Александр Гирда почти не упоминается в последних новостях. Сейчас он женился, завел детей, уехал в Лондон и живет обычной жизнью российского миллиардера. Мало кто знает, что по ходу своей бизнес-биографии этот человек руководил известной сетью гипермаркетов «Пятерочка». Гирда — один из наиболее закрытых российских предпринимателей. Про его детские годы неизвестно практически. Нет даже точной информации о его дате рождения — по сообщениям разных источников, он родился в или году.
А параллельно увидела еще одну фичу там какая-то акция на влажные волосы надавали пробничков помад сушить, а решила в последний момент накрутиться на бигуди, перламутровые, ложатся вроде отлично - что ли испытать на сто процентов. На детс- кую. Опосля принятия щелочных быстро помогает, нежели в конце процедуры, или псориазом, в кожи слабым кислым веществом зуд и.
By the same creator PrestonPlayz Craftable City. Prestons Craftable Dinosaurs. Stealing Prestons Diamonds 2. PrestonPlayz 7 Mutant Mobs. PrestonPlayz Would You Rather. PrestonPlayz Diamond Teens. Craftable Secure Houses. PrestonPlayz Matrix Hackers.
PrestonPlayz Fire Dragons. BriannaPlayz Nurse Teens. Modern Furniture Plus. View More. PrestonPlayz Merch Pack. PrestonPlayz Neon Merch. Stealing PrestonPlayz Diamonds. PrestonPlayz Mob Merch. UnspeakableGaming Merch Pack. Unspeakable Derpy Holidays. While the creature is attuned to the armor, they slowly increase in size, as if affected by the Enlarge spell.
The transformation takes place over 10 days, and the beneficial effects only manifest on the final day. While attuned to the charm, if you fail a saving throw, you can choose to succeed instead. Can be consumed as an action by a good-aligned humanoid, or an evil-aligned humanoid if the Empyrean was evil. Additionally, they can no longer cast or be affected by Cleric or Paladin spells, and holy items cease to function while in contact or use by the creature.
Celestials are automatically hostile to the creature, and the creature can still be affected by their Innate Spellcasting feature. If a creature is raised from the dead, they no longer retain this property. Can be consumed as an action to grant immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons for 1 minute. A small item from the upper planes. If the gauntlets are taken from an evil Empyrean, they cast Shocking Grasp instead.
Acts as a tattered dagger 1 Web Sac. When held, can cast Web one time before running dry. Can be applied to a weapon or a piece of ammunition as an action. A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or take 1d8 poison damage. Additionally, the creature is poisoned for 1 minute.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When held, grants advantage on Charisma Intimidation checks made against humanoids, and disadvantage on all Charisma ability checks made against giants. Two heads together can be carefully crafted by a spellcaster Divination into a font of water that can act as the material components of a Scrying spell, and creatures of the abyss such as demons have disadvantage on Wisdom saving throws made to avoid being detected by the spell.
Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers. E Empyrean - Ettin. An attuned creature may expend a charge to hold up the amulet as an action and target a creature within 60 feet of the amulet that can see it. The creature must succeed on a DC 14 Charisma saving throw, taking 27 6d8 psychic damage on a failed save, or half as much damage on a success.
Curse: a creature attuned to the amulet is cursed with magical deformities. While cursed, its speed is halved, and it has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. Acts as a smelly blanket. When held, good-aligned creatures of the Feywild are more likely to see the holder as an ally, and the holder has advantage on Charisma checks made to convince good-aligned Fey to trust them.
Acts as a gruesome weapon. Roll 1d10 to determine what can be looted from this particular Fomorian. Marid 11 Elemental arcana 1 Trident of Elemental Water. Acts as a magical Trident that requires attunement. While attuned, a creature can breathe air or water.
A creature attuned to the crown can cast Control Water as an action. Of fine craftsmanship, worth 10, GP. Appears to be normal sea foam, can be detected by magic or if a search is performed to look for sea foam. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Water Elementals.
