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The Thieves Guild > Magic Items > Figurine of Wondrous Power, Ivory Goats
A Dungeons & Dragons 5e Magic Item


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Figurine of Wondrous Power, Ivory Goats

Wondrous item, rare

Weight: ½ lb.
Estimated Value: 20,000 gp

These three ivory goats are always created in sets of three, each small enough to fit in a pocket. Each individual figurine can be used separately. If you use an action to speak the command word and throw a figurine to a point on the ground within 60 feet of you, it becomes a goat with a specific power (see below). If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The goats are friendly to you and your companions. They understand your languages and obey your spoken commands. If you issue no commands, the creatures defend themselves but takes no other actions.

Each goat has a limited duration and restoration period (see below). At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it.

  • The goat of traveling can become a large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
  • The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
  • The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

Source: DMG p169