Friday, October 20, 2017

Creature Loot: Miscellaneous Creatures

Never forget
We're nearly finished with this massive loot table. If you've got a jam in yer craw, click here. Also, don't ask me what that phrase means.


Ape (1/2) – beast (nature)
  • 1 Ape Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Awakened Shrub (0) – plant (nature)
  • 1d4 Twigs: Can be used as kindling.

Awakened Tree (2) – plant (nature)
  • 1d4 Branches: Acts as a club. Can be crafted (woodcarver’s tools) into a staff.
  • 1 Squirming Root: 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.

Axe Beak (1/4) – beast (nature)
  • 1 beak: Acts as a sickle.

Baboon (0) – beast (nature)
  • 1 Baboon Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Badger (0) – beast (nature)
  • 1 Badger Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Bat (0) – beast (nature)
  • 1 Bat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Black Bear (1/2) – beast (nature)
  • 1 Black Bear Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Blink Dog (1/4) – beast (nature)
  • 1 Blink Dog Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak. For the cloak and blanket, roll 1d20 each day at dawn. On a 1, the item teleports into the Feywild.
I hear tell of three legendary bards who had 182 pet blink dogs

Blood Hawk (1/8) – beast (nature)
  • 1d4 Blood Hawk Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Boar (1/4) – beast (nature)
  • 1 Boar Hide: Acts as a small blanket.  2 hides can be crafted (leatherworker’s tools) into a cloak.

Brown Bear (1) – beast (nature)
  • 1 Brown Bear Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.

Camel (1/8) – beast (nature)
  • 1 Camel Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Cat (0) – beast (nature)
  • 1 cat pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Constrictor Snake (1/4) – beast (nature)
  • 1 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Crab (0) – beast (nature)
  • 1 Crab Claw: No Immediate use. Slightly pointy.
Come at me bro

Crocodile (1/2) – beast (nature)
  • 1d10 Crocodile Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.

Death Dog (1) – monstrosity (nature)
  • 1 Death Dog Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that requires attunement, and grants resistance to cold damage. Curse. While attuned to the cloak, a creature takes 1d4 poison damage upon the completion of a long rest.

Deer (0) – beast (nature)
  • 1 Deer Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Dire Wolf (1) – beast (nature)
  • 1 Dire Wolf Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
Yeah, yeah, Game of Thrones, blah blah blah

Draft Horse (1/4) – beast (nature)
  • 1d4 Hooves: Acts as a hammer. Can be carefully crafted (jeweler’s tools) into 1d6 dice.

Eagle (0) – beast (nature)
  • 1d4 Eagle Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Elephant (4) – beast (nature)
  • 1 Elephant Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
  • 2d4 Elephant Toes: No immediate use. Can be carefully crafted (jeweler’s tools) into dice.
  • 1d2 Tusks: Sell for a high price. Can be carefully crafted (jeweler's tools) into a small ivory item, worth 10 times its normal price.

Elk (1/4) – beast (nature)
  • 1 Antler:  No immediate use. Can be consecrated (no crafting required) into a druidic focus by a druid.

Flying Snake (1/8) – beast (nature)
  • 1d4 Snake Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Frog (0) – beast (nature)
  • 1 Frog Leg: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Ape (7) – beast (nature)
  • 1 Giant Ape Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
  • 2d4 Giant Ape Fingers: No immediate use. Acts as a trophy among hunters and adventurers.
  • 1 Giant Ape Skull: no immediate use. Can be carefully crafted (smith’s tools) into a helmet that grants +1 to Intimidation checks while worn.
  • 2 Giant Ape Fangs: acts as a druidic focus. Can be crafted (leatherworker’s tools) into a dagger.

Giant Badger (1/4) – beast (nature)
  • 1 Giant Badger Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Giant Bat (1/4) – beast (nature)
  • 1 Giant Bat Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Giant Boar (2) – beast (nature)
  • 1 Giant Boar Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.

Giant Centipede (1/4) – beast (nature)
  • 1d100 Centipede Legs: Acts as dagger. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Blech

Giant Constrictor Snake (2) – beast (nature)
  • 2 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Giant Crab (1/8) – beast (nature)
  • 1 Giant Crab Claw: Acts as a dagger. Can be mastercrafted (jeweler’s tools) into a musical instrument.

Giant Crocodile (5) – beast (nature)
  • 4d10 Crocodile Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Crocodile Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.

Giant Eagle (1) – beast (nature)
  • 1d10 Giant Eagle Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Giant Elk (2) – beast (nature)
  • 1 Giant Elk Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.
  • 1 Giant Antler:  No immediate use. Can be consecrated (no crafting required) into a druidic focus by a druid.

Giant Fire Beetle (0) – beast (nature)
  • 1 Vial of Fire Beetle blood: Glows faintly for 1d6 days. Flammable.

Giant Frog (1/4) – beast (nature)
  • 1 Giant Frog Leg: Acts as a club. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Goat (1/2) – beast (nature)
  • 1 Giant Goat Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.
http://johnyaudesign.deviantart.com/
Character idea forming...

Giant Hyena (1) – beast (nature)
  • 1 Giant Hyena Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.

