Figurines of Wondrous Power

Quick Reference Guide


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Figurines of Wondrous Power

Quick Reference Guide


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Editted and Compiled by Battle Crow

Images from D&D Beyond and Wizards of the Coast

 

 

Figurines of Wondrous Power

Wondrous item, Rare

A statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature.

Bronze Griffon

Wondrous Item, Rare

This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.


Armor Class
12
Hit Points
59 (7d10 + 21)
Speed
30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)

Skills
Perception +5
Senses
Darkvision 60 ft., Passive Perception 15
Languages
None
Challenge
2 (450 XP)Proficiency Bonus +2

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Ebony Fly

Wondrous Item, Rare

This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.


Armor Class
11
Hit Points
19 (3d10 + 3)
Speed
30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (−4)

Senses
Darkvision 60 ft., Passive Perception 10
Languages

Golden Lions

Wondrous Item, Rare

These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.


Armor Class 12 Hit Points 26 (4d10 + 4) Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

Skills
Perception +3, Stealth +6
Senses
Passive Perception 13
Languages
Challenge
1 (200 XP)Proficiency Bonus +2

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

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Ivory Goats

These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

Goat of Traveling

Wondrous item, Rare

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.


Armor Class
10
Hit Points
13 (2d20+2)
Speed
60ft.

STR DEX CON INT WIS CHA
6 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses
passive Perception 10
Languages
None
Challenge
1/4 (50 XP)Proficiency Bonus +2

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

About Charges

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Goat of Travail

Wondrous item, Rare

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.


Armor Class
11 (natural armor)
Hit Points
19 (3d10+3)
Speed
40ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Senses
passive Perception 11
Languages
None
Challenge
1/2 (100 XP)Proficiency Bonus +2

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Goat of Terror

Wondrous item, Rare


Armor Class
11 (natural armor)
Hit Points
19 (3d10+3)
Speed
40ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Senses
passive Perception 11
Languages
None
Challenge
1/2 (100 XP)Proficiency Bonus +2

Aura of Terror 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.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Grab the Goat by the Horns. Remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2.

FIGURINES OF WONDROUS POWER | IVORY GOATS2

 

 

Marble Elephant

Wondrous item, Rare

This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed.


Armor Class
12 (natural armor)
Hit Points
76 (8d12+24)
Speed
40ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

Senses
passive Perception 10
Languages
None
Challenge
4 (1100 XP)Proficiency Bonus +2

Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Obsidian Steed

Wondrous item, Very Rare


Armor Class
13 (natural armor)
Hit Points
68(8d10 + 24)
Speed
60ft., fly 90ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Damage Immunities
Fire
Senses
Passive Perception
Languages
Common and Infernal but can’t speak
Challenge
12 (3424 XP)Proficiency Bonus +2

Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.

Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

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Onyx Dog

Wondrous Item, Rare

This onyx statuette of a dog can become a mastiff for up to 6 hours. Once it has been used, it can’t be used again until 7 days have passed.


Armor Class
12
Hit Points
5(1d8 + 1)
Speed
40ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 8 (-1) 12 (+1) 7 (-2)

Skills
Perception +3
Senses
darkvision 60 ft., passive Perception 13, can see invisible creatures and objects within range
Languages
Common
Challenge
1/8 (25 XP)Proficiency Bonus +2

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

 

 

Serpentine Owl

Wondrous Item, Rare

This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed.


Armor Class
12
Hit Points
19(3d10 + 3)
Speed
5ft., fly 60ft.

STR DEX CON INT WIS CHA
13 (+1) 15(+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills
Perception +5, Stealth +4
Senses
Darkvision 120 ft., Passive Perception 15
Languages
Giant Owl , understands Common, Elvish, and Sylvan but can’t speak them, can telepathically communicate with you at any range if you and it are on the same plane of existence.
Challenge
1/4 (50 XP)Proficiency Bonus +2

Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

Silver Raven

Wondrous item, Uncommon

This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed.


Armor Class
12
Hit Points
1(1d4 - 1)
Speed
10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

Skills
Perception +3
Senses
Passive Perception 13
Languages
None
Challenge
0 (10 XP)Proficiency Bonus +2

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Animal Messenger. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

enchantment

More About the Silver Raven’s Actions

Animal Messenger

2nd-level enchantment

Casting Time:
1 action
Range:
30 ft.
Components:
V, S, M
Duration:
24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

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About Breach Bang Clear

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