Category: Pocket Monsters Collection

Beastadex, Pocket Monsters Collection

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Beastadex
Book, Wondrous Item
1.5 lb
The Beastadex is a magic book that records key details about a beast-type creature. This includes its species, common traits (i.e. darkvision, keen sense of smell), any special traits (i.e. unique abilities or characteristics), and its common methods of attacking or defending itself. It knows about most beast-type creatures, but may not have heard of extremely rare species or species from a different plane of existence.

Using the Beastadex takes 1 hour and full concentration. As an action, open the book to a blank page and concentrate on the memory of a beast that you have recently come within 60 feet of and had clear line of sight. Handwriting will begin to appear on the blank page in addition to a drawing of the creature, outlining the above details. The ink is permanent and cannot be fully understood until the hour has completed. A player may stop and start this hour at any time.

Expanding the Beastadex

At the DM’s discretion, the Beastadex may also recount information on beast-like creatures including dragons, monstrosities, oozes, elementals and giants. It may have information on humanoids but only their species (not any individual traits), and it knows nothing of constructs, undead, fey, fiends, elementals, abberations or plants.

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

Escape Rope, Pocket Monsters Collection

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Escape Rope
Wondrous Item
3lb
This enchanted hempen rope is 30 feet long and can be cut in half at a small black, wax ring at its centre.

Cut the rope in half and place one half at the entrance to a dungeon, carrying the other half with you. As an action, place your half of the rope on the floor and speak the command word. The end of the rope will rise into the air until the whole rope hangs perpindicular to the ground. 10 feet up the rope, an invisible entrance opens to an extradimensional space that lasts until it is deactivated, or for one hour. Meanwhile, a similar extradimensional portal opens beneath the other half of the rope previously laid at the dungeon entrance. 5 feet of this rope rises in the air, while the remaining 10 drops into the hole.

This extradimensional space is a 15-foot cube, with your upper 5 feet of rope travelling through its centre reconnected to the 10 feet that is hanging from a hole in its ceiling. The black wax seal reseals as the two ends of the rope fuse. You may climb this rope, passing up through the space, back to the entrance of the dungeon.

Attacks and spells can’t cross through the entrances into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on either rope.

When the escape rope is deactivated, anything remaining inside the extradimensional space drops out the bottom and the rope springs out of the top hole. However the black wax melts off as it passes back into reality. At this point, the escape rope is once again a normal hempen rope of 30-foot length.