Giant Lizard (1/4) – beast (nature)
  • 1 Giant Lizard Tail: Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Octopus (1) – beast (nature)
  • 1d8 Giant Tentacle: Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Owl (1/4) – beast (nature)
  • 1d8 Giant Owl Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Giant Poisonous Snake (1/4) – beast (nature)
  • 1d6 Poisonous Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).

Giant Rat (1/8) – beast (nature)
  • 1 Giant Rat Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Giant Scorpion (3) – beast (nature)
  • 2 Giant Scorpion Claw: Acts as a dagger. Can be mastercrafted (jeweler’s tools) into a musical instrument.
  • 1 Giant Scorpion Stinger: Acts as a dagger that deals +1d6 poison damage.

Giant Sea Horse (1/2) – beast (nature)
  • 1 Giant Sea Horse Tail: Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Shark (5) – beast (nature)
  • 3d10 Shark Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 2 Shark Fin: No immediate use. Can be crafted (cook’s utensils) into a delicious soup.

Giant Spider (1) – beast (nature)
  • 1 Web Sac: When held, can cast Web one time before running dry.

She lob, she lob... oh baby when she move, she move

Giant Toad (1) – beast (nature)
  • 1 Giant Toad Leg: Acts as a club. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Vulture (1) – beast (nature)
  • 1d8 Giant Vulture Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Giant Wasp (1/2) – beast (nature)
  • 1 Giant Wasp Stinger: Acts as a dagger. Can be crafted (alchemist’s supplies) into basic poison.

Giant Weasel (1/8) – beast (nature)
  • 1 Giant Weasel Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Giant Wolf Spider (1/4) – beast (nature)
  • 1d4 Giant Spider Legs: Acts as a club.

Goat (0) – beast (nature)
  • 1 Goat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Hawk (0) – beast (nature)
  • 1d4 Hawk Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Hunter Shark (2) – beast (nature)
  • 1d10 Shark Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Shark Fin: No immediate use. Can be crafted (cook’s utensils) into a delicious soup.

Hyena (0) – beast (nature)
  • 1 Hyena Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Jackal (0) – beast (nature)
  • 1 Jackal Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Killer whale (3) – beast (nature)
  • 2d10 Killer Whale Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Killer Whale Hide: Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.

Lion (1) – beast (nature)
  • 1 Lion Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.

Lizard (0) – beast (nature)
  • 1 Lizard Tail: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Mammoth (6) – beast (nature)
  • 3 Mammoth Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
  • 2 Mammoth Tusks: Acts as a club. Can be carefully crafted (jeweler's tools) into a small ivory item, worth 10 times its normal price.
  • 1 Mammoth Heart: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
http://deanspencerart.deviantart.com/art/Wooley-Mammoth-145277909
100% realistic fantasy settings

Mastiff (1/8) – beast (nature)
  • 1 Mastiff Hide: Acts as a blanket.  2 hides can be crafted (leatherworker’s tools) into a cloak.

Mule (1/8) – beast (nature)
  • 1 Mule Hide: Acts as a blanket.  2 hides can be crafted (leatherworker’s tools) into a cloak.

Octopus (0) – beast (nature)
  • 1 Tentacle: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Owl (0) – beast (nature)
  • 1d4 owl feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Panther (1/4) – beast (nature)
  • 1 Panther Hide: Acts as a blanket.  2 hides can be crafted (leatherworker’s tools) into a cloak.

Phase Spider (3) – monstrosity (nature)
  • 1d8 Phase Spider Eyes: A creature holding the eye can use it to cast Blink. The eye disappears after the spell is cast.
  • 1d8 Phase Spider Legs: Acts as a flail. If an attack roll results in a critical failure, the leg disappears and the attack fails.
  • 1 Web Sac: Can cast Web once, then runs dry.
She can kill you in the blink of an eye

Poisonous Snake (1/8) – beast (nature)
  • 1 Poisonous Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).

Polar Bear (2) – beast (nature)
  • 1 Polar Bear Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
  • 1d8 Polar Bear Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.

Pony (1/8) – beast (nature)
  • 1 Pony Hide: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Quipper (0) – beast (nature)
  • 1 Quipper Jaw: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Rat (0) – beast (nature)
  • 1 Rat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Raven (0) – beast (nature)
  • 1d4 Raven Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Reef Shark (1/2) – beast (nature)
  • 1d8 Shark Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.

Rhinoceros (2) – beast (nature)
  • 1 Rhino Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
  • 1 Rhino Horn: Acts as a club. Can be carefully crafted (alchemist’s supplies) into a potion of healing.

Riding Horse (1/4) – beast (nature)
  • 1 Horse Hide: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Saber-Toothed Tiger (2) – beast (nature)
  • 1 Saber-Toothed Tiger Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
  • 1d2 Saber-Toothed Tiger Fang: Acts as dagger. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Scorpion (0) – beast (nature)
  • 1 Scorpion Carapace: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Sea Horse (0) – beast (nature)
  • 1 Sea Horse Tail: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Spider (0) – beast (nature)

1 spider carapace: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Swarm of Bats (1/4) – beast (nature)
  • 1d20 Bat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Why isn't bat-nado a movie?

Swarm of Insects (1/2) – beast (nature)
  • 1d20 items based on type of insect (see other entries).

Swarm of Poisonous Snakes (2) – beast (nature)
  • 2d20 Poisonous Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).