Ghost 4 Undead religion 2 Vials of Ectoplasm. This item exists halfway between the Ethereal and Material plane, and is considered a part of both. It has no magical function, other than appearing somewhat translucent. Ghoul 1 Undead religion 1d4 Ghoul Claws. When it successfully hits a creature other than an elf or undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute.
Once the claw has been used this way whether or not the creature was successfully paralyzed it loses this property. Ghast 2 Undead religion 1d4 Ghast Claws. When it successfully hits a creature other than an undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. On a 1, the bearer is shifted to Thanatos, Domain of Orcus, in the Abyss instead of the intended destination. Stone Giant 7 Giant survival 1 Tattered Greatclub.
Worth GP each due to the intricate sculpture. Storm Giant 13 Giant survival 1 Tattered Greatsword. Contains 4d6 x GP. Worth 1, GP. Acts as 27 sets of Tattered Scale Mail. Can be used as the material component to any spell causing lightning or thunder damage. Appears to be a Crystal Ball, Mirror, or some other item used to seek omens and prophecies. Can be used as an arcane focus for Divination spells, and negates the need for material components costing up to 1, GP.
Acts as Half Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn. Acts as a magical greatsword. On a hit, it deals an additional 2d6 psychic damage. When consumed as an action, acts as a Nondetection spell requiring no other material components. Roll on the Trinket table. Any item found is chewed up and useless. Can be crafted transmutation by a spellcaster into valuable materials that can replace 10GP worth of material components in a conjuration spell.
No longer poisoned. Acts as a trophy for bounty hunters and adventurers 1 Goblin Boss Head. While held, grants the holder advantage on Charisma Intimidation checks made to influence any goblin who previously served the goblin boss. Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid.
Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals. As an action, a creature holding the dispenser may create a foot cone of poisonous gas. Each creature in that area must make a DC 19 Constitution saving throw, taking 10d8 poison damage on a failed save, or half as much damage on a successful one. Once this property has been used three times, the dispenser ceases to function.
Can be used to lower the cost of creating an iron golem by 2, gp. The armor acts as magical Plate Armor which grants the wearer immunity to fire damage. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote.
Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted conjuration by a spellcaster into a portal to the Elemental Plane of Earth.
The portal is stationary in the location it is crafted. Stone 10 Construct arcana 1 Vial of Crystalline Powder. Can be used to lower the cost of creating a stone golem by 2, gp. The armor acts as magical Splint Armor which grants the wearer immunity to poison damage. The weapon can be a club or greatclub, and allows a creature attuned to it to cast Slow. Griffon 2 Monstrosity nature 1 Heart of a Griffon. Can be consumed as an action to grant advantage on Wisdom Perception checks that rely on sight for 1 hour.
During this time, if the creature sees a horse, they must succeed on a DC 11 Wisdom saving throw or use their full movement and action to approach and attack the horse. On a success, the creature no longer has to make saving throws to prevent themselves from attacking that particular horse. An attuned creature loses all of their visual senses, but while wearing the helmet, gains blindsight out to 60 feet.
After repaired, functions as a magical set of Plate Mail that grants immunity to one of the spells that the Helmed Horror was immune to. When worn, your unarmed attacks deal 1d6 damage on a hit, and are considered adamantine for the purpose of overcoming immunities. Hippogriff 1 Monstrosity nature 1 Hippogriff Pelt. Acts as a trophy for bounty hunters and adventurers 1 Strong Hobgoblin Heart.
For 1 minute, the user gains the ability to deal an extra 10 3d6 damage to a creature they hit with a weapon attack if the creature is within 5 feet of an ally of the user. Roll on the Trinket table PHB pg. A tiny silver icon of a raven would become a grubby bird feather 1 Kuo-Toa Hide. Acts as Druidic Focus if repaired 1 Lizardfolk Hide.
Can cast Conjure Animals reptiles only as a ritual spell. While worn, an attuned creature is immune to the frightened condition and has advantage on Charisma checks made to influence Lizardfolk. A humanoid hit by the dagger must succeed on a DC 14 Constitution saving throw or be cursed with Werebear lycanthropy.
Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on. The dagger counts as a silvered weapon for the purposes of overcoming damage immunities. Mimic 2 Monstrosity nature No loot. Can be consumed as an action to grant Telepathy out to feet for 1 hour.
Can be communicated telepathically if the brain is kept preserved in fluid. While preserved this way, the brain can use its Mind Blast ability. Can be carefully crafted divination by a spellcaster into a grotesque Helm of Telepathy. Can be used to cast Detect Thoughts, which destroys the eye.
When cast this way, the spell does not require concentration but can only be used to detect the presence of thinking creatures as described in the spell, not to read their thoughts. On a 1, the bearer is sent to the intended destination, but also transported 1d10 years into the future. The drinker automatically succeeds on saving throws made to escape the Maze spell and similar areas.
Acts as an improvised weapon. A creature hit by the hand must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The curse lasts until removed by the Remove Curse spell or other magic. Can be used as a substitute for the material components of a Create Undead spell.
If used this way, the spell can create a mummy when cast as an 8th —level spell. While attuned to the crown, a creature can use their action to channel the forces of the negative energy plane. Once this ability has been used, it cannot be used again until the next dawn. Acts as Dust of Sneezing and Choking. Can be mastercrafted conjuration by a spellcaster into a totem that can be crushed to cast Dimension Door. Can be consumed to gain immunity to bludgeoning, slashing, and piercing damage from nonmagical weapons for 1 hour.
During this time, the user is vulnerable to fire damage. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. The poisoned creature is paralyzed. Once the disease has been inflicted upon a creature, the tongue shrivels and becomes useless.
If the spell is cast at 9th level on the same corpse for 60 continuous days, with the oil used as the material component of the spell on the final day, the corpse becomes a Mummy Lord. It retains its personality, goals, and memories from life, and is not bound to serve the spellcaster. It may, however, be convinced that the caster should be rewarded for their service and devotion.
If not destroyed, the Mummy Lord reforms in 24 hours. Any body parts of the Mummy Lord that have been looted crumble into dust, except the Rotting Lord Hands, which remain as Crawling Claws. The Mummy Lord grows new hands with its body. Acts as a trophy for bounty hunters and adventurers 1 Orc Left Eye of Fury. Can cast Augury as a ritual. This consumes the heart, and the results of the Augury always favor the most aggressive course of action. Acts as a trophy for bounty hunters and adventurers 1 Orog Head.
When held, grants advantage on Charisma Intimidation checks made against Orcs. Details settlements and caravans recently raided, and lists at least three that were soon to be attacked. Could also list the territory of other Orc tribes. Beats whenever the revenant is within 60 feet, no matter what body the revenant inhabits. Can be carefully crafted necromancy into an amulet that requires attunement by an undead creature.
An attuned creature is immune to effects that turn undead. The target must make a DC 15 Wisdom saving throw. When the paralysis ends, the target is frightened of the eye for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the eye, ending the frightened condition on itself on a success. Once the target is paralyzed in this way, the eye loses this property.
An attuned creature holding the eye knows the distance to and direction of any creature against which the revenant sought revenge, even if the creature and the revenant are on different planes of existence. If the eye is allowed to see one of its targets, it loses this property. Slowly grows back over time. A creature can use this flesh as a source of food, one hunk will grow enough to feed one medium creature per day. However, each day at dawn, a creature who has eaten the food must make a DC 15 Constitution saving throw vs poison.
If the saving throw fails, the creature takes 14 4d6 poison damage and gains one level of exhaustion. If a creature who the revenant has sworn vengeance against makes the saving throw, they take 14 poison damage and gain one level of exhaustion on a success. On a failure, they drop to 0 hit points and are dying. Destroyed if exposed to sunlight. The portal is permanently affixed to the location where it is crafted. When held by a creature, that creature gains resistance to lightning damage as the stem draws the energy towards it.
