Wondrous Item, rare

This bag is made from multicolored patches of fabric stitched together. The bag appears empty; however, reaching inside reveals the presence of a small object of indeterminate texture.

You can use an action to pull the object from the bag and throw it up to 20 feet. When the object lands, it transforms into a unique hybrid creature determined by the tables below. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

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.

Once three of the objects have been pulled from the bag, roll a d20. On a 1, the bag rips itself to shreds and becomes nonmagical. Otherwise, the bag can't be used again until the next dawn.

Patchwork Bag of Tricks

Additional Properties

[roll]1d6[/roll] Result
1 No effect.
2 Multiple. 1d4 additional creatures of the same type appear when the object is thrown.
3 Giant. If the creature is smaller than Large size, its size increases to Large. Its hit die becomes a d10 and it gains 3 additional hit dice. Its Strength score becomes 12 if it is lower, and increases by 4 if it already 12 or higher. Unless specified otherwise, it does an additional die of damage for any attacks it makes. If the creature is Large or greater size, its size increases by one category, its hit die becomes the next size up and its attacks deal 1 extra die of damage.
4 Tough. The creature's Constitution score increases by 2 and its Armor Class increases by 1.
5 Fast. The creature's Dexterity score increases by 2 and its speed increases by 10 feet.
6 Roll two times on this table, rerolling any 1s or 6s.
[roll]1d20[/roll] Creature (Tail) Properties
1 Axolotl Limb Regeneration. If the creature loses a limb or other body part, the missing body part fully regenerates after 1d4 weeks.
2 Bat  
3 Insectoid  
4 Rat  
5 Lizard  
     
6 Fox +1 to Charisma.
7 Owl  
     
8 Jackal  
9 Mastiff  
10 Goat  
     
     
     
11 Ape  
12 Panther  
13 Shark The creature gains a swim speed of 30 feet if it did not already have one.
     
14 Elk  
     
15 Crocodile The creature gains a swim speed of 30 feet if it did not already have one.
16 Horse  
     
17 Bear  
19 Tiger  
20 Multi-Limb Special: Roll twice on this table.

 

[roll]1d20[/roll] Creature (Hindlimbs) Ability Score Modifications Speed Features Actions
           
1 Bat   5 ft    
2 Insectoid    20 ft    
3 Rat    20 ft    
4 Lizard    20 ft    
5 Badger   20 ft    
6 Fox   30 ft    
7 Owl    5 ft  

Talons. Melee Weapon Attack: [roll]1d20+3[/roll] to hit, reach 5 ft., one target. Hit: 1 slashing damage.

8 Eagle    10 ft  

Talons. Melee Weapon Attack: [roll]1d20+4[/roll] to hit, reach 5 ft., one target. Hit: [roll]1d4+2[/roll] slashing damage.

9 Jackal   40 ft    
           
10 Goat   40 ft    
11 Hyena   50 ft    
           
12 Wolf   40 ft    
13 Ape   30 ft    
           
14 Shark   0 ft     
15 Bull   40 ft    
16 Elk    50 ft    
           
17 Crocodile   20 ft    
           
18 Lion   50 ft Running Leap. With a 10-foot running start, the lion can long jump up to 25 ft.  
19 Bear    40 ft    
           
20 Multi-Limb Special: Roll twice on this table.

 

[roll]1d20[/roll] Creature (Forelimbs) Ability Score Modifications Speed Features Actions
1 Axolotl   swim 20 ft. Limb Regeneration. If the creature loses a limb or other body part, the missing body part fully regenerates after 1d4 weeks.  
2 Bat   fly 30 ft.
 
 
   
3 Insectoid   climb 20 ft.    
           
4 Lizard   climb 20 ft    
5 Badger   burrow 5 ft    
           
6 Owl   fly 60 ft

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

 
           
7 Jackal      

 

           
8 Goat        
           
9 Boar        
10 Wolf        
11 Ape   climb 30 ft

Multiattack. The creature makes two fist attacks.

