Friday, July 7, 2017

Creature Loot: D is for Demons (and Devils)


For when you need to slap a PC from across the room
Welcome to the lower planes! I'll be your guide, informing you what you can forcibly extract from the broken, acid-blood-dripping bodies found in the Nine Hells and the Infinite Abyss. If you happen to have walked through the mind-erasing mists of Aggrazat, you can catch up here.


Demons
Unless the demon is killed in the Abyss, only the Foul Ichor and Cultist's Sigils are able to be harvested.

Balor (19) – fiend (religion)
Note: The Balor’s Death Throes feature destroys most of the loot it would carry.  The Balor destroys its weapons when it dies, even if they are not nearby.
  • 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 3 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2 Cultists’ Sigils: The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Set of Abyssal Chains: These chains are immune to damage from non-magical fire. Requires attunement. An attuned creature can use an action to speak a command word. A non-demon creature within 30 feet of the attuned creature must make a DC 20 Dexterity saving throw or the chains ensnare the target and attempt to crush it. It is restrained and grappled (escape DC 15) and takes 11 (2d10) bludgeoning damage per round. If the creature escapes the grapple, it is no longer restrained.
  • 3 Motes of Unholy Fire: Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.

Barlgura (5) – fiend (religion)
  • 1 Vial of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2 Barlgura Tusks: Acts as a dagger. Can be carefully crafted (alchemist’s supplies) into a Potion of Recklessness. When consumed, a creature has advantage on all melee attacked for 1d6 rounds. During this time, attack rolls against the creature have advantage.
  • 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 1 Desiccated Trophy: The DM selects a martial weapon. Treat it as a magical weapon that deals an additional 4 (1d8) necrotic damage on a hit.

Chasme (6) – fiend (religion)
  • 1 Vial of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 1 Proboscis: Acts as a magical dagger that deals an additional 7 (2d6) necrotic damage on a hit. On a hit, the target’s hit point maximum is lowered by the amount of necrotic damage dealt.
  • 1 Chasme Head: No immediate use. Can be carefully crafted (leatherworker’s tools) into a horn that produces an awful drone. Any non-demon creature within 30 feet of the horn that hears the drone (including the user) must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.
  • 1 Chasme Carapace: Acts as a shield. 2 of these can be mastercrafted (smith’s tools) into a grotesque Spellguard Shield.
  • 1 Trophy of Torture: The DM selects an item from another Demon. This item is also found with the Chasme.

Dretch (1/4) – fiend (religion)
  • 1 Vial of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
Sadly, I don't have the Babau in here... and doing this for Volo's as well would be quite the undertaking

Glabrezu (9) – fiend (religion)
  • 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 2 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Cultists’ Sigil: The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 2 Glabrezu Claws: Acts as a handaxe. Can be carefully crafted (alchemist’s supplies) into a Potion of Flight or a Poison of Confusion (when consumed, casts confusion on the creature). They look identical, and it is nearly impossible to discern which one was created without a DC 30 Intelligence (Religion) check.
  • 1 Glabrezu Carapace: Acts as a shield. Can be mastercrafted (smith’s tools) into a grotesque Spellguard Shield.
  • 1 Trophy of Temptation: The DM selects a trinket from the trinket table (PHB pg. 160). This was once owned by a mortal who foolishly believed they could control the demon.  Once per day, it can cast a small (2.5ft radius) Antimagic Field for one hour. When it is used, the caster must succeed on a DC 10 Wisdom saving throw or their alignment changes to Chaotic Evil and they become an NPC under the DM's control.

Goristro (17) – fiend (religion)
  • 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 3 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2 Cultists’ Sigils: The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 2 Goristro Horns: Acts as a club. Can be mastercrafted (alchemist’s Supplies) into a Potion of Magic Resistance (when consumed, a creature has advantage on saving throws made against spells and magic effects for 1 hour).
  • 2d6 Goristro teeth: No immediate use. 10 teeth can be carefully crafted (jeweler's tools) into a necklace that requires attunement. An attuned creature may cast Find the Path once per day using the necklace.
  • 1 Goristro Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into hide armor that requires attunement, and grants resistance from cold, fire, and lightning damage.
  • 1 Goristro Skull: No immediate use.  When worn as a helmet, the wearer may make a charging attack that deals 33 (6d10) piercing damage if they moved at least 15 feet straight towards a target on the same turn. On a hit, the wearer must succeed on a DC 21 Constitution saving throw or be stunned for 1 round.
  • 2 Gilded Bracers: Requires attunement. When worn together, grants resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • 2 Motes of Unholy Fire: Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.

