Friday, August 18, 2017

Creature Loot: H

https://brianleblancart.wordpress.com/
Double, double, toil and trouble, crush adventurers into rubble...
A single letter, all in one article! About time. Let's get started. If you feel lost in the Labyrinth, click here for more information.


Hags


Green (3) – fey (religion)
  • 1d4 Green Hag Fingers: When consumed, casts Invisibility on the user. If a creature removes their own fingers and stitches 10 Green Hag Fingers to their hands, they gain a Claw attack that deals 2d8 damage on a hit, and can cast Invisibility once per day. Humanoids and Fey who see the creature’s newly-fingered hands are more likely to be hostile to the creature.
  • 1 Green Hag Nose: A creature wearing the nose over their own can mimic animal sounds and humanoid voices. Other creatures can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
  • 1 Weird Magic Item: A grotesque trinket chosen by the DM. By consuming, destroying, or using up the trinket, the holder can cast a spell (also chosen by the DM) at 2nd level. Hags generally use their Weird Magic Items as a last resort, and they often contain spells that allow her to retreat or escape.
  • In Coven: 2 Additional Weird Magic Items

Night (5) – fiend (religion)
  • 1d4 Night Hag Fingers: When consumed, casts Sleep centered on the user. If a creature removes their own fingers and stitches 10 Night Hag Fingers to their hands, they gain a Claw attack that deals 2d8 damage on a hit, and can cast Sleep once per day. Humanoids and Fey who see the creature’s newly-fingered hands are more likely to be hostile to the creature.
  • 1 Heartstone: When touched to a creature, cures any disease affecting that creature. The Heartstone is destroyed if exposed to direct sunlight.
  • 1 Soul Bag: Contains an evil soul, a victim of the Night Hag. Opening the bag releases the soul, but while it is captured it can be telepathically communicated with and used for magical spells, equaling up to 1,000 GP worth of material components for Necromancy spells.
  • 1d2 Night Hag Eye: If a creature plucks out their own eye and replaces it with a Night Hag Eye, they may cast Detect Magic at will from the eye. Additionally, the creature may see into the Ethereal Plane for up to 10 minutes per day, all at once or in several shorter periods, each one using a minimum of 1 minute from the duration. The eye recovers its full duration at sunset.
  • 1 Weird Magic Item: A grotesque trinket chosen by the DM. By consuming, destroying, or using up the trinket, the holder can cast a spell (also chosen by the DM) at 3rd level. Hags generally use their Weird Magic Items as a last resort, and they often contain spells that allow her to retreat or escape.
  • In Coven: 2 Additional Weird Magic Items

Sea (2) – fey (religion)
  • 1d4 Sea Hag Fingers: When consumed, casts Alter Self on the user. If a creature removes their own fingers and stitches 10 Sea Hag Fingers to their hands, they gain a Claw attack that deals 2d6 damage on a hit, and can cast Alter Self once per day. Humanoids and Fey who see the creature’s newly-fingered hands are more likely to be hostile to the creature.
  • 1 Weird Magic Item: A grotesque trinket chosen by the DM. By consuming, destroying, or using up the trinket, the holder can cast a spell (also chosen by the DM) at 1st level. Hags generally use their Weird Magic Items as a last resort, and they often contain spells that allow her to retreat or escape.
  • In Coven: 2 Additional Weird Magic Items

Half-Dragon (+2 from NPC) – humanoid (survival)
  • 2d10 Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to the type of damage related to the Half-dragon’s color while in use.

Manic Harpy Dream Girl
Harpy (1) – monstrosity (nature)
  • 1d6 Harpy Feathers: No immediate use. Can be carefully crafted (calligrapher’s supplies) into a pen that can write enchanted love letters (disadvantage to resist their charms).

Hell Hound (3) – fiend (religion)
  • 1 Hell Hound Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that requires attunement and grants resistance to fire damage.
  • 1 Hell Hound 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 lower planes instead of the intended destination.
  • 1d8 Hell Hound Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. 4 of these can be carefully crafted (alchemist’s supplies) into a Potion of Fire Breath.