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

Rock. Ranged Weapon Attack: +5 to hit, reach 25/50 ft., one target. Hit: (1d6 + 3) bludgeoning damage.

 

           
12 Shark   Swim 40 ft    
13 Bull       Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone target. Hit: 8 (1d6+4) bashing
           
14 Axe Beak        
15 Crocodile        
16 Horse      

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

17 Lion      Pounce. If the lion moves at least 20 ft. 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.

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

18 Bear     climb 30 ft

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

19 Tiger    

Pounce. If the tiger moves at least 20 ft. 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 tiger can make one bite attack against it as a bonus action.

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

20 Multi-Limb Special: Roll twice on this table. If both limbs rolled can perform an attack, the creature gains the Multiattack action.
[roll]1d20[/roll] Creature (Head) Ability Scores Senses Features Actions
1 Axolotl Intelligence 1, Wisdom 8, Charisma 4 darkvision 30 ft. Amphibious. The creature can breathe both air and water.
Limb Regeneration. If the creature loses a limb or other body part, the missing body part fully regenerates after 1d4 weeks.
—
2 Bat Intelligence 2, Wisdom 12, Charisma 4 blindsight 60 ft. Echolocation. The creature can't use its blindsight while deafened.
Keen Hearing. The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: + Strength mod. to hit (min. +0), reach 5 ft., one creature. Hit: 1 piercing damage (1d6 if not Tiny).
3 Insect Intelligence 1, Wisdom 10, Charisma 3 — — —
4 Rat Intelligence 2, Wisdom 10, Charisma 4 darkvision 30 ft. Keen Smell. The creature has advantage on Wisdom (Perception) checks that rely on smell. Bite. Melee Weapon Attack: + Strength mod. to hit (min. +0), reach 5 ft., one creature. Hit: 1 piercing damage (1d4 if not Tiny).
           
           
5 Fox Intelligence 3, Wisdom 12, Charisma 5 darkvision 60 ft. Keen Hearing. The creature has advantage on Wisdom (Perception) checks that rely on hearing. Bite. Melee Weapon Attack: + Dexterity mod. to hit (+ Strength mod if not Tiny), reach 5 ft., one creature. Hit: 1 piercing damage (1d6 if not Tiny).
6 Owl Intelligence 2, Wisdom 12, Charisma 7 darkvision 120 ft. Keen Hearing and Sight. The creature has advantage on Wisdom (Perception) checks that rely on hearing or sight. —
7 Eagle Intelligence 2, Wisdom 14, Charisma 7 — Keen Sight. The creature has advantage on Wisdom (Perception) checks that rely on sight. Beak. (Large size or greater) Melee Weapon Attack: + Strength mod. to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
8 Jackal Intelligence 3, Wisdom 12, Charisma 6 — Keen Hearing and Smell. The creature has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. This creature has advantage on an attack roll against a creature if at least one of this creature's allies is within 5 feet of the targeted creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: + Strength mod. to hit, reach 5 ft., one creature. Hit: 1d4 piercing damage.
           
9 Goat Intelligence 2, Wisdom 10, Charisma 5    

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) bludgeoning damage.

           
10 Boar Intelligence 2, Wisdom 9, Charisma 5  

Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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

11 Wolf Intelligence 3, Wisdom 12, Charisma 6  

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

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

 
           
12 Panther Intelligence 3, Wisdom 14, Charisma 7      
13 Shark Intelligence 1, Wisdom 10, Charisma 4    Water Breathing. The shark can breathe only underwater.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.

14 Bull Intelligence 2, Wisdom 10, Charisma 4  

Stampede: A frightened herd of cattle flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of medium size or smaller that gets in their way, dealing 6 points of damage for every five cattle in the herd (Dexterity save DC 17 half).

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) piercing damage.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bashing damage.

