Ball of Monster, Pocket Monsters Collection

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Ball of Monster
Wondrous Item
0.6 lb
This two-coloured, spherical ball contains the spirit of a beast-type creature. By throwing the ball as an action onto an empty 5-foot square up to 20 feet away and speaking the command word, the ball cracks open and summons the beast on that spot. It obeys the command of whomever is attuned to the Ball of Monster.

The summoned beast will remain until it is either killed or returned to its ball. It is still a normal beast and will require food and water if it is to remain outside the ball for 12 or more hours. Retrieving the creature can be done by picking up the ball, pointing it at the beast and speaking the command word again as an action.

A creature inside the ball recovers hit points equal to one of the hit dice in its stat block + Constitution per 12 hours.

Capturing a beast

A player with an empty Ball of Monster can attempt to capture a new beast by throwing an empty ball as an action at a beast-type creature of CR 1 or lower that is below half its HP. The creature makes a Wisdom saving throw (DC 13). If it fails, its body is turned into swirling red energy and sucked into the ball, where it is immediately brainwashed into loving whichever player is attuned to the ball. It will now obey their every command. The creature becomes linked to its ball and the ball may not be used to capture a different beast until the first beast has been killed or released. The beast can be released at any time by summoning it and speaking the release command. The beast retains all memories of its servitude and is no longer subservient to the attuned player.

If the creature falls below a quarter of its HP, the Wisdom saving throw DC increases to 15. Any beast-type creature that is willing to be captured in the Ball of Monster instantly fails its Wisdom save.

See also:

* Superior Ball of Monster: Capable of capturing beasts of CR 2-3.
* Artisan Ball of Monster: Capable of capturing beasts of CR 4-6.
* Master Crafted Ball of Monster: Capable of capturing beasts of CR 7+.
* Ball of Other Creature Types: Some artisans are capable of creating Balls that can capture other creature types. But it’s a rare craftsman indeed who has figured out how to achieve this.

variant Balls of Monster (WIS save Dc for the beast)

Note: It can be a little confusing at first that the DC increases to make the ball easier to throw and so a Master Ball says “cannot succeed” in the CR 1 or lower column. Remember, we’re measuring the WIS of the monster, not the quality of the ball.

CR 1 or LowerCR 2-3CR 4-6CR 7+
Ball of Monster13 / 1511 / 139 / 11Cannot Fail
Superior Ball15 / 1713 / 1511 / 139 / 11
Artisan Ball17 / 1915 / 1713 / 1511 / 13
Mastercrafted BallCannot Succeed17 / 1915 / 1713 / 15