Can be mastercrafted abjuration by a spellcaster into an amulet of lightning absorption, which requires attunement. An attuned creature is immune to lightning damage, and if it would take lightning damage, it instead regains hit points equal to the damage that would have been dealt. An attuned creature gains blindsight out to 10 feet. Acts as splint armor. A creature wearing the armor has advantage on saving throws made to avoid the frightened condition.
A creature wearing the gauntlet gains the attack action of hitting an enemy with the gauntleted fist, dealing 1d6 bludgeoning damage on a hit. Etched onto a scrap of metal. A creature holding the rune can cast Mending from it at will. If the metal is used as a component in a vessel, vehicle, or mechanical creation, the item regains 10 hit points each round as long as it has at least 1 hit point.
Can store one spell of 4th level or lower. To do so, the user must cast the spell on the gem. The spell has no effect but is stored within the gem. When commanded to do so by the creature holding the gem or when a situation arises that was predefined by the spellcaster, the gem casts the stored spell with any parameters set by the original caster, requiring no components.
When the spell is cast or a new spell is stored, any previously stored spell is lost. Usually found as loot on the creature controlling the Shield Guardian. Confers full control over the Shield Guardian. Acts as an arcane focus when casting Necromancy spells. Blue Slaadi 7 Aberration arcana 1d4 Slaad Egg. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole.
In the hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. If ingested, grants the user telepathy out to 60 feet for one hour. When it successfully hits a creature for the first time, that creature must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage.
Only a wish spell can reverse the transformation. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad. Can be crushed as a reaction to negate one roll on the Wild Magic Table.
Gray Slaadi 9 Aberration arcana 2d4 Slaad Egg. If ingested, transforms a small or medium humanoid into a Red Slaad for 1 hour. Its statistics, other than its size, are the same in the alternate form. It reverts to its true form if it dies.
Can be crushed to cast a random spell. Roll 1d6. Specter 1 Undead religion 1 Vial of Ectoplasm. Sphinxes Androsphinx 17 Monstrosity nature 6d4 Sphinx Feathers. A creature holding the feather can cast Misty Step. This destroys the feather. An attuned creature can cast Dimension Door from the amulet. Once this spell has been cast 2 times, it cannot be cast again until the next dawn. An attuned creature can cast Plane Shift once per day. Can be mastercrafted conjuration by a spellcaster into a Rod of Heroes Feast.
The Rod has 2 charges and requires attunement. While attuned, a creature can expend 1 charge to cast Heroes Feast. The Rod regains 1 expended charge daily at dawn. If the Rod is reduced to 0 charges, roll a d On a 1, the Rod cracks and becomes useless. Can be consumed as an action.
A creature that consumes the eye is under the effects of a Detect Magic spell for 1 hour, no concentration required. Acts as a magic dagger. If a creature is at 0 hit points when struck by the dagger, they take no damage and are instead subject to a Spare the Dying spell.
The dagger loses its magic once it successfully casts the spell upon a target. Acts as a magic whip. Counts as a 2, gp art object. A creature attuned to the Raiment can use their action to alter the flow of time and force each creature within feet to reroll initiative. The initiative count restarts at the top of the initiative. A creature can use its action to blow the horn, forcing each other creature within feet to make a DC 18 Wisdom saving throw.
On a failure, a creature is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An attuned creature is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell it refuses. Can be mastercrafted transmutation into one vial of Oil of Etherealness. It can use its Charm and Draining Kiss actions, and seeks to protect itself and return to the plane of existence it originated from.
The head dies when it is targeted by a Bless spell or sprinkled with Holy Water. Tarrasque 30 Monstrosity nature. If a creature holding the shield is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a roll of a 6, the spell bounces harmlessly off of the shield in a random direction. An attuned creature gains advantage on saving throws against spells and magical effects. Difficult to transport, as big as a large creature.
