Friday, August 25, 2017

Creature Loot: I & J & K Oh My!

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Eats Brains. Is Brains. Brains.
Back to multiple letters! That wasn't long. Besides, the lonely Jackalwere needed some company. If you've recently had your intellect devoured, check here for more information.

Intellect Devourer (2) – aberration (arcana)
  • 1 Chunk of Intellect Devourer Brain Matter: Can be understood and spoken to via telepathy. The chunk is able to use Devour Intellect and Body Thief as if the creature was alive, but only against creatures who communicate with it telepathically and meet the other requirements to be targeted by the ability. Only by destroying this chunk (dealing 1 damage of any kind to it) can the Intellect Devourer be truly destroyed.
  • 1d4 Intellect Devourer Claws: Acts as a dagger. As an action, a creature holding the dagger can sense the presence and location of any creature within 300 feet of the dagger that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a Mind Blank spell. Once a dagger is used in this manner, it loses this property.

Invisible Stalker (6) – elemental (arcana)
  • 3d2 Motes of Elemental Air: Appears as a tiny puff of cloud. If held in the hand and blown upon, casts Fog Cloud centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