Swarm of Quippers (1) – beast (nature)
  • 1d20 Quipper Jaw: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Swarm of Rats (1/4) – beast (nature)
  • 1d20 Rat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Swarm of Ravens (1/4) – beast (nature)
  • 1d20 Raven Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Tiger (1) – beast (nature)
  • 1 Tiger Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.

Vulture (0) – beast (nature)
  • 1d4 Vulture Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Warhorse (1/2) – beast (nature)
  • 1 Horse Hide: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Weasel (0) – beast (nature)
  • 1 Weasel Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Winter Wolf (3) – monstrosity (nature)
  • 1 Winter Wolf Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
  • 1d4 Winter Wolf Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice that grant advantage on checks made to determine the outcome to a dice game in cold weather.
  • 1 Winter Wolf Heart: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Cold as ice

Wolf (1/4) – beast (nature)
  • 1 Wolf Hide: Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.

Worg (1/2) – monstrosity (nature)
  • 1 Worg Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Ye gods... next week is the last entry in this series! What am I going to do next?? (I really don't know)

Thanks for reading!

Wednesday, October 18, 2017

Instant Settlement: Worlds

I can show you the world...
At long last, we come to the final installment of Instant Settlement! Honestly, it's not really instant anymore. It takes a bit of time to get from the die roll to the final product... but hey, the die roll still lands in an instant, so I'm sticking with it.

As usual, please check out the source of inspiration for this series, as well as the rest of the articles I've posted.

Today we're going to instantly build worlds, and that's kind of wild. What sort of game would require an entire world to be generated on-the-fly?

Well, for one, Sci-fi games. When you're hopping from world to world, it's good to have the ability to generate a lot of terrain between sessions.

But the same can be said for fantasy games in certain situations. What if your players discover a map of the world, and you haven't created anything like it yet? What if there's a massive magical event where the structure of the world shifts? What if the characters want to go to the moon and look down at the world? What if they step into another plane, where there's a new world to discover? Or even, what if they want to know how close the nearest volcano is so they can throw a magic ring into it?

Welcome to instant worldbuilding!

Instant Settlement: World


So, for this set, we'll roll a pool of dice, as usual. But this time, we aren't going to have a variety of dice types. That's because this system uses a single, basic idea to create landmasses: tectonic plates.

Similar to our country and cave rolls, the dice will form triangles. Those will represent the various tectonic plates that form the crust of the planet. The numbers on the dice will determine their relative elevation, as well as the motion that occurs between them.

The dice pool will consist of just d20s, and I'd recommend 8-10 of them for a whole world map. You could do as few as 5 or 6 if you just want to determine the contents of a single hemisphere, but I wouldn't recommend going lower than that.



Next, connect them with triangles, as usual.


Next up, we'll put numbers in there, but instead of just putting numbers within the triangles, we'll also put them on each line. So, the triangles will have 3 d20s and each line will have 2.


Each triangle represents a tectonic plate, and each line represents a fault line. The total of the 3 d20s determines the elevation of the plate, and the total of the line determines the activity found along that fault.

Now, we get to the biggest choice of the world: What is the sea level?

Depending on the game, you could set the sea level anywhere. For a planet-hopping game or post-apocalyptic game, it's totally reasonable to set the sea level super-high or super-low.

However, in a standard fantasy game that involves the players living, exploring, and dying on a single world, you'll probably want to go somewhere in the middle. Based on the percentages of die results from 3d20s, here are my recommendations:
  • Desert World (less than 1% water): sea level 55
  • Dry World (about 10% water): sea level 45
  • Temperate World (about 50% water): sea level 30
  • Wet World (about 75% water, like Earth): sea level 20
  • Ocean World (less than 1% land): sea level 10

If a plate is lower than or equal to sea level, it's considered an oceanic plate. If it's higher than sea level, it's considered a continental plate.

This part will take some adjustment. My roll was kind of higher than average. That's fine for a one-shot world, but if I want to make this a permanent setting, I'd need to set up my sea level to get the type of variety I want.

Here's the roll above, blocked out into oceanic/continental plates, at sea level 30:

That's a lot of land. Globewise, you could imagine this as two land-based poles connected by a large strip of land, with the ocean wrapping around the other half of the globe. I'm not too keen on it... especially since I know my roll was a little higher than average.

Here's the same plates as least time, blocked out at sea level 40. This might seem like too much ocean, but I actually prefer it. The Earth is 70% ocean, after all.

Putting space between landmasses also gives the world an opportunity to grow in divergent ways. In the first world, a conqueror would eventually take over most of the world, and the entire planet would have this shared point in history where they were all subjected to a single culture. I'd rather have that as a possibility in some parts of the world, but not all. having a large ocean limits the effects of the Ghengis Khans and Alexander the Greats of the world.

Next up, let's fill in our landmasses and make things more interesting. Here's the guide I used for building islands and seas within the world:
  • Sea Level -10 or lower: deep ocean, 1 or 2 small islands (oceanic plate)
    • Example: Pacific Ocean/Hawaii
  • Sea Level -5 to -9: ocean, a small island country or two (oceanic plate)
    • Example: The Caribbean, Japan
  • Sea Level 0 to -4: Oceania, a few island countries and many small islands (oceanic plate)
    • Example: Great Britain, Indonesia
  • Sea Level +1 to +4: low countries (continental plate)
    • Example: India, Southern Europe, Central America
  • Sea Level +5 to +9: hilly countries (continental plate)
    • Example: North America, Northern Europe, Africa
  • Sea Level +10 or higher: mountainous countries (continental plate)
    • Example: Eurasia, South America
Obviously, sea level determines the coastlines, but low countries will encompass lakes and even seas, and Oceania will often form its own seas as well.

