A character can place their hand and throw out one of the two leathery egg-shaped tokens.
The item is thrown or placed, immediately causing one of the following effects:
Roll 1D20
1-3 It transforms into a Large or smaller monster of the GM's choice.
4-6 An animate, immobile stone statue in your likeness rises. It makes verbal threats against all characters and NPC's that it can see within a 30ft radius. It describes them as the most heinous of villains and demands apologies from each of them. It persists in shouting insults if no apology is given. Once it has received an apology, it stops animating until a new person, animal, or monster approaches within 30ft. The statue becomes inanimate after 24 hours and crumbles to dust.
7-8 1d6 + 6 shriekers sprout.
9-10 GM's choice of item appears, low value less than 5gp, for example, it could be a trinket, a clue, a warning or a hot steaming drink.
11-14 Dust of Sneezing and Choking
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
15-16 Goat appears.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
17- 18 Flumph appears.
Floating, psychic jellyfish that are generally harmless but loudly announce everyone's thoughts and feelings, causing social chaos and embarrassment.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
19-20 Lion appears.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
All effects cease after 24 hours.
The bag had a maximum of 2 tokens and regains one used token at dawn each day.
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