15 Elk Intelligence 2, Wisdom 10, Charisma 6   Charge: If the elk moves at least 20 ft. straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
16 Axe Beak Intelligence 2, Wisdom 10, Charisma 5      
           
17 Horse Intelligence 2, Wisdom 11, Charisma 7      
18 Lion Intelligence 3, Wisdom 12, Charisma 8

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 ft. of the creature and the ally isn't incapacitated.

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

           
19 Tiger Intelligence 3, Wisdom 12, Charisma 8  Darkvision 60 Ft

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

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage.

20 Multi-Head Special: Roll twice on this table. The creature gains the Two Heads property, giving it advantage on Wisdom (Perception) checks and on saving throws made against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Additionally, if the both heads of the creature can perform an attack, the creature gains the Multiattack action.
[roll]1d20[/roll] Creature (Body) Hit Dice Size Armor Class Ability Scores Features
1 Insect  1d4  Tiny 10 + Dexterity mod. Strength 1, Dexterity 12, Constitution 8 —
2 Bat 1d4 Tiny 10 + Dexterity mod. Strength 1, Dexterity 13, Constitution 8 —
3 Axolotl  1d4 Tiny 10 + Dexterity mod.  Strength 1, Dexterity 7, Constitution 12  

Limb Regeneration. If the creature loses a limb or other body part, the missing body part fully regenerates after 1d4 weeks.

4 Rat 1d4 Tiny 10 + Dexterity mod. Strength 1, Dexterity 9, Constitution 9 —
             
5 Badger 1d4 Tiny 10 + Dexterity mod. Strength 2, Dexterity 9, Constitution 12 —
6 Fox 1d4 Tiny 10 + Dexterity mod. Strength 2, Dexterity 14, Constitution 11 —
             
7 Eagle 1d6 Small 10 + Dexterity mod. Strength 1, Dexterity 11, Constitution 8 —
8 Jackal 1d6 Small 10 + Dexterity mod. Strength 5, Dexterity 13, Constitution 10 —
             
9 Goat 1d8 Medium 10 + Dexterity mod. Strength 10, Dexterity 9, Constitution 11 —
10 Hyena 1d8 Medium 10 + Dexterity mod. Strength 10, Dexterity 11, Constitution 12 —
11 Boar 2d8 Medium 10 + Dexterity mod. Strength 12, Dexterity 10, Constitution 12 —
             
12 Ape 3d8 Medium 10 + Dexterity mod. Strength 13, Dexterity 12, Constitution 14 —
13 Panther 3d8 Medium 10 + Dexterity mod. Strength 12, Dexterity 13, Constitution 10 —
14 Shark 3d8 Medium 11 + Dexterity mod. Strength 14, Dexterity 13, Constitution 13 —
15 Bull 2d10 Large 10 + Dexterity mod. Strength 15, Dexterity 9, Constitution 14

Rage: When injured, a bull must make a Constitution Save whose DC is equal to 10 plus the damage it took. If it fails, the bull flies into a rage. The bull gains phenomenal strength and durability, but becomes reckless and less able to defend itself. The bull temporarily gains +3 to hit and damage, +10 temporary hit points, and a +2 morale bonus to Wisdom Saves, but suffers a -2 penalty to AC.

16 Elk 2d10 Large 10 + Dexterity mod. Strength 14, Dexterity 9, Constitution 12 —
17 Axe Beak 3d10 Large 10 + Dexterity mod. Strength 13, Dexterity 10, Constitution 12 —
18 Crocodile 3d10 Large 12 + Dexterity mod. Strength 13, Dexterity 9, Constitution 13 Hold Breath. The creature can hold its breath for 15 minutes (30 if Huge).
             
             
19 Bear 4d10 Large 11 + Dexterity mod. Strength 16, Dexterity 8, Constitution 16 —
20 Tiger 5d10 Large 10 + Dexterity mod. Strength 15, Dexterity 13, Constitution 14

—

Notes: Summoning, Utility

Item Tags: Summoning Utility

Instant_Noodles13

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