Hezrou (8) – fiend (religion)
  • 2 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 2 Hezrou Stench Glands: As an action, the gland can be squeezed to burst, emitting a foul stench. Any creature within 10 feet of the gland must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. Can be carefully crafted (alchemist’s supplies) into a Potion of Poison.
  • 2d4 Hezrou Spines: Acts as an arcane focus for warlocks of the Fiend pact. 10 of these can be mastercrafted (alchemist’s supplies) into a Potion of Magic Resistance (when consumed, a creature has advantage on saving throws made against spells and magic effects for 1 hour).
  • 1d4 Hezrou Claws: Acts as a magical dagger that deals an additional 3 (1d6) poison damage on a hit.

Manes (1/8) – fiend (religion)
  • 1 Vial of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
Possibly the world's worst fetish
Marilith (16) – fiend (religion)
  • 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 3 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Cultists’ Sigil: The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 1d4+2 Demonic Longswords: Acts as a magical longsword that requires attunement. As a reaction, an attuned creature may add 2 to their AC against a melee attack that would hit them. If the wielder is of a non-evil alignment, roll 1d20 when using this ability. On a 1, the blade turns on its wielder, causing the melee attack to automatically hit, and adding 1d8 damage as the sword joins in.
  • 1 Marilith Bodice Armor: Acts as magical splint armor that requires attunement. While attuned to it, the armor grants resistance to cold, fire, and lightning damage, and advantage on Charisma checks made against demons of CR 15 or less. Curse: At the end of a long rest, the attuned creature must make a DC 19 Charisma check or their alignment changes to Chaotic Evil and they become an NPC under the DM's control.
  • 1 Demon Snake Tail: Acts as a whip. Can be mastercrafted (alchemist’s supplies) into a Potion of Magic Resistance (when consumed, a creature has advantage on saving throws made against spells and magic effects for 1 hour).
  • 1 Marilith Head: Once per day, as an action, the head can teleport its holder, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it's holder can see. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight (grants truesight out to 120 feet for 1 hour).
  • 2 Gilded Bracers: Requires attunement. When worn together, grants resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • 2 Motes of Unholy Fire: Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.

Nalfeshnee (13) – fiend (religion)
  • 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 2 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Cultists’ Sigil: The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 2 Demon Hearts: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 2 Nalfeshnee tusks: Acts as a shortsword. Each one can be carefully crafted (enchantment) by a spellcaster into a Sigil of Horror. When activated, the sigil magically emits scintillating, multicolored light. Each creature within 30 feet of the sigil that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The sigil is consumed when activated, but the light remains for 1 minute.
  • 2d4 Nalfeshnee claws: Acts as a dagger +1.
  • 1 Nalfeshnee Hide: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into hide armor that requires attunement, and grants advantage on saving throws against spells and other magical effects.
  • 2 Gilded Bracers: Requires attunement. When worn together, grants resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • 1 Mote of Unholy Fire: Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.

Quasit (1) – fiend (religion)
  • 1 Vial of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.

Shadow Demon (4) – fiend (religion)
  • 1 Vial of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2d4 Shadow Claws: Acts as a dagger +1 that deals psychic damage instead of piercing damage. The dagger is destroyed when exposed to sunlight.
  • 1 Vial of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.

edpalhares.deviantart.com
All we are is Dust in the Wind....

Vrock (6) – fiend (religion)
  • 1 Vial of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 1 Vrock Hide: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into hide armor that requires attunement, and grants advantage on saving throws against spells and other magical effects.
  • 2 Vials of Spores: Can be released into the air, creating a 5 ft. diameter cloud of toxic spores. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
  • 1d2 Vrock Eyes: No immediate use. Can be crafted (alchemist’s supplies) into a potion of Superior Darkvision (grants darkvision out to 120 feet).