Helmed Horror (4) – construct (arcana)
  • 1 Tattered Shield
  • 1 Tattered Longsword
  • 1 Helm of Horror: Requires attunement. An attuned creature loses all of their visual senses, but while wearing the helmet, gains blindsight out to 60 feet.
  • 1 Tattered Magical Plate Mail: After repaired, functions as a magical set of Plate Mail that grants immunity to one of the spells that the Helmed Horror was immune to.
  • 2 Gauntlets of Horror: When worn, your unarmed attacks deal 1d6 damage on a hit, and are considered adamantine for the purpose of overcoming immunities.

Hippogriff (1) – monstrosity (nature)
  • 1 Hippogriff Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 1d10 Hippogriff Feathers: No immediate use. Can be crafted (calligraphy tools) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows

Hobgoblin (1/2) – humanoid (survival)
  • 1 Tattered Longsword
  • 1 Tattered Longbow
  • 1 Tattered Chain Mail
  • 1 Tattered Shield
  • 1d2 Hobgoblin Ears: No immediate use. Acts as a trophy for bounty hunters and adventurers

Pull my finger or die, human!
Hobgoblin Captain (3) – humanoid (survival)
  • 1 Tattered Greatsword
  • 1d4 Tattered Javelins
  • 1 Tattered Half Plate
  • 2 Hobgoblin Ears: No immediate use. Acts as a trophy for bounty hunters and adventurers
  • 1 Strong Hobgoblin Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a potion of Nomog-Geaya. For 1 minute, the user gains the ability to deal an extra 10 (3d6) damage to a creature they hit with a weapon attack if the creature is within 5 feet of an ally of the user.

Hobgoblin Warlord (6) – humanoid (survival)
  • 1 Tattered Longsword
  • 1d4 Tattered Javelins
  • 1 Tattered Plate
  • 1 Tattered Shield
  • 2 Hobgoblin Ears: No immediate use. Acts as a trophy for bounty hunters and adventurers
  • 1 Strong Hobgoblin Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a potion of Nomog-Geaya. For 1 minute, the user gains the ability to deal an extra 10 (3d6) damage to a creature they hit with a weapon attack if the creature is within 5 feet of an ally of the user.
  • 1 Hobgoblin Warlord Head: While held, grants the holder advantage on Charisma (Intimidation) checks made to influence goblinoids.
  • 2 Hobgoblin War Plans: Details the location of the Hobgoblin’s stronghold, and where they were planning to strike next.

Homunculus (0) – construct (arcana)
  • 1d6 Lumps of Homunculus Clay / Mandrake Root: No immediate use. 5 of these can be carefully crafted (transmutation) by a spellcaster into a Homunculus.

Hook Horror (3) – monstrosity (nature)
  • 2 Horrible Hooks: Acts as a War Pick or Grappling Hook. Grants advantage on Strength (Athletics) checks made to climb.
  • 1 Hook Horror Carapace: Acts as a shield. Can be carefully crafted (smith’s tools) into grotesque plate armor.


https://www.deviantart.com/art/Hydra-DIPSY-demo-430084141
The monster that always asks for seconds
Hydra (8) – monstrosity (nature)
  • 3d4 Hydra Heads: Limited to the number of heads the hydra had cut off or regrown at the time of its death. No immediate use. Can be carefully crafted (leatherworker’s tools) into a helmet that requires attunement and allows its wearer to hold their breath up to 1 hour. While wearing the helmet, a creature is extremely hungry, and suffers from 1 level of exhaustion unless it has eaten within the last hour.
  • 1 Hydra Tail: Acts as a whip. If sundered, it grows back in 1d4 days.
  • 3 Chunks of Hydra Flesh: If kept from rotting, will grow continuously. Provides enough rations to feed 1 medium-sized creature each day. Each day it is not salted or kept cold, roll 1d6 at dawn. On a 1, the meat has rotted and any rations harvested from it will poison a creature for 24 hours. Rotten meat is easily identified by smell.
  • 1 Hydra Heart: No immediate use. Can be mastercrafted (transmutation) by a spellcaster into an amulet that requires attunement. An attuned creature regains 10 hit points at the start of each hour, and its severed body part can be healed as if under the effects of a Regeneration spell. Unless the original body part is held to the stump, two of the severed body part grow back instead of one.

Not too shabby. Next week, we'll go for I, J, and K all at once!


https://www.deviantart.com/art/Kraken-187806584
Jaws theme plays
Thanks for reading!

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