TEXT: Ioun Stone, Awareness 
  R
  Y
  When you use an action to toss one of these 
  stones into the air, the stone orbits your 
  head at a distance of 1d3 feet and confers a 
  bene�it to you. Thereafter, another creature 
  must use an action to grasp or net the stone 
  to separate it from you, either by making a 
  successful attack roll against AC 24 or a 
  successful DC 24 Dexterity 
  (Acrobatics) check. You can use an 
  action to seize and stow the stone, 
  ending its effect. A stone has AC 24, 
  10 hit points, and resistance to all 
  damage. It is considered to be an 
  object that is being worn while it 
  orbits your head. You can't be 
  surprised while this dark blue 
  rhomboid orbits your head.
  Wondrous item
  Pipes of the Sewers
  U
  Y
  3
  *Abbreviated. You must be pro�icient with wind 
  instruments to use these pipes. While you are attuned to 
  the pipes, ordinary rats and giant rats are indifferent 
  toward you and will not attack you unless you threaten or 
  harm them. The pipes have 3 charges. If you play the pipes 
  as an action, you can use a bonus action to expend 1 to 3 
  charges, calling forth one swarm of rats with each 
  expended charge, provided that enough rats are within half 
  a mile of you to be called.  *See item description. Called 
  swarms move toward the music by the shortest 
  available route. The pipes regain 1d3 expended 
  charges daily at dawn. Whenever a swarm of 
  rats that isn't under another creature's control 
  comes within 30 feet of you while you are 
  playing the pipes, you can make a Charisma 
  check contested by the swarm's Wisdom check. 
  If you lose, the swarm behaves as it normally 
  would and can't be swayed by the pipes' music 
  for the next 24 hours. If you win, the swarm 
  becomes friendly to you and your companions 
  and obeys your commands for as long as you 
  continue to play the pipes and as long as it can 
  hear the pipes. *See item description.
  Wondrous item
  Potion of Healing
  Potion
  C
  N
  You regain 2d4 + 2 hit points when 
  you drink this potion. The potion's 
  red liquid glimmers when agitated.
  Androsphinx
  12
  0
  sacred �lame, spare the dying, thaumaturgy 
  1
  4
  command, detect evil and good, detect magic 
  2
  3
  lesser restoration, zone of truth
  3
  3
  dispel magic, tongues 
  4
  3
  banishment, freedom of movement
  5
  2
  �lame strike, greater restoration 
  6
  1
  heroes' feast
  18
  +10
  LAIR ACTIONS
  LEGENDARY ACTIONS
  3
  Claw Attack: 1 claw attack
  Teleport (2 actions): Teleport 120’
  Cast a Spell (3 actions): Cast a spell
  Androsphinx
  20
  Timeless: The sphinx may choose its place in the 
  initiative order
  Undo Fate: Cast true resurrection, the target returns 
  10 years older or younger (1 year old minimum), 
  sphinx chooses (once per short/long rest)
  Bend Time: The sphinx moves time forward or 
  backward up to 10 years (once per short/long rest)
  Another World: Cast gate
  Will-O’-Wisp, T
  2
  19
  -5
  9
  0
  1
  2
  0
  2
  22
  12
  50f
  Darkvision 120’, immune: exhaust, grapple, lightning, paralyze, 
  poison, prone, restrain, unconscious
  Consume Life: 5’ creature 0 HP, bonus action DC 10 Con save or 
  target dies & will-o’-wisp regains 3d6 HP
  Ephemeral: Can’t wear/carry anything
  Incorporeal Movement: Move through creatures & 
  objects as dif�icult terrain, 1d10 force if end in object
  Variable Illumination: Bright & dim light 5’-20’, bonus 
  action change
  Shock: +4, 2d8 lightning (spell)
  Invisibility: Invisible until attack, 
  Consume Life, or concentration ends
  Worg, L
  1/2
  13
  3
  1
  1
  -2
  0
  -1
  2
  26
  14
  50
  Darkvision 60’, Perception +4 
  Keen Hearing & Smell: Adv on Perception 
  for hearing & smell
  Bite: +5, 2d6+3p, DC 13 Str save or 
  prone
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Arcane Library/Ghostlight/Ghostlight Combat Cards/Color/Ghostlight Combat Cards 2.pdf