Yochlol (10) – fiend (religion)
  • 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 2 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Cultists’ Sigil: The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to The Demonwebs of Lolth in the Abyss instead of the intended destination.
  • 1 Yochlol Eye: Requires attunement. A creature attuned to the eye can cast Gaseous Form once per day. In addition to the bonuses granted by the spell, a creature that starts its turn in the same space as the attuned creature while they are in gaseous form must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the creature is incapacitated.
  • 2d4 Demon Spider Legs: When held, the holder ignores movement restrictions caused by webbing. 5 of these can be mastercrafted (alchemist’s supplies) into a Potion of Magic Resistance (when consumed, a creature has advantage on saving throws made against spells and magic effects for 1 hour).
  • 1 Ball of Demonweb: The ball contains 1d6+1 charges. A creature holding the ball may expend a charge to cast Web. The ball shrinks a little each time the spell is cast. When the last charge is expended, the ball withers to nothing and is destroyed.
  • 1 Mote of Unholy Fire: Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.

Devils
Unless the devil is killed in the Nine Hells, only the Hellish Ichor is able to be harvested.
Hey kid, want some free contracts?
Barbed Devil (5) – fiend (religion)
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 1 Barbed Devil Hide: No immediate use. Can be carefully crafted (Leatherworker’s Tools) into a Barbed Cloak. When a creature wearing a Barbed cloak is grappled, it deals 5 (1d10) piercing damage to the grappler at the start of its turn.
  • 1 Barbed Devil Tail: Acts as a whip +1.

Bearded Devil (3) – fiend (religion)
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 2d4 Bearded Devil Tendrils: Acts as a magical flail. On a hit, the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, a creature can’t regain hit points. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bone Devil (9) – fiend (religion)
  • 1 Vial of Bone Devil Poison: If applied to a blade and used to attack a creature, the creature is poisoned on a hit. The poisoned creature must make a DC 14 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. On a success, the creature takes half the damage and is not poisoned. The creature can repeat the saving throw at the end of each of its turns to end the condition.
  • 1 Bone Devil Hide: No immediate use. Can be mastercrafted (Leatherworker’s Tools) into hide armor that requires attunement, and grants resistance to bludgeoning, slashing, and piercing damage from weapons that aren’t silvered.
  • 2 Bone Devil Wings: No immediate use. Can be carefully crafted (leatherworker’s tools) into a shield that grants resistance to cold damage while in use.
  • 1 Bone Devil Skull: While being held, grants advantage on Charisma checks made against lesser devils. Can be mastercrafted (smith’s tools) into a helmet that grants the wearer +1 Charisma, to a maximum of 20.
  • 3d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.

Chain Devil (8) – fiend (religion)
  • 3d4 Chain Devil Chains: Acts as 10 feet of chain with razor-sharp iron barbs along its length. Any creature touching the chain must make a DC 14 Dexterity saving throw at the start of its turn or take 7 (2d6) piercing damage.
  • 2d4 Animate Hooks: As an action, a hook can be thrown at a creature as an improvised weapon. On a hit, the creature takes 7 (2d6) piercing damage and is restrained as the hook attaches them to the ground. The creature can make an Strength check DC 14 to escape. The hook becomes permanently attached to the ground and cannot be used again.
  • 1 Chain Devil Mask: When worn, the mask can be activated, as a reaction, to form into the face of a departed loved one or bitter enemy of a creature within 30 feet. The creature must make a DC 14 Wisdom saving throw or be frightened until the end of its next turn. Once worn, the mask cannot be removed without dealing 11 (2d6 + 4) slashing damage to the wearer.
  • 1d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
Nobody gonna hold me down!

Erinyes (12) – fiend (religion)
  • 1 Hellspit Longsword: Acts as a magical longsword +1 that deals an additional 13 (3d8) poison damage on a hit.
  • 1 Hellspit Longbow: Acts as a magical longbow +1 that deals an additional 13 (3d8) poison damage on a hit.
  • 2d10 Silvered Arrows: as described in the Player’s Handbook (pg. 148)
  • 1 Set of Erinyes Plate: Acts as magical plate armor that requires attunement, and grants resistance to poison damage and advantage on saving throws against poison. Curse: while attuned to the armor, a creature counts as a fiend, and is affected by any spell or effect that would affect fiends. Spells that provide protection from fiends (such as Protection from Evil and Good) have no effect when cast upon the attuned creature.
  • 2d10 Erinyes Feathers: No immediate use. 20 of them can be mastercrafted (Alchemist’s Supplies) into a Potion of Truesight (grants truesight out to 120 feet for 1 hour).
  • 1 Erinyes Tongue: Requires attunement. While attuned, a creature gains Telepathy out to 120 feet, however, they cannot make a statement that is technically, legally untrue while using the item in this way.
  • 1d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 2d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Horned Devil (11) – fiend (religion)
  • 2 Horned Devil Horns: Requires attunement. Grants the attuned creature advantage on saving throws against spells and other magical effects. Curse: While attuned, a creature is overcome with lethargy and must pass a DC 15 Wisdom saving throw at the start of each combat or spend their first turn taking no move or action.
  • 2 Horned Devil Wings: No immediate use. Can be carefully crafted (leatherworker’s tools) into a shield that grants resistance to fire damage while in use.
  • 1 Horned Devil Tail: Acts as a whip +1. On a hit, if the target is a creature other than an undead or construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Any creature can take an action to staunch the wound with a successful DC 12 medicine check. The wound also closes if the target receives magical healing.
  • 2d4 Devil Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into a set of dice that cannot be used to cheat.
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 1d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.