With that in mind, let's bring in some islands and make the coasts more interesting. I use the Jared Blando- approved method of making coastlines: start with a single line, then make a wiggly line on top of it. Very effective.

Notice I also added forests around the equator and ice around the poles. Again, this is a decision you'll have to make for your world. I wanted a world with variety of ecosystems, but if you want to make an ice world, move the ice caps further towards the equator. If you want to make a jungle world, move the forests out towards the poles.

I also added mountain ranges. However, according to my own method, I didn't have any plates that were at 50+, so I shouldn't have had any mountainous plates. But just because there are no mountainous plates doesn't mean there aren't any mountain ranges! How did I determine where the mountain ranges were?

Simple: fault lines! Remember those?

Each line has a number on it. Though these are somewhat correlated to plate elevation, they can also contribute to cool landscape features. Using the number assigned to each line, we can determine the behavior of each fault line.
  • 2-14: Transform Boundary (plates move past each other, rubbing as opposed to pushing/pulling)
    • Contains hills and flatlands, lots of earthquakes. If one of these happens to land on a coast, you'll get a California situation where there are notorious earthquakes.
  • 15-27: Convergent Boundary (plates push into each other)
    • If both are continental plates, they push upwards and form a large mountain range
    • If one plate is oceanic and one is continental, the oceanic plate is pushed under the continental plate and forms an offshore oceanic trench, usually replete with volcanoes
    • If both plates are oceanic, they push upwards and make underwater volcanoes, which will eventually form the site of future islands
  • 28-40: Divergent Boundary (plates pull apart)
    • Contains valleys or oceanic rifts, depending on the severity of the plate distance, this could lead to volcanoes.

Here's my map with the seismic activity included. Red is where volcanoes can be found, and grey indicates earthquakes. Note the western edge of the northern large continent has a transform fault running not far from it, creating a hot spot for earthquakes.

Finally, you can use the country generator to build countries, which will help define the coastlines. Or, just assume that major cities will be found along the coast.

Well, that's it! The entire world can now be randomly generated! I hope this was a fun and useful exercise, even if it was just a thought experiment and you don't ever plan to use this stuff.

Thanks for reading!

Monday, October 16, 2017

Monday Recap: The Forests of Garlancia

INTO THE WOODS - wait, wrong game
I know that last week I said this month might not have many Monday Recaps, but it seems like my players pulled through and now I'm running a game every weekend this month. One of the benefits of running monthly games is that I always have a few players who are eager to play, since it's been a while. I rarely run into player fatigue.

DM fatigue is a whole 'nother story, but that's why I occasionally jump into games as a player. Gotta keep it fresh!

Lost Mine of Phandelver: The Forests of Garlancia


Cast of Characters
Jon: Dungeon Master
Makayla: Fwip Arda, Gnome Bard of the Blades, born into a long line of musicians, prefers the avant-garde
Shannon: Rune Coldiron, Dwarf Knowledge Cleric, born into a long line of War Clerics, prefers thinking
Will: Walkas Barthen, Human Storm Herald Barbarian, son of a peace-loving shopkeeper, has accepted his new Storm God overlords

(Note: since I wanted to surprise my players and discourage some meta-gaming, I changed nearly all of the names and locations of the module to places and people from my homebrew world, Ahneria)

When we last left our heroes, they had just finished defending the town of Phandalin from Iarno "Glasstaff" Albrek and his bugbear cronies. Walkas had finally finished defending his hometown, and the players received accolades and offers of quests from nearly every person in town.

The next morning, Walkas joined the group for breakfast at his father's shop, Barthen's Provisions. He was surprisingly calm and mild, compared to the angsty and angry young man they had been fighting alongside previously. He explained that he had received a vision, a dream that now guided his rage. He had completed his personal task of freeing his town, and now his power would serve the God of Oceans, Procan.

#goals
This vision had apparently been accompanied by a literal storm cloud manifesting in his room, and Elmar, Walkas' father, was incredibly distraught by the water pouring down from the upper floor. He prayed to every God he could think of, as Fwip and Rune laughed and congratulated Walkas on finding a new purpose.

The group's breakfast was interrupted by Elmar's helpers, Andar and Thistle, arriving to help unload a convoy of goods for the shop. Andar asked the heroes if they had seen the convoy come in, and they said they hadn't. Andar seemed worried about its lateness.

After eating, the party went outside to survey the damage done to the Stonehill Inn by the fire from the previous night. As they looked over the destruction, their ally Sildar Hallwinter joined them.

Sildar told them that the convoy Andar had mentioned had never come in, and unfortunately it had been carrying weapons and armor that the local weapons shop, the Lionshield Coster, would have needed. He lamented that he wasn't able to get new armor or a decent longsword. However, the group realized that the Cragmaw Goblin tribes might be to blame, and decided to look into the caravan's disappearance, hoping to concurrently discover information on the whereabouts of Rune's Uncle Bart, still missing.

