TEXT: EN World EN5IDER | The Devil’s Footlocker
  EN World EN5IDER | The Devil’s Footlocker
   
  writing Ambrose Ingram
   color art Phil Stone
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  The Devil’s 
  Footlocker
  A 
  lAntern fueled by the 
   shadows of those 
  it illuminates. A rose that 
  convinces people it is a person. 
  A sticky-fingered tapestry. 
  Use the cursed objects in this 
  collection to keep your players 
  on their toes and inject some 
  chaos into your game. These 
  items are perfect for vexing 
  low-level characters, but can 
  also be scaled up to challenge 
  high-level characters. 
  A Collection of Cursed Trinkets
  
  The Devil’s Footlocker | EN World EN5IDER
  The Devil’s Footlocker | EN World EN5IDER
  Azurelight Lantern
  Wondrous item, very rare
   This iron hooded lantern lacks a fuel reservoir 
  and is only about the size of a pint glass. The 
  lantern emits dim pale-blue light in a 60-foot 
  radius, and does not need fuel to burn and cannot 
  be blown out as long as it is held by a living 
  creature. While holding the lantern you can cast 
  dancing lights as an action.
   Curse. The azurelight lantern feeds off the 
  shadows of creatures around it. Whenever the 
  lantern illuminates a creature it gains a charge. It 
  cannot gain a second charge from a creature it has 
  already illuminated until dawn of the next day. 
   When the lantern has more charges than the 
  Strength score of any creatures it illuminates, the 
  lantern animates the shadows of those creatures. 
  Animated shadows immediately attack their 
  former bodies. The lantern loses all of its charges 
  when it creates shadows this way.
   A creature that loses its shadow to the lantern 
  cannot regain hit points from magic and is 
  vulnerable to necrotic damage. Shadowless 
  creatures do not trigger the lantern’s ability to 
  create new shadows. Lesser restoration reattaches 
  a shadow to its owner if the two are adjacent to 
  each other. If a creature’s shadow is destroyed, 
  only a remove curse spell or greater magic can 
  restore it.
  The Shadelord’s Lantern
  A long-forgotten lich once possessed an azurelight 
  lantern that he empowered over the course of 
  centuries. You can attune to the Shadelord’s Lantern 
  to gain access to the following enhancements:
   Potent. A greater restoration or wish spell is 
  required to restore the shadow of a creature 
  whose shadow was animated by this lantern.
   Withering Light. Living creatures within 
  the lantern’s illumination gain vulnerability to 
  necrotic damage.
   Master of Shadows. While the lantern is 
  lit, shadows obey your command. In addition, 
  shadows lose their daylight weakness ability 
  within the radius of the lantern’s light.
   Destroying the Lantern. The lantern is 
  normally unbreakable, but can be destroyed while 
  within the radius of daylight.
  Breathless Pipe
  Wondrous item, very rare
   This meerschaum pipe has an attractive sepia 
  color and is carved in the shape of a whale. When 
  you smoke from the pipe, its smoke cloys around 
  you unnaturally. While smoking the pipe, and for 
  1 hour afterward, you do not need to breathe.
  Curse. A long-forgotten wizard named Helesia 
  created this prototype breathless pipe—the only 
  one that exists. When a creature smokes the pipe 
  for the first time, Helesia’s ghost appears and 
  demands to know if the person smoking her 
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
  EN
  EN
  Publishing
  Publishing
  ™
  Level Considerations
  Since most of these items are “defeated” with 
  remove curse, they become mere speed bumps once 
  your players have easy access to that spell. Remem-
  ber that clerics, warlocks, and wizards gain access 
  to remove curse at 5th level; a party without one of 
  those classes will be challenged by the items in this 
  article for longer.
   You can easily scale these items for higher-level 
  groups by substituting remove curse with greater 
  restoration or wish. Keep in mind that bards, clerics, 
  and druids get access to greater restoration at 9th 
  level. Wish is only accessible by 17th-level sorcerers 
  and wizards, and has inherent drawbacks when 
  cast, making it a significant roadblock at any level. 
  
