *Armor (shield), Very Rare, (requires attunement)* A hide shield made from scraps of hide from dozens of fallen hobgoblins. When worn it gives you the following benefits: - You have a +1 bonus to armor class. - Moving through the space of a friendly creature is not considered difficult terrain for you. - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. ### Helm of the Mighty One *Armor (shield), Very Rare, (requires attunement)* A helm sculpted to look like the head of Maglubiyet the Mighty One. When worn it gives you the following benefits: - You can use your Strength modifier instead of your Charisma modifier for Intimidation checks. - As an action you can cast the spell *fear* without using a spell slot, using Strength as the spell attribute. Once used, this property cannot be used again until the next dusk. ### Javelin of Command *Weapon (longsword or greatsword), Rare, (requires attunement)* A bundle of 2d6 javelins. A javelin loses its magic after it hits or misses. When you hit a creature with a javelin, it gives you the following benefits: - You choose a friendly creature within 30 feet of the target. - That creature can use its reaction to move up to half its speed towards the target without provoking opportunity attacks. - That creature's next attack roll against the target has advantage if the attack is made before the start of your next turn. \page ## Orc Items ### Savage Despair *Weapon (greataxe), rare, (requires attunement)* A thick oak pole with the heads of multiple axes attached. This axe is made from the axes of the victim's of an orc champion. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - When you make a melee attack with this weapon on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using this weapon during this turn, but attack rolls against you have advantage until your next turn. - When you score a critical hit with a melee weapon attack with this weapon, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. ### Hide of Champions *Armor (hide), Rare, (requires attunement)* Hide armor made out of the tanned skin of orc champions. The wearer can call upon the strength of those champions to give them vigor. When wielded it gives you the following benefits: - You have a +1 bonus to armor class. - Your hit point maximum and current hit points increase by 10. - You have advantage on Constitution saving throws. - If you drop to 0 hit points and do not die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. At dawn, the DC resets to 10. ### Skull of the Conquered Giant *Wondrous Item (helm), Rare, (requires attunement)* A helm made from the skull of a giant. The wearer takes on the fearsomeness of a giant. When worn it gives you the following benefits: - You can speak and understand giant - You have advantage on Charisma(Intimidation) checks - As a bonus action, you unleash a battle cry. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you cannot use it again until the next dawn. ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ``` ## Sahuagin Items \page ## Bullywug Items ## Yuan-Ti Items \page # Race Slayer Weapons These weapons were created to fight and kill members of a particular race. They have special abilities to aid in that fight. Some are defenses and some means of attacks. They may target racial abilities, subracial abilities, or just stereotypical abilities of that race.
These weapons may be used by enemies the party faces and then looted to be used by the party. Having a weapon designed to kill certain members of the party may cause in-party conflict. Especially if the weapons are sentient and encourage in-party conflict. **Sentient Weapons**: These weapons are often sentient. If so they have little more intelligence than angry beasts. Their only goal is to slay more of their hated race. They have the following abilities. - Intelligence 6, Wisdom 12, Charisma 12 - The weapon communicates by transmitting emotion to the creating carrying or wielding it. - Hearing and Darkvision to 120 ft. - Alignment Neutral - Purpose: Bane, it seeks to slay all members of a chosen race ### Aasimarslayer *Weapon (melee weapon), Very Rare, (requires attunement not by an Aasimar)* An Aasimarslayer weapon is made of wrought iron strengthened with magic. They were created to protect the wicked against the punishment of the gods. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a target they must succeed on a DC 12 Constitution saving throw or their flying speed (if any) is reduced to 0 feet for one minute. - You have resistance to necrotic damage and radiant damage. ### Dragonbornslayer *Weapon (melee weapon), Very Rare, (requires attunement not by a Dragonborn, Half Dragon, or Kobold)* A Dragonbornslayer weapon is made from the bone of a dragon. They were made to slay dragonborn and dragons. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - When you take acid, cold, fire, lightning, or thunder damage, as a reaction you can gain resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack with this weapon on your next turn, the target takes an extra 1d6 damage of the triggering type, and the effect ends. - You are immune to being frightened. ### Dwarfslayer *Weapon (melee weapon), Very Rare, (requires attunement)* A Dwarfslayer weapon is made of iron. It uses flame to get past armor or to use the armor against its wearer. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit with an Attack using this weapon, the target takes an extra 1d6 fire damage. - You can use an action to cast *heat metal* without using a spell slot using Wisdom as the spell attribute. Once used, this property cannot be used again until the next dawn. ### Elfslayer *Weapon (melee weapon), Very Rare, (requires attunement)* An Elfslayer weapon is made of silver. It protects its wielder from magic and spells. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - You sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. Your sense of magic is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - You have advantage on saving throws against spells. ### Gnomeslayer *Weapon (melee weapon), Very Rare, (requires attunement)* A Gnomeslayer weapon is made of steel with a haft wrapped in the skin of a mimic. They prevent the wielder from being fooled by illusions and protect them from other magical trickery. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - You automatically detect illusions and succeed on saving throws against them. - You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic. \page ### Goliathslayer *Weapon (melee weapon), Very Rare, (requires attunement)* A Goliathslayer weapon resembles a normal weapon with pictograms of a small humanoid fighting a large humanoid inscribed upon it. They were made to fight goliaths and giant. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a target with a melee weapon attack with this weapon, the target must succeed on a DC 14 Constitution saving throw or suffer the following effects: - The target's hit point maximum is reduced by an amount equal to the damage rolled. This reduction lasts until the target finishes a Long Rest. The target dies if this Effect reduces its hit point maximum to 0. - The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). ### Halflingslayer *Weapon (melee weapon), Very Rare, (requires attunement)* A Halflingslayer weapon is made of iron. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - You have advantage on Wisdom (Perception) checks. - You have a +5 bonus to your passive Wisdom (Perception). - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. ### Humanslayer *Weapon (battleaxe or greataxe), Very Rare, (requires attunement)* A crude iron axe with a jagged edge. It was created by shamans of humanoid tribes to use in their war on humans. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - It does an extra 1d10 slashing damage to humans, half-elves, and half-orcs. - You can speak and understand giant, goblin, and orc languages - You have advantage on Charisma(Intimidation) checks against humans, half-elves, and half-orcs. ### Tabaxislayer *Weapon (melee weapon), Very Rare, (requires attunement)* ### Tieflingslayer *Weapon (melee weapon), Very Rare, (requires attunement)* A Tiefling slayer weapon is made of iron. It protects its wielder from fire and prevents a tiefling from using *hellish rebuke*. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit with an Attack using this weapon, the target takes an extra 1d6 cold damage. - When you hit with an Attack using this weapon, the target cannot take reactions until the start of its next turn. - You have resistance to fire damage. ### Warforgedslayer *Weapon (melee weapon), Very Rare, (requires attunement not by a warforged)* A warforged weapon is made of glass as strong as steel. They were made in the Last War to defeat the ever increasing numbers of warforged. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - On a hit, the target takes an additional 1d8 thunder damage or 2d8 thunder damage if the target is a construct or warforged, and the effect ends. - You have advantage on weapon attack rolls made with this weapon if the target is a construct or a warforged.