Type
Wondrous Item
Magic
Yes
Details
uncommon
Description
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Source: Dungeon Master's Guide p. 199
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Wondrous Item
Yes
uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Source: Dungeon Master's Guide p. 199
Adventuring Gear
8
Source: Player's Handbook p. 157
4
Wondrous Item
Yes
rare
This item has 3 charges and regains all charges at dusk. You can use an action and expend 1 of the mirror's charges to cast one of the following spells:
• Find the Path
• Legend Lore
With each use, it is apparent that the information gleaned from the mirror comes from a chamber in the Nine Hells where sages and scholars are tortured for the answers to each question.
Source: Chains of Asmodeus p. 269
Ring
Yes
varies (requires attunement by a spellcaster)
This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can't cast the spell again until the next dawn.
Six varieties of Sage's Signet rings exist, each with a different signet (see the table below). A ring's signet determines its rarity as well as the additional spells it can cast. While wearing a Sage's Signet, you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can't cast the spell again until the next dawn.
Signet | Rarity | Spells
Bear | Very rare | Enlarge/Reduce, Polymorph
Hart | Very rare | Aura of Vitality, Mass Cure Wounds
Lion | Very rare | Destructive Wave, Fireball
Serpent | Rare | Fear, Hex
Songbird | Rare | Charm Person, Hypnotic Pattern
Wolf | Very rare | Freedom of Movement, Pass without Trace
Source: The Book of Many Things p. 37
Adventuring Gear
If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
Source: Player's Handbook p. 157
10000
Melee Weapon
Yes
rare (requires attunement)
4
Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.
As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.
Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.
Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.
The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
Mace of Disruption: When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Proficiency: simple, mace
Source: Curse of Strahd p. 222
melee attacks +1
bonus
melee damage +1
bonus
1d6
Bludgeoning
Wondrous Item
Yes
very rare (requires attunement)
A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.
While wearing this item, you have resistance to necrotic damage. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item's rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.
Once the rune has been invoked, it can't be invoked again until the next dawn.
Source: Bigby Presents: Glory of the Giants p. 116
Shield
Yes
very rare (requires attunement)
6
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Source: Fizban's Treasury of Dragons p. 24
2
2d6
Treasure
50
opaque bands of red and white
Source: Dungeon Master's Guide p. 134
Adventuring Gear
90
Barding is armor designed to protect an animal's head, neck, chest, and body.
Scale barding provides a mount with an AC equal to 14 + the mount's Dexterity modifier (max 2). The mount makes Dexterity (Stealth) checks with disadvantage.
Source: Player's Handbook p. 157
200
Medium Armor
45
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Source: Player's Handbook p. 144
50
14
YES
Medium Armor
Yes
rare
45
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
ac +1
bonus
14
1
Medium Armor
Yes
very rare
45
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
ac +2
bonus
14
1
Medium Armor
Yes
legendary
45
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
ac +3
bonus
14
1
Medium Armor
Yes
rare (requires attunement)
45
You have resistance to acid damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Medium Armor
Yes
rare (requires attunement)
45
You have resistance to cold damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Medium Armor
Yes
rare (requires attunement)
45
You have resistance to fire damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Medium Armor
Yes
rare (requires attunement)
45
You have resistance to force damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Medium Armor
Yes
45
uncommon
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Source: The Book of Many Things p. 65
14
1
Medium Armor
Yes
common
45
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136
15
1
Medium Armor
Yes
rare (requires attunement)
45
You have resistance to lightning damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Medium Armor
Yes
rare (requires attunement)
45
You have resistance to necrotic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Medium Armor
Yes
rare (requires attunement)
45
You have resistance to poison damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Medium Armor
Yes
rare (requires attunement)
45
You have resistance to psychic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Medium Armor
Yes
rare (requires attunement)
45
You have resistance to radiant damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Medium Armor
Yes
45
uncommon (requires attunement)
While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn.
Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Source: The Book of Many Things p. 65
14
1
Medium Armor
Yes
rare (requires attunement)
45
You have resistance to thunder damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
14
1
Medium Armor
Yes
45
uncommon (requires attunement)
This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).
This armor regains 1d4 + 1 expended charges daily at dawn.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Source: The Book of Many Things p. 65
14
1
Wondrous Item
Yes
varies (requires attunement)
This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.
Slumbering (Uncommon). You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.
Stirring (Rare). You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.
Wakened (Very Rare).The Wakened ornament has the Stirring property. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn.
Ascendant (Legendary). The Ascendant ornament has the Stirring and Wakened properties. In addition, while you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back.
Source: Fizban's Treasury of Dragons p. 27
Wondrous Item
Yes
legendary (requires attunement)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
• You have advantage on saving throws against spells.
• The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Source: Dungeon Master's Guide p. 199
Adventuring Gear
10
Includes:
• a backpack
• a book of lore
• a bottle of ink
• an ink pen
• 10 sheets of parchment
• a little bag of sand
• a small knife.