Meet the crew: Bossman, Mr. Pokey, and the Imp
Ice Devil (14) – fiend (religion)
  • 1 Ice Devil Carapace: No immediate use. Can be mastercrafted (smith’s tools) into plate armor that requires attunement and grants resistance to cold, fire, and poison damage. Curse: While attuned to the item, a creature's speed is reduced by 10 feet.
  • 2 Ice Devil Mandibles: Acts as a magical handaxe +1 that deals an additional 10 (3d6) cold damage on a hit.
  • 1d2 Ice Devil Antennae: Requires attunement. While attuned, a creature gains Telepathy out to 120 feet, however, they cannot make a statement that is technically, legally untrue while using the item in this way.
  • 1 Ice Devil Tail: No immediate use. Can be carefully crafted into a magical maul +2 that deals an additional 10 (3d6) cold damage on a hit.
  • 2 Hellforged Bracers: Requires attunement. An attuned creature can use both bracers to cast Find Familiar once per day. The summoned familiar is always an Imp with the variant Familiar trait (MM pg. 69), and is loyal to the summoner as long as they are attuned to the bracers.
  • 3d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 3d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Imp (1) – fiend (religion)
  • 1d2 Imp Wings: No immediate use. Can be mastercrafted (Alchemist’s Supplies) into a Potion of Invisibility.

Lemure (0) – fiend (religion)
  • 1 Vial of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Slightly different than a balor...?
Pit Fiend (20) – fiend (religion)
  • 1 Pit Fiend Head: While being held, grants advantage on Charisma checks made against lesser and greater devils. Can be mastercrafted (smith’s tools) into a helmet that requires attunement, and grants the wearer +2 Charisma, to a maximum of 22.
  • 2 Pit Fiend Horns: Requires attunement. Grants the holder advantage on saving throws against spells and other magical effects. Curse: While attuned to a horn, a creature appears grotesque to non-devils. Non-devil creatures that look upon the attuned creature must make a DC 21 Wisdom saving throw each round or be frightened by the creature. On a success, the non-devil creature is immune to the condition (though they still see the attuned creature as grotesque) for the next 24 hours.
  • 1 Hellforged Mace: Acts as a magical mace +2 that deals an extra 21 (6d6) fire damage on a hit.
  • 2 Hellforged Bracers: Requires attunement. An attuned creature can use both bracers to cast Find Familiar once per day. The summoned familiar is always an Imp with the variant Familiar trait (MM pg. 69), and is loyal to the summoner as long as they are attuned to the bracers.
  • 2 Pit Fiend Wings: No immediate use. Can be carefully crafted (leatherworker’s tools) into a shield that requires attunement, and grants resistance to fire, cold, and poison damage while in use.
  • 1 Pit Fiend Tail: No immediate use. Can be carefully crafted into a magical maul +2 that can cast Wall of Fire once per day.
  • 1 Pit Fiend Hide: No immediate use. Can be mastercrafted (leatherworker’s tools) into Scale Mail that requires attunement, and grants resistance to cold, fire, and poison damage, as well as damage from bludgeoning, slashing, or piercing weapons that are nonmagical and aren’t silvered.
  • 2d4 Devil Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into a set of dice that cannot be used to cheat.
  • 3d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 4d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Spined Devil (2) – fiend (religion)
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 1d8 Spined Devil Spines: Acts as a dart that deals fire damage instead of piercing damage. 10 of them can be carefully crafted (smith’s tools) into a magical dagger +1 that deals fire damage instead of piercing damage.
Now that those fiends are out of the way, next week we'll turn our attention to the next set of D monsters. Here's a hint: they're in the name of the game.
You knew it would come to this.
Thanks for reading!

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