Friday, June 23, 2017

Creature Loot: B




Like a wind on the leaf
Carrying forward with the letter B! If you're suffering from a Confusion spell, check out my explanation.

Banshee (4) – undead (religion)
  • 2d6 50GP art objects
  • 1 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.

Basilisk (3) – monstrosity (nature)
  • 1 Basilisk Eye: When held, a creature can use the eye to cast Stone to Flesh (save DC 12). This consumes the eye.
  • 1 Basilisk fang: Acts as a dagger. Can be crafted (smith’s tools) into a dagger that deals an additional 3 (1d6) poison damage on a hit.
  • 1 Basilisk Stomach: No immediate use. Can be mastercrafted (alchemist’s supplies) into a salve that ends the petrified condition on a creature it is applied to.

Behir (11) – monstrosity (nature)
  • 4d4 Behir Claws: Act as daggers that can cut through dragon scales, dealing an additional 3 (1d6) piercing damage when it hits a Dragon. 20 claws can be mastercrafted (smith’s tools) into a Dragon Slayer.
  • 2 Behir Fangs: Act as daggers. Can be crafted (smith’s tools) into a dagger that deals an additional 5 (1d10) lightning damage on a hit.
  • 1 Behir Hide: Acts as a tent. Can be mastercrafted (leatherworker’s tools) into 2 sets of studded leather armor that grant resistance to lightning damage.
  • 1 Behir Tail: Acts as a whip. Can be carefully crafted (leatherworker’s tools) into a whip that deals an additional 5 (1d10) lightning damage on a hit.
  • 3 Half-digested Corpses: The DM selects one humanoid, one beast, and one dragon. One item from each can be salvaged from the Behir’s guts. This could be adventuring gear, weapons, or loot that would have been otherwise salvageable from the creatures.
Beholders

I found a big pokey stick and it's going in your eye, buddy
Beholder (13) – aberration (arcana)
  • 1 Large Beholder Eye: Requires attunement. While attuned, the holder can cast Antimagic Field once per day. The holder cannot be surprised while attuned to the eye. Because of the feeling of being watched, everyone within 30 feet of the eye takes an extra hour to gain a long rest. Can be mastercrafted (smith’s tools) into a grotesque Sentinel Shield. The holder of the shield cannot be surprised while attuned to it. Because of the feeling of being watched, everyone within 30 ft. of the shield takes an extra hour to gain a long rest.
  • 4 Small Beholder Eyes: Acts as an arcane focus. An eye can cast a particular 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.
  • 4 Beholder Eyestalks: Acts as a club. 4 of them may be mastercrafted (conjuration) by a spellcaster to summon a Spectator to guard a location for 101 years.
  • 3 Sets of Armor: The DM selects 3 sets of armor left from a Beholder’s victims.
  • In Lair: Treasure Hoard (11-16)

Death Tyrant (14) – undead (religion)
  • 1 Large Death Tyrant Eye: Requires attunement. While attuned, the holder can cast Circle of Death once per day. Any creature killed this way becomes a zombie, which obeys the holder of the eye as long as they are attuned to it. The holder cannot be surprised while attuned to the eye. Because of the feeling of being watched, everyone within 30 ft. of the eye takes an extra hour to gain a long rest.
  • 6 Small Death Tyrant Eyes: Acts as an arcane focus or holy symbol. An eye can cast a particular death tyrant ray once per day. The ray is chosen randomly by the DM upon receiving the eye.
  • 2 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a potion of Invisibility or an Oil of Etherealness.
  • 4 Sets of Armor: The DM selects 4 sets of armor left from a Death Tyrant's victims.
  • 1 Death Tyrant Skull: No immediate use. Can be carefully crafted (alchemist’s tools) into a Potion that acts as a Raise Dead spell, except that the target must currently be undead for the spell to take effect. This potion returns the creature to life as per the spell, despite the fact that the creature is undead.
  • In Lair: Treasure Hoard (11-16)

Spectator (3) – aberration (arcana)
  • 1 Large Spectator Eye: Acts as an arcane focus. The eye can cast a particular spectator ray once per day. The ray is chosen randomly by the DM upon receiving the eye.
  • 1 Spectator Hide: No immediate use. Can be mastercrafted (leatherworker’s tools) into a shield of spell reflection. The shield requires attunement. If the bearer of the shield, while attuned, makes a successful saving throw against a spell, or a spell attack misses it, the bearer can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the bearer of the shield. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
  • 1 Spectator Tongue: Acts as a whip that deals necrotic damage instead of slashing damage on a hit.

Blights

'Bout to drop the hottest rap album in the Haunted Forest
Needle Blight (1/4) – plant (nature)
  • 1 Gulthias flower: Gives a smell that attracts Needle Blights. If it is planted, by next nightfall it will grow into a needle blight. If it is not taken from the body of the Needle Blight, it will plant itself after 1d4 hours.

Twig Blight (1/8) – plant (nature)
  • 1 Gulthias twig: Curls unnaturally. If it is planted, by next nightfall it will grow into a twig blight. If it is not taken from the body of the twig blight, it will plant itself after 1d4 hours.

Vine Blight (1/2) – plant (nature)
  • 1 Gulthias seed: Can be heard murmuring very softly. If it is planted, by next nightfall it will grow into a vine blight. If it is not taken from the body of the vine blight, it will plant itself after 1d4 hours.

Bugbear (1) – humanoid (survival)
  • 1 Tattered Morningstar
  • 1 Tattered Hide Armor
  • 1d2 Bugbear Ears: Acts as a trophy among hunters and adventurers. 
  • 1d2 Bugbear Tusk: When held, grants advantage on Charisma (Intimidation) checks made against goblinoids.

Bugbear Chief (3) – humanoid (survival)
  • 1 Tattered Chain Shirt
  • 1 Strong Bugbear Heart: No immediate use. Can be crafted (alchemist’s supplies) into a potion of Hrugguk. Grants the user advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep for 1d4 hours.
  • 1d2 Bugbear Ears: Acts as a trophy among hunters and adventurers. When held, grants advantage on Charisma (Intimidation) checks made against goblinoids.
  • 1d2 Bugbear Tusk: When held, grants advantage on Charisma (Intimidation) checks made against goblinoids.
  • 1 Bugbear Chief's Morningstar: Acts as a Morningstar that can cast Augury once per day.

Bulette (5) – monstrosity (nature)
  • 1d6 Common Items: Adventuring gear or Trade Goods once owned by a Halfling
  • 1 Bulette Head Plate: Acts as a shield. Can be carefully crafted (smith’s tools) into a shield +1 that grants its wielder tremorsense out to 10 feet while holding it.
  • 2 Bulette Claws: Act as daggers. Can be crafted (smith’s tools) into daggers +1 that require attunement, and can cast Jump once per day on a creature they are attuned to.
  • 1 Bulette Tendon: No immediate use. Can be carefully crafted (weaver's tools) into a shortbow +1. On a hit, the target must make a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone.


They just want to have a good time, why'd you have to kill them...?
Bullywug (1/4) – humanoid (survival)
  • 1 Bullywug Bladder: Acts as a balloon. Can be crafted (leatherworker’s tools) into a waterskin.

Next week, we'll get through all the C's, and start on the Ds. As I mentioned at the beginning, there will be a LOT of monsters under the D category.


Let's ride!
Thanks for reading!

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