They took their leave of town, journeying along Sarria trail towards Cragmaw Hideout, where Bart had originally been taken. Upon arrival, they discovered the cave had been abandoned, and the rain from the previous night had washed away all signs of tracks leading away from the location. The group rested nearby for the night, and in the morning ventured further up the road, still looking for signs of the caravan.

Their search proved fruitless, and they decided to turn back when they had searched a full 35 miles of trail. Walkas was confused and frustrated, and Rune wanted to get back to looking for more concrete leads. At midday, they turned back.

As they returned, they noticed something along the trail they hadn't before: footprints, cutting across the path, heading south. They looked too large to be goblins or humans, and Walkas estimated they might be Bugbears. The group hoped to follow them and track down more members of the Cragmaw Goblin tribes.

Instead, they ended up running into a small patrol of Orcs. Walkas used his new-found Storm powers to blast one of the Orcs over the treetops with a mighty hammer blow. Rune and Fwip provided backup as Walkas brought down the enemy one after another. The fight was over in an instant, and the last two Orcs decided to flee rather than get killed. However, the group pulled their crossbows out and managed to take one down and gravely wound the other.

Too many! Too many Orcs!
The party was surprised that there were Orcs so far East, since according to Townmaster Harbin, the Orcs were supposed to be camped out at Wyvern Tor, a large rocky landmark many miles to the West. They decided to pursue the fleeing Orc, in case he managed to find reinforcements or attack Phandalin.

They followed the Orc's trail of blood and broken branches, but eventually they needed to sleep. When they awoke the next day and continued their hunt, they found that the Orc had used its resting place as an opportunity to bandage its wounds, making the trail harder to follow.

At this point, the party was fairly close to Phandalin again, and they decided to return to town for a good night's sleep. After fending off a pack of flying Stirges, they made it back to Barthen's Provisions and slept peacefully through the night.

In the morning, they got an update on the convoy: Ander told them that supplies for Barthen's Provisions had come in, so the shop would be alright. However, the Lionshield Coster had been counting on this particular shipment of weapons and armor, so they would have to wait for a messenger to make it back to the city of Eastcliff before more supplies could be ordered. The group decided to go to Townmaster Harbin and give him an update on the convoy, as well as the Orcs they had found so far from Wyvern Tor.

There was thankfully no wait to see the Townmaster. Harbin seemed a little apprehensive about meeting the group, as Walkas had punched him in the face a few days ago during the Redbrand attack, but since the party had also saved the town, he seemed to overlook the incident. He was shocked to hear about the Orc patrol's increased range, and decided to deputize the group as official Orc Hunters.

The heroes impatiently waited while Harbin made an official, wax-sealed document granting them the title of Deputy Orc Hunters, then waited further while he made an official, wax-sealed document granting them permission to speak to a miner who could confirm the location of the Orcs at Wyvern Tor. The group decided to skip the confirmation and just keep following the Orc's trail.

After leaving town and traveling a ways, the party was ambushed by the Orc, who had brought friends this time! Walkas, ever-alert, immediately leapt into the underbrush and shook off the javelin attacks coming his way. Fwip ran up beside him, facing down four of the five Orcs together. Meanwhile, Rune had her hands full dealing with the last remaining Orc.

Much more reasonable.
Walkas began destroying Orcs once more, using his lightning magic to finish off any he didn't quite kill. Fwip had more trouble fighting, and even with her Staff of Defense, kept taking hits from the enemy. Meanwhile, Rune fought cautiously, slowing winnowing down her opponent.

Walkas and Fwip finished off their final Orc with a one-two rapier-hammer punch, then Fwip rushed over to deal the killing blow the Rune's enemy. The group was battered and exhausted, and decided to rest and eat to make up their strength.

They realized they were close to Thundertree, an old ruins that had been abandoned over thirty years ago when a strange hoard of undead came through. They remembered that there were some quests they had been given that they could complete at Thundertree, namely finding a necklace and a druid named Reidoth. Also, Fwip pointed out, there might be a building they could rest in for the night.

The party reached the ruined town as the sun was setting. Walkas found a sign posted near the edge of the town reading: "DANGER! Plant monsters AND zombies! TURN BACK NOW!" They decided to ignore its warning.

The first building they found seemed like it might make a good resting place: an old garrison. Inside, everything was old and rotting, and the party decided to explore it to make sure it was safe. In an old barracks filled with bunk beds, they discovered a group of zombies that rose from the group to attack them!

Rune immediately brandished her holy symbol, hoping to turn the creatures. However, only one succumbed to her magic, the rest advancing without pause. Walkas decided to run past that one and take it out with his hammer before it could recover. Meanwhile, Fwip and Rune faced down the remaining four zombies.

When Walkas struck the zombie with his hammer, it caused a large puff of ash that threatened to fill his lungs with toxic soot. Fortunately, he was able to hold his breath in time, but less fortunately, the zombie wasn't quite dead yet. Rune, knowing zombies would die easier to holy damage, finished it off with a Sacred Flame spell.

Meanwhile, Fwip blasted the remaining zombies with a Thunderwave spell, causing them all to puff their ash at once. The group realized they could only expel the soot once, and now they could be attacked freely. However, the zombies proved quite resilient to Fwip's spells.

