Figurines of Wondrous Power
Quick Reference Guide
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Figurines of Wondrous Power
Quick Reference Guide
Editted and Compiled by Battle Crow
Images from D&D Beyond and Wizards of the Coast
Table Of Contents
Figurines of Wondrous Power1
Bronze Griffon1
Ebony Fly1
Golden Lions1
Ivory Goats2
Marble Elephant3
Obsidian Steed3
Onyx Dog3
Serpentine Owl4
Silver Raven4
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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.
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.
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.
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.
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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