![The Chimera on a red-figure Apulian plate, c. 350–340 BC (Musée du Louvre)](https://koboldpress.com/wp-content/uploads/2013/12/600px-Chimera_Apulia_Louvre_K362-300x300.jpg)
Try these new figurines of wondrous power for your Tales of the Valiant or 5E game! As a refresher, here are the standard rules for figures of wondrous power, as seen in the Tales of the Valiant Player’s Guide:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 HP or if you use an action to speak the command word again while touching it. When the creature reverts to a figurine, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
You can find stats for the creatures in bold type in the Monster Vault.
Amber Owlbear
For the powerful and elite in forested regions, this magic item is a highly prized symbol of status. An actual owlbear’s fierce and independent temperament make it very difficult to train, so this item serves as the next best thing.
AMBER OWLBEAR
Wondrous Item, Very Rare 35,000 gp
This polished amber statuette can become an owlbear for up to 24 hours. Once it has been used, it can’t be used again until 7 days has passed.
You can command the owlbear to protect you or an allied creature. So long as the owlbear remains adjacent to the creature it is protecting, it has advantage on attacks against any creature that has attacked the creature it defends since its last turn. If an attack hits the protected creature, the owlbear can use its reaction to intercept the attack, taking the damage instead of the protected creature.
Ways to introduce an amber owlbear into your campaign:
- The secret forest lair of a notorious bandit chieftain has been discovered. The PCs are hired to end his depredations. As if fighting their way past his guards and traps isn’t hard enough, the bandit chieftain is also protected by an amber owlbear.
- An ancient, crumbling shrine lies overgrown within the forest. Among the other lost secrets, hazards, and possible inhabitants, the PCs find an amber statuette upon the abandoned, mossy altar. The deity to whom the temple was once dedicated only allows it to go to one who is worthy. The amber owlbear activates and the adventurers must defeat it before they can claim the item.
- The treetop village of elves deep within the forest has always been protected by an owlbear living within the hollow at the base of the central tree, but the last owlbear inhabitant died without progeny. The elves task the PCs with finding an egg or a cub, so that they can restore their village guardian. Their reward is an amber owlbear.
Citrine Roc
The first example of this powerful magic item was crafted by a wise, old cloud giant. Such magical figurines are often found in possession of giants, or wizards in mountaintop fortresses. Raiders and bandits that claim a citrine roc become much greater threats, able to travel large distances quickly and launch terrible attacks from the sky.
CITRINE ROC
Wondrous Item, Legendary 5,000 gp
Carved of brown crystal, this 6-inch wide figurine depicts a roc with wings outstretched, as if about to take flight. This statuette can become a roc. It has 12 charges, and each hour or portion thereof it spends in roc 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 it regains at least 1 charge. The figurine regains charges at a rate of 1 charge per 8 hours. If the roc returns to statuette form because it has been reduced to 0 HP, it can’t be used again until 24 hours have passed, regardless of the number of charges it currently has.
Ways to introduce a citrine roc into your campaign:
- A cloud giant clan has been feuding with a red dragon for generations. The dragon has slowly been winning a war of attrition, killing off giants over centuries. Now a single giant of the clan remains alive. She is old and tired, and seeks to avenge her clan before her death. She offers the PCs maps to the dragon’s lair, including alternate entrances. Should they succeed, she bequeaths her citrine roc to them as a reward.
- An important trade town is under siege. The merchants who run the town have angered a wizard by refusing to provide him with important ingredients for his experiments. Now he blocks all incoming and outgoing trade, swooping in on the back of a roc and raining spells down on any caravan that enters or leaves. Should the PCs defeat the wizard, they can attain his citrine roc, as well as any reward provided by the town.
Copper Hippogriff
This type of figurine is often in possession of one who wanders far and wide, spending little time in any given place, and has the need or desire to travel vast distances quickly. Rangers, elite couriers, and other similar folk find the copper hippogriff an invaluable tool.
COPPER HIPPOGRIFF
Wondrous Item, Rare 10,000 gp
This 3-inch high copper statuette depicts a hippogriff rampant. When activated, it becomes a hippogriff for 8 hours. Once it has been used, it can’t be used again until 4 days have passed.
Once per use of the item, as an action, you can pluck a feather from the hippogriff. While you carry this feather, it casts a feather fall spell on you any time you fall more than 10 feet (no action required). This feather maintains its magic even if the item reverts to its statuette form, but loses its magical properties the next time the statuette becomes a hippogriff.
Ways to introduce the copper hippogriff into your campaign:
- The PCs stumble upon an arrow-filled corpse in the branches of a tree. On the body is a copper hippogriff and a sealed letter addressed to a local lord. The letter contains important information for the lord concerning an imminent attack on his lands. If the PCs deliver the letter in speedy fashion, the news comes in time to prepare for the attack. The grateful lord allows them to keep the figurine as thanks.
- A local noblewoman is attempting to win a wager with one of her peers. She says her uncle was the greatest explorer in the known realms, having visited a far-off and dangerous locale. The other noble says the claim is invalid, as her uncle never returned to prove it. She asks the PCs to travel to the locale and return with evidence of her uncle’s expedition. Should the PCs make the trip, they may find her uncle’s remains and gear, including his copper hippogriff.