With her armor and shield, Rune fended off the zombie attacks, but Fwip kept taking damage as their fists and claws struck her over and over. Walkas and Rune worked to take out the zombies, Walkas striking them hard and Rune using holy magic to finish them off. However, just as they were fighting to take down the last zombie, Fwip succumbed to her wounds and was in danger of passing out in the middle of the fight!

Yeah, yeah, weed joke, got it
With a roar of fury, Walkas destroyed the final zombie. Rune rushed to her friend's side, healing the bard with holy magic. As Fwip got her bearings once more, Walkas checked the rest of the thankfully empty garrison.

The group took another short rest here, causing it to grow even darker outside. They decided to check out more of the town before they slept for the night.

Walking amongst the ruined houses and shops, they noticed a dilapidated herb and alchemy shop. Remembering that a Phandalin citizen, Mirna Dendrar, had asked them to retrieve a family heirloom from such a shop, they explored the ruins and found a box containing the necklace.

They pressed onwards, coming to a section of path blocked by massive strands of spiderweb. Walkas threw a torch at the webbing, causing some of it to burn away. However, that quickly lead to the owners of the webbing, two ox-sized spiders, to crawl out of a nearby shop and attack. One spat webbing at Fwip, causing her to be stuck fast to the ground.

Walkas charged, while Rune pulled Fwip free of the webs. The spiders teamed up on Walkas, who was quick to receive bites and more webbing. As he fought, he realized the poison from their attacks wasn't being shrugged off as easily as normal attacks, and he began to feel weak. Rune ran up to join him, striking at the spiders with her hammer as well.

Fwip stayed back cautiously, firing off enchanted insults and crossbow bolts at the beasts. The monsters were beginning to pull back, but with a shot from Fwip and a leaping stab from Walkas' magic sword Talon, the group was able to finish off the pair of spiders.

They explored the shop, discovering an elven adventurer bound up in a cocoon. After repeated poking, they determined the elf was actually dead, and decided to salvage his armor and a potion of healing from his belt pouch.

Both Fwip and Walkas were completely drained at this point, and the group decided to head back to the garrison and barricade the doors. That night, while Walkas was taking watch, he heard the rooftop trapdoor creak open and fall shut, as if something had slipped inside. He woke up the others and lit a torch.

The torchlight fell on a small grey squirrel that had made its way into the keep. Walkas fed it a small handful of nuts from his rations, and it seemed friendly. Fwip sleepily asked if she should cast Speak with Animals, and the squirrel said it wouldn't be necessary.

The squirrel transformed into a naked old man with a white beard, who they realized must be Reidoth the druid. Fwip went back to sleep while Walkas spoke to the druid. Rune stayed up to talk, but used her shield to block the sight of the unashamed old man's nether regions.

Like this, but less clothing. Like, no clothing.
Reidoth confirmed that he could help them find Cragmaw Castle, even giving them its general location so they wouldn't get lost. Rune asked if he also knew where Wave Echo Cave might be, and he said he did. However, he had a favor he wanted done in exchange for leading them to the cave.

Apparently, at the top of a hill in Thundertree, a young green dragon had taken roost in a long-abandoned tower. Reidoth could deal with plant monsters and zombies, but dragons were a different issue. He said if the party could scare off the dragon, convince it the area was protected by powerful fighters, he would lead them to Wave Echo Cave.

His offer made, the old druid transformed back into a squirrel and left. The group went back to sleep, pondering his offer.

The next morning, the party fiercely debated if they were up to the task of fighting or even scaring off a dragon. Walkas was unsure, Rune wanted to get back on her Uncle's trail (at Cragmaw castle) and Fwip was eager to fight the dragon. In the end, they decided on returning to Phandalin, leaving the dragon to be fought another day.

Back in town, the group returned Mirna's necklace and received her deepest gratitude, as well as a delicious home-cooked dinner. They retired at Barthen's Provisions for the night.

That night, Fwip couldn't sleep. She ended up pacing outside the shop, practicing an odd song on her lute. The sound of the music woke Rune up, and the dwarf decided to check up on her friend.

Fwip was upset that they hadn't fought the dragon. Adventures were supposed to be about risk, danger, and bold action! Fwip also regularly prayed to Nebelun, the Gnomish God of Luck, and was sure their fight would have been watched over by the fates.

Rune wasn't sure what to say, except that they could go back and fight again. There was still time. What she left unsaid was that she wasn't sure the same was true for her Uncle, as they spent another day unsure of his whereabouts.

Meanwhile, Walkas sleepily walked past them, peed in a bush, then went back to bed.

It's the cover for the adventure, though...
We stopped there for the night. I really enjoy this group, I felt like everyone had a chance to contribute to the story in a good way. I'm hoping that keeps up as we move towards Cragmaw Castle! Whenever that happens...

Thanks for reading!

Friday, October 13, 2017

Creature Loot: W & X & Y & Z

Like an invisible stalker, but the player hate is right there in the name
Time to drop the bass! That is, time to finish up the alphabet in the Monster Manual. Don't worry, we've got two more articles to go! If you've lost the beat, get your groove back here.