  EN World EN5IDER | The Devil’s Footlocker
  EN World EN5IDER | The Devil’s Footlocker
  use gambler’s luck and roll a result that is less 
  that your initial roll.
   When the curse triggers, everyone within 60 
  feet must make a DC 13 Wisdom saving throw. 
  Creatures that fail the saving throw are partially 
  polymorphed—their heads are transformed into 
  the heads of beasts.
   Polymorphed creatures cannot speak, and their 
  senses and mental ability scores become those 
  of the animal whose head they now possess. 
  Transformed creatures retain their memories 
  and personalities. The type of animal head each 
  creature gains is determined randomly by rolling 
  on the Random Animal Heads table.
   Attuning to the dice reveals the Gambler’s Luck 
  power, but does not reveal the curse. Casting 
  identify or legend lore reveals all of the dice’s 
  powers.
  Random Animal Heads
  1d12
  Head
  1
  Rat
  2
  Boar
  3
  Wolf
  4
  Deer
  5
  Mastiff
  6
  Goat
  1d12
  Head
  7
  Bear
  8
  Weasel
  9
  Cat
  10
  Badger
  11
  Lion
  12
  Mule
  Draconic Diorama
  Wondrous item, rare
   This tiny diorama is contained within a cube-
  shaped box with 5-inch sides. The bottom is lead, 
  and the rest made of transparent crystal. Inside 
  the box there are several trees made of paper and 
  wire, a treasure chest made of clay, and a 1½-inch 
  dragon skeleton. The skeleton stands in a different 
  position each time the box is examined but it does 
  not move while being observed.
   While you carry the diorama, you have 
  advantage on saving throws against the frightful 
  presence ability of dragons.
   A successful DC 13 Intelligence (Arcana or 
  Nature) check reveals the skeleton is an actual 
  pipe knows who she is. A creature that makes a 
  DC 27 Intelligence (Arcana) check recognizes the 
  apparition as Helesia Sefrenos. Helesia resents her 
  lack of legacy and immediately dislikes anyone 
  who does not recognize her.
   Helesia can manifest as a ghost within 120 feet 
  of her pipe or anyone who has smoked from 
  her pipe within the last year. When Helesia 
  decides she doesn’t like someone, she devotes 
  her existence to tormenting that person. At 
  first, Helesia will not directly harm the target 
  of her ire, but she will use her horrifying visage 
  and possession abilities to hinder that person 
  whenever she finds it amusing to do so.  If 
  a creature destroys Helesia’s ghost, Helesia 
  reappears within her pipe 1d4 days later. If 
  Helesia already disliked the creature that 
  destroyed her, she ceases her petty harassment 
  and instead makes an all-out attack against 
  the creature the next time it is engaged with a 
  potentially deadly foe.
   Remove curse breaks Helesia’s link to a creature, 
  preventing Helesia from manifesting near that 
  creature anymore. Helesia’s spirit rests when she 
  reads a book of history that contains a reference to 
  her life.
   Neither identify nor legend lore reveal that the 
  pipe is haunted, but the latter reveals the pipe 
  is the greatest creation of an unknown wizard 
  named Helesia Sefrenos.
  Dice of the Den Lord
  Wondrous item, very rare 
   This pair of dice is made of ivory and painted 
  with bright-blue pips. When you roll the dice and 
  ask aloud for a specific result, the dice roll that 
  number. 
   Gambler’s Luck (Requires Attunement). When 
  you fail any d20 roll while the dice of the den lord 
  are in your possession, you may re-roll the roll but 
  you must use the new result. You cannot use this 
  ability again until you complete a long rest. 
   Curse. The dice’s curse triggers when you use 
  the dice to cheat a game of chance, or when you 
  