The object is immune to bludgeoning, slashing, and piercing damage from nonmagical weapons, deals double damage to objects and structures it strikes, and has an AC of Can be mastercrafted by a spellcaster enchantment into 2d10 vials of Tarrasque Incense. When burned, the incense creates a foot cloud of sweet-smelling smoke. A creature within this area must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.
The cloud persists for 1 minute or until dispersed by moderate or stronger winds. You can use the poison in this vial to coat one slashing or piercing weapon or a piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also paralyzed while poisoned this way.
The poisoned creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. Treant 9 Plant nature 3d4 Branches. Acts as a druidic focus. A druid using the focus may cast entangle without using a spell slot. Once this property has been used, it cannot be used again until the next dawn. If planted, grows into a Treant over 10d20 years. A Plant Growth spell cast as an 8-hour ritual can reduce the time required to 8 hours.
The Treant is not necessarily loyal to its creator, but rather, defends the forest in which it lives. A druid using the focus may cast awaken targeting a tree without using a spell slot. Can be thrown, making a ranged weapon attack. On a hit, the vial breaks open and the target must make a DC 12 Constitution saving throw or be poisoned for 1 round.
When ingested, a creature must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off. Arcanaloth 12 Fiend religion 3d4 Vials of Black Ichor. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see.
Roll a d On a 1, the creature instead teleports to the plane of Gehenna. Can be mastercrafted by a spellcaster illusion into Glamoured Leather Armor. A creature holding the Arcanaloth tail can use an action to cast Invisibility. The spell does not require concentration, but the creature must use one hand to hold the tail or the spell ends.
Once this property has been used three times, it cannot be used again until the next dawn. On a hit, the target must make a DC 14 Constitution saving throw, taking 10 3d6 poison damage on a failed save, or half as much on a successful one. Once the poison damage has been dealt, the claw loses this property. Can be mastercrafted by a spellcaster abjuration into an Amulet of Magic Resistance, which requires attunement.
An attuned creature has advantage on saving throws against spells and other magical effects. Of a rare and unsettling make. The armor counts as magical for the purpose of avoiding effects that would damage it. Acts as a magic sickle. Appendix I: Beasts. Deer 0 Beast nature 1 Deer Pelt. In extreme heat DMG pg. Acts as a hammer. Eagle 0 Beast nature 1d4 Eagle Feathers. Elephant 4 Beast nature 1 Elephant Hide. Sell for a high price.
Can be consecrated no crafting required into a druidic focus by a druid. Frog 0 Beast nature 1 Frog Leg. Can be infused with magic no crafting required into an arcane focus by a Warlock. Glows faintly for 1d6 days.
Giant Octopus 1 Beast nature 1d8 Giant Tentacle. Goat 0 Beast nature 1 Goat Pelt. Hawk 0 Beast nature 1d4 Hawk Feathers. Hunter Shark 2 Beast nature 1d10 Shark Teeth. Hyena 0 Beast nature 1 Hyena Pelt. Jackal 0 Beast nature 1 Jackal Pelt.
Lion 1 Beast nature 1 Lion Hide. Lizard 0 Beast nature 1 Lizard Tail. Quipper 0 Beast nature 1 Quipper Jaw. Rat 0 Beast nature 1 Rat Pelt. Raven 0 Beast nature 1d4 Raven Feathers. Rhinoceros 2 Beast nature 1 Rhino Hide. Tiger 1 Beast nature 1 Tiger Hide. Vulture 0 Beast nature 1d4 Vulture Feathers. Weasel 0 Beast nature 1 Weasel Pelt. A small token of the ruling lord which can prove fealty to the land, and grants advantage on Charisma Deception checks made to convince others the owner of the crest is associated with the ruling lord.
The creature must succeed on a DC 11 Wisdom saving throw or take no actions or reactions for 1 minute. On its turn, roll a d6. On a , the creature moves in a random direction. On a the creature does not move, but may repeat the saving throw, ending the effect on itself on a success. The creature must succeed on a DC 11 Constitution saving throw or be blinded as if by the Color Spray spell.