Water Weird (3) – elemental (arcana)
  • 2d2 Motes of Elemental Water: Appears as a small shard of ice that glows with blue light. If covered in water or dropped in water, casts Create Water, centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Water. Using either of these abilities destroys the mote.
  • 1 Heart of Waves: Identical to a Mote of Elemental Water, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (evocation) by a spellcaster into a portal to the Elemental Plane of Water. The portal is stationary in the location it is crafted.

Wight (3) – undead (religion)
  • 1 Tattered Longsword
  • 1 Tattered Longbow
  • 1d4 Wisp of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted (Evocation) by a spellcaster into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
  • 2 Wight Hand: Acts as an improvised melee weapon that deals 1d6 necrotic damage on a hit. A creature struck by the attack must make a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finished a long rest. The target dies if this effect reduces its hit point maximum to 0.

Will-o’-wisp (2) – undead (religion)
  • 1 Vial of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a potion of Invisibility or an Oil of Etherealness.
  • 1 Wisp Stone: If consumed, for 1 hour, when the user reduces a hostile creature to 0 hit points, the user regains 3d6 hit points. Any creature reduced to 0 hit points in this way is killed immediately, instead of becoming unconscious.

Wraith (5) – undead (religion)
  • 1 Crown of the Undead: Requires attunement. A creature attuned to the Crown and wearing it can control undead within 60 feet as if they had been summoned by an Animate Dead spell. Curse: an attuned creature takes on a semi-incorporeal appearance. The creature is vulnerable to radiant damage, and has disadvantage on attack rolls, as well as Wisdom (perception) checks that rely on sight, while in sunlight. If the creature is reduced to 0 hit points while attuned to the crown, it dies immediately, without making death saving throws.
  • 1d4 Wisp of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted (Evocation) by a spellcaster into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
  • 2 Vial of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 1 Pinch of Spirit Dust: Acts as Dust of Disappearance.
In my games, all specters are named Regina

Wyvern (6) – dragon (nature)
  • 1d4 Vials of Wyvern Venom: Can be applied to a weapon or piece of ammunition. A creature hit by the poisoned attack must make a DC 15 Constitution saving throw, taking 24 poison damage on a failed save, or half as much damage on a successful one.
  • 2 Wyvern Wings: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison damage.
  • 1d10 Wyvern Teeth: Acts as a dagger.
  • 1d10 Wyvern Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.

Xorn (5) – elemental (arcana)
  • 1d4 Motes of Elemental Earth: 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.
  • 1 Heart of Stone: 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 (evocation) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
  • 1 Xorn Eye: No immediate use. Can be crafted by a spellcaster (divination) into a mask that requires attunement. While attuned to the mask, a creature can pinpoint the location, by scent, of precious metals and stones within 60 feet of it.
  • 2d10 50 GP Gems

Yeti (3) – monstrosity (nature)
  • 1 Yeti Hide: Acts as a blanket. Can be crafted (leatherworking tools) into a fur coat that grants resistance to cold damage and advantage on dexterity (stealth) checks made to hide in snowy terrain while worn. If the wearer of the coat takes fire damage, the coat has a 25% chance of catching fire and becoming useless.
  • 1d2 Yeti Horns: Acts as a dagger. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1d2 Yeti Eyes: No immediate use. Can be carefully crafted (transmutation) by a spellcaster into an amulet that has 5 charges and requires attunement. An attuned creature can expend 1 charge to cast Ray of Frost from the amulet, or 3 charges to cast Hold Person (spell attack bonus +5, Save DC 13). The amulet regains 1d4+1 charges at dawn, as long as it came into contact with ice or snow during the previous day.

Abominable Yeti (9) – monstrosity (nature)
  • 3 Yeti Hide: Acts as a blanket. Can be crafted (leatherworking tools) into a fur coat that grants resistance to cold damage and advantage on dexterity (stealth) checks made to hide in snowy terrain while worn. If the wearer of the coat takes fire damage, the coat has a 25% chance of catching fire and becoming useless.
  • 3d2 Yeti Horns: Acts as a dagger. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 2 Yeti Eyes: No immediate use. Can be carefully crafted (transmutation) by a spellcaster into an amulet that has 5 charges and requires attunement. An attuned creature can expend 1 charge to cast Ray of Frost from the amulet, or 3 charges to cast Hold Person (spell attack bonus +5, Save DC 13). The amulet regains 1d4+1 charges at dawn, as long as it came into contact with ice or snow during the previous day.
  • 1 Yeti Throat: No immediate use. Can be crafted (leatherworker’s tools) into a horn. A creature can blow on the horn as an action. The horn can be heard for 1000 feet. Any unaligned creature with a CR of 8 or less who can hear the horn must make a DC 18 Wisdom saving throw or become frightened. At the end of their turn, they can repeat the saving throw to end the effect. Aligned creatures and creatures with a CR of 9 or higher may be drawn to the sound if they believe they can defeat an Abominable Yeti.