  The Devil’s Footlocker | EN World EN5IDER
  The Devil’s Footlocker | EN World EN5IDER
  dragon skeleton that has been shrunk to fit inside 
  the box. 
   Curse. While carrying the diorama, you gain 
  the Flaw: “I must amass more wealth.” As long as 
  you have this flaw, you must succeed on a DC 13 
  Charisma saving throw to willingly part with the 
  diorama, even temporarily.
  Phylacteric Diorama
  This version of the draconic diorama is also the 
  phylactery of a dracolich. By putting a dragon 
  corpse within its phylactery, the dracolich retains 
  some of its sentience while its spirit is within the 
  phylactery.
   This diorama is lawful evil, with an Intelligence 
  score of 16, Wisdom of 15, and Charisma of 19. 
  It can speak, read, and write Draconic and can 
  communicate telepathically with any creature that 
  carries it. It has hearing and darkvision out to 120 
  feet.
   The diorama’s only goal is come into contact 
  with the corpse of a dragon so that it can become 
  corporeal once again, and the bearer’s Flaw 
  instead becomes “I must claim a dragon’s hoard 
  for myself.” 
  Emerald Snapper
  Wondrous item, rare
   Emeralds cover the shell of this turtle-shaped 
  pendant, which hangs by its tail from a silver 
  chain.
   Curse. When you pick up the pendant, the 
  turtle immediately bites you for 3 (1d6) piercing 
  damage and latches on. The turtle will not release 
  its grip until you place the pendant around your 
  neck, or cast remove curse or greater on it.
   When you put on the emerald snapper it 
  immediately weighs you down. While worn, 
  the necklace weighs 30 pounds and you have 
  disadvantage on Strength (Athletics) checks to 
  jump, climb, or swim.
   The pendant can only be taken off if remove curse 
  is cast on it first. If you try to remove it without 
  casting remove curse, the turtle bites you, dealing 
  3 (1d6) piercing damage. If you attempt to lift the 
  necklace off with an object, the turtle bites the 
  object. If the object is nonmagical, it is destroyed.
  Ravenous Snapper
  If an emerald snapper is not activated for centuries, 
  the dark magic that animates it intensifies and the 
  pendant becomes a ravenous snapper.
   A ravenous snapper deals 11 (3d6) piercing 
  damage when it bites a creature and its bite 
  will destroy magic items that are not artifacts. 
  When the pendant initially bites a creature and 
  latches on, that creature must succeed on a DC 15 
  Constitution saving throw or lose 1d4 fingers. If 
  the creature fails the saving throw by 5 or more, it 
  loses its entire hand instead. The hand regrows in 
  1d4 days, but it is scaled, and with long claws like 
  a turtle’s paw.
  Linen Larcenist
  Cursed art object
   This large tapestry portrays a horned devil 
  squatting near a pit filled with treasure.
   A creature that starts its turn within sight of 
  the tapestry while holding something in its hands 
  must succeed on a DC 13 Dexterity saving throw. 
  On a failed save, the item the creature is holding 
  disappears. Items that disappear this way appear 
  within the tapestry. A creature can make a DC 13 
  Wisdom (Perception) check to notice that the item 
  is now within the tapestry. The tapestry can be 
  destroyed by casting remove curse on it.
   When the tapestry is destroyed, the treasure 
  held within the pit pours out. The GM can include 
  as much or little treasure in the tapestry as is 
  appropriate. As an example, the tapestry might 
  contain 1,500 cp, 750 sp, 55 gp, 3 gems worth 
  10 gp each, 4 mundane weapons, and a scroll of 
  invisibility.
  
  EN World EN5IDER | The Devil’s Footlocker
  EN World EN5IDER | The Devil’s Footlocker
  Grand Larcenists
  Some linen larcenists are created by night hags, 
  who weave the true name of a horned devil into 
  the tapestry’s threads, trapping the devil within. 
  These tapestries are indestructible and have a 
  saving throw DC of 15. In addition, the horned 
  devil can communicate telepathically with any 
  creature that touches the tapestry. 
   These tapestries are useful for keeping 
  dangerous artifacts hidden. Although the 
  horned devil can choose to eject any item within 
  the tapestry’s hoard, the spiteful creature will 
  almost never do so. If the head of the night hag 
  that created the tapestry enters the tapestry, the 
  horned devil and the tapestry’s hoard are released.
  Rose of Friendship
  Cursed art object
   This long-stemmed, white rose is stored in a 
  wooden case. The case is latched with a small 
  bronze padlock that has a rose engraved faintly 
  on its surface. The rose is cold, but in every other 
  way seems to be a freshly cut rose.
   A creature that picks up the rose barehanded 
  must succeed on a DC 15 Charisma saving throw 
  or gain the Bond: “Rose has always been there for 
  me. She is my oldest friend, I trust her completely, 
  and I will never let our friendship die.” Any 
  creature that has this Bond believes that the rose 
  is a real person. 
   If the rose is destroyed, creatures affected by 
  it believe that Rose was killed. The only way to 
  remove the Bond created by a rose of friendship is 
  to cast remove curse on the rose.
  Using the Rose of Friendship
  The rose of friendship requires some effort from the 
  GM and a little buy-in from the players. However, 
  if used well, players will be unsure if Rose is a real 
  consciousness or just an enchantment. 
   If the player whose character is pricked by the 
  rose enjoys role-playing his or her character’s 
  flaws, you can probably count on that player 
  to roleplay the Bond with minimal guidance. 
  Encourage the player to create false memories 
  involving Rose, or create Rose’s Ideal, Flaw, and 
  Bond and let the player take it from there.
   Alternatively, you can choose to roleplay Rose 
  as if she were an NPC, using her to instigate 
  minor party conflicts. She might demand an equal 
  share of the treasure, or need to rest more often 
  that the party might like.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 114 - Devils Footlocker.pdf