Source: Player's Handbook p. 151
40
Melee Weapon
3
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Player's Handbook p. 149
25
1d6
Slashing
M,F,L
Melee Weapon
Yes
uncommon
3
You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Dungeon Master's Guide p. 213
melee attacks +1
bonus
melee damage +1
bonus
1d6
Slashing
M,F,L
Melee Weapon
Yes
rare
3
You have a +2 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Dungeon Master's Guide p. 213
melee attacks +2
bonus
melee damage +2
bonus
1d6
Slashing
M,F,L
Melee Weapon
Yes
very rare
3
You have a +3 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Dungeon Master's Guide p. 213
melee attacks +3
bonus
melee damage +3
bonus
1d6
Slashing
M,F,L
Melee Weapon
Yes
very rare (requires attunement)
3
You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're paralyzed, the creature suffers immense pain and gains a level of exhaustion.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Chains of Asmodeus p. 271
1d6
Slashing
M,F,L
weapon attacks +3
bonus
weapon damage +3
bonus
Melee Weapon
Yes
rare
3
F,L
1d6
Slashing
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
Melee Weapon
Yes
rare (requires attunement)
3
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Dungeon Master's Guide p. 206
1d6
Slashing
M,F,L
Melee Weapon
Yes
very rare (requires attunement)
3
You gain a +3 bonus to attack and damage rolls made with this sword. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Curse. You're unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one.
The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit's past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the Remove Curse spell allows you to end attunement to this item.
Corrupting. This item corrupts. See the "Infernal Item Corruption" section.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Chains of Asmodeus p. 270
1d6
Slashing
M,F,L
weapon attacks +3
bonus
weapon damage +3
bonus
Melee Weapon
Yes
very rare (requires attunement)
3
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Dungeon Master's Guide p. 206
1d6
Slashing
M,F,L
Melee Weapon
Yes
very rare (requires attunement)
3
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Dungeon Master's Guide p. 199
melee attacks +2
bonus
melee damage +2
bonus
1d6
Slashing
M,F,L
Melee Weapon
Yes
very rare (requires attunement)
3
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Proficiency: martial, scimitar
Source: Lost Laboratory of Kwalish p. 53
1d6
Slashing
M,F,L
Melee Weapon
Yes
3
legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic sword.
This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you're on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can't be used again until the next dawn.
You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM's discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM's discretion.
Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.
Source: The Book of Many Things p. 68
1d6
Slashing
M, F, L
melee attacks +3
bonus
melee damage +3
bonus
Melee Weapon
Yes
3
very rare (requires attunement)
This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don't already have it.
Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges).
The weapon regains 1d4 expended charges daily at dawn.
Source: The Book of Many Things p. 39
1d6
Slashing
M, F, L
melee attacks +1
bonus
melee damage +1
bonus
Melee Weapon
Yes
uncommon, cursed (requires attunement)
3
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Dungeon Master's Guide p. 206
melee attacks +1
bonus
melee damage +1
bonus
1d6
Slashing
M,F,L
Melee Weapon
Yes
uncommon (requires attunement)
3
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Dungeon Master's Guide p. 213
1d6
Slashing
M,F,L
Melee Weapon
Yes
rare (requires attunement)
3
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Dungeon Master's Guide p. 207
1d6
Slashing
M,F,L
1d4
Wondrous Item
Yes
rare (requires attunement by a Fey or a Spellcaster)
As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can't be used again until the next dawn.
The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:
• You control the shadow's movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can't speak, and it doesn't require air, sleep, or nourishment.
• You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow's Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.
A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
Source: The Wild Beyond the Witchlight p. 213
Heavy Armor
Yes
rare, cursed (requires attunement)
65
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
• The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated.
• The armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
• The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide).
Curse:
This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10+45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor's curse.
Proficiency: heavy, plate
Source: Tomb of Annihilation p. 208
initiative +5
bonus
18
15
10d10+45
Adventuring Gear
Vehicle
Scorpion ships are archaic metal warships that have never lost their popularity, largely because of their versatility. Articulated legs enable a scorpion ship to land safely on the ground and move across a solid surface at a walking speed of 30 feet. The ship can't float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail. The ship's two claws are relatively inefficient in combat, but a claw that grabs a creature can quickly take it out of action.
Size: Large Vehicle (75 ft. by 25 ft.)
Armor Class: 19 (metal)
Hit Points: 250
Damage Threshold: 15
Speed: walking speed 30 ft. (3 1/2 mph); flying speed 30 ft. (3 1/2 mph)
Cost: 25000 gp
Keel/Beam: 75 ft. / 25 ft.
Crew: 12
Cargo: 12 tons
Ballista
Armor Class 15
Hit Points 50
Cost 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
2 Claw (1 Crew Each)
Hit Points --
Cost -- gp (included in ship cost)
It takes 1 action to make a Claw attack.
Claw. Melee Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: 11 (2d10) bludgeoning damage. If the target is a Huge or smaller creature, it is also grappled (escape DC 13). Until this grapple ends, the creature takes 11 (2d10) bludgeoning damage at the start of each of its turns.
Mangonel
Armor Class 15
Hit Points 100
Cost 100 gp (mangonel), -- gp (stone)
It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 42