Yuan-Ti

Surely you can trust these faces
Yuan-Ti Abomination (7) – monstrosity (nature)
  • 1 Tattered Scimitar
  • 1 Tattered Longbow
  • 3d4 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 2 Fangs of the Yuan-Ti: Acts as a dagger that deals an additional 2d6 poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1 Heart of the Reptile God: Requires attunement. While attuned, a creature gains advantage on saving throws against spells and other magical effects, and can cast Fear once per day. When cast this way, the spell does not affect creatures with the Yuan-Ti tag. Curse: While attuned to the heart, a creature slowly becomes corrupted by the Reptile Gods. Each day at dawn, they must succeed on a Wisdom saving throw or suffer an effect. If the attunement is ended by a Remove Curse spell or similar effect, all effects of the curse end immediately. The effects occur in order, as follows:
    1. Scales begin to cover the creature
    2. The creature’s movement speed increases by 10 feet
    3. The creature can only subsist on raw meat and eggs, no other food
    4. The creature’s alignment becomes Neutral Evil, and they become an NPC controlled by the DM
  • 1d6 Vials of Yuan-Ti Blood: 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.

Yuan-Ti Malison (3) – monstrosity (nature)
  • 1 Tattered Scimitar (Type 1 and 3)
  • 1 Tattered Longbow (Type 1 and 3)
  • 1 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 1 Fang of the Yuan-Ti: Acts as a dagger that deals an additional 2d6 poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1d4 Vials of Yuan-Ti Blood: 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.

Yuan-Ti Pureblood (1) – humanoid (survival)
  • 1 Tattered Scimitar
  • 1 Tattered Shortbow
  • 1 Vial of Yuan-Ti Blood: 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.

Yugoloths
Unless the Yugoloth is destroyed in Gehenna, only the Black Ichor is able to be harvested.
 
Arcanaloth (12) – fiend (religion)
  • 3d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Arcanaloth Hide: Acts as a blanket. Can be mastercrafted by a spellcaster (illusion) into Glamoured Leather Armor.
  • 2 Arcanaloth Eyes: No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight (grants truesight out to 60 feet for 1 hour).
  • 1 Arcanaloth Tail: 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.
  • 2d4 Arcanaloth Claws: Acts as a magic dagger. 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.
  • 1 Heart of the Yugoloth: No immediate use. 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.
  • 1 Set of Fine Robes: Of a rare and unsettling make. While worn without armor, grants advantage on Charisma check made to influence any Yugoloth that isn’t an Ultroloth.
  • 1 Spellbook: contains all spells the Arcanaloth has prepared.
Are Arcanaloths shaped like foxes, or a foxes shaped like Arcanaloths...?

Mezzoloth (5) – fiend (religion)
  • 1 Magic Trident
  • 1d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Mezzoloth Shell: No immediate use. Can be carefully crafted (smith’s tools) into a set of plate armor. The armor counts as magical for the purpose of avoiding effects that would damage it.
  • 1d4 Mezzoloth Pincers: Acts as a magic sickle.
  • 1 Heart of the Yugoloth: No immediate use. 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.

Nycaloth (9) – fiend (religion)
  • 1 Magic Greataxe
  • 2d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 2 Nycaloth Wings: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into magic leather armor that requires attunement. An attuned creature can use their action to cast Invisibility without requiring concentration. Once this property has been used, it cannot be used again until the next dawn.
  • 1d4 Nycaloth Claws: Acts as a dagger. On a hit, if the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time a claw hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. A claw loses this property once it has delivered the fiendish wound.
  • 2 Nycaloth Horns: Acts as a shortsword. Can be carefully crafted (divination) into a Wand of Secrets or a Wand of Magic Detection.
  • 1 Heart of the Yugoloth: No immediate use. 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.

Ultroloth (13) – fiend (religion)
  • 1 Magic Longsword
  • 5d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 2 Ultroloth Eyes: No immediate use. Can be mastercrafted (jeweler’s tools) into an amulet. A creature wearing the amulet can use an action to open the amulet and reveal the eye, forcing a single target within 30 feet that can see the eye to make a DC 17 Wisdom saving throw. On a failure, the target is charmed and stunned until the end of the amulet wearer’s next turn. On a success, the target is immune to the eye’s effects for 24 hours. Once the eye has charmed a target, it cannot be used again until the next dawn.
  • 2d4 Ultroloth Claws: Acts as a dagger. A creature hit by a claw must succeed on a DC 17 Wisdom saving throw or be affected as if by a Fear spell. Once the dagger has successfully caused this effect, it loses this property.
  • 1 Heart of the Yugoloth: No immediate use. 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.
  • 1 Set of Yugoloth Commander’s Robes: Of a rare and unsettling make. While worn, grants advantage on Charisma checks made to influence Yugoloths. Can be worn over armor.

Zombie (1/4) – undead (religion)
  • 1 Zombified Hand: Acts as an arcane focus when casting necromancy spells.

Ogre Zombie (2) – undead (religion)
  • 1 Tattered Morningstar
  • 1 Zombified Hand: Acts as an arcane focus when casting necromancy spells.

Beholder Zombie (5) – undead (religion)
  • 2 Small Beholder Eyes: Acts as an arcane focus. An eye can cast a particular zombie beholder ray once per day. The ray is chosen randomly by the DM upon receiving the eye.
  • 1 Vial of Beholder Slime: Acts as Oil of Slipperiness.
  • 1 Zombified Beholder Eyestalk: Acts as an arcane focus when casting necromancy spells.
 
Forward! To the finish! Next week, lions and tigers and bears!
You thought it.
Thanks for reading!