Monster Ball (3.5e Equipment)

Monster Ball
Tarrasquemon, I choose you!

A strange sphere easily held in one hand with a button on one side and a hatch, it is used to effect familiars, special mounts, animal companions, magical beasts, and normal animals. By pressing the button and tossing it at the target creature's space (AC 5), it opens and envelops them in light, drawing them inside. If used against an unwilling animal, it invokes a DC Will save vs the effect (DC 10 + 1/2 HD + Cha of the user). Spell resistance applies, using the user's character level as their effective caster level. Capturing a hostile animal does not pacify them, they will still be hostile when you release them.

Once inside the animal is safe from harm and does not age nor need to breath, eat, or sleep. They are contained in stasis inside the sphere, and can be deployed at any time again by pressing the button and tossing to the square where the creature will appear. Through this means a bulky animal companion can be transported safely, or a familiar kept from harm.

The sphere is durable and composed of adamantium, with a hardness of 20 and 40 hp. If broken, the magic immediately ends and the animal bursts out at the ball's point. As per all conjurations contained monsters cannot be released in mid air, or expanded in a space which cannot hold them (such as a elephant in a thin hallway), but they may knock people and movable furniture aside if they are sufficiently large enough when they appear. If the ball is broken (not just released) and the area is not large enough to hold the monster, it takes 1d6 damage and is shunted off to the nearest empty space up to 100 ft away. Repeat damage and jump until a space is found.

They're usually found colored red and white for some reason.

Prerequisites: Craft Wondrous Item, Imprisonment, Freedom.

Cost to Create: 35,000 gp, 1400 EXP, 35 days.