Bag of Tricks, Vermilion
This beautiful leather bag is inlaid with the images of beasts— not unlike the ones that it can summon to fight by your side.
Wondrous Item 2,125,000 gp
Power (Conjuration) Daily (Standard Action)
Use this bag to conjure a Large or Huge minion (see below for statistics). Roll a d8 to determine which beast is produced and modify its statistics accordingly:
1: Large Bloodspike Behemoth; when this creature hits with its melee basic attack (tail), the target also takes ongoing 5 damage (save ends) and is knocked prone.
2: Large Crushgrip Constrictor; when this creature hits with its melee basic attack (bite), the target is also grabbed (until escape).
3: Large Blade Spider; this creature's melee basic attack (claw) does not have reach but instead affects all enemies in a close burst 1.
4: Large Stone-Eye Basilisk; when this creature hits with its melee basic attack (bite), the target is also immobilized(save ends).
5: Large Wyvern; this creature has a fly speed of 8, and when the creature hits with its melee basic attack (tail), the target also takes ongoing 10 poison damage (save ends).
6: Huge Guulvorg; when this creature hits with a melee basic attack (bite), the target takes 15 damage instead of 10 damage and is knocked prone.
7: Large Iron Gorgon; when this creature hits with its melee basic attack (horns), the target is pushed 1 square. On a successful charge, it deals 20 damage instead of 10 damage, and the target is pushed 2 squares.
8: Huge Carrion Crawler; this creature's melee basic attack (bite) has reach 3, and on a hit, the target is also pulled 2 squares and slowed (save ends).
Conjured Beast (Vermilion Bag)
Large or Huge natural beast
Initiative as conjurer Senses Perception +14; low-light vision
HP 1; a missed attack never damages a minion.
AC 38; Fortitude 38, Reflex 36, Will 33
Bite, Claw, Horns, or Tail (standard, at-will)
Reach 2; +26 vs AC; 10 damage.
Alignment Unaligned Languages -
Str 23 (+20) Dex 18 (+18) Wis 10 (+14)
Con 18 (+18) Int 2 (+10) Cha 12 (+15)
Description: When you use a bag of tricks to conjure a creature, it appears in an unoccupied space within 5 squares of you; the space must be large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains until the end of the encounter or for 5 minutes. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature is a minion. It has no healing surges and cannot be healed, and it cannot gain temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears.
If an object is placed in the bag of tricks, the bag ceases to function until the object is removed. A bag of tricks used for simple storage holds up to 3 pounds.
Published in Adventurer's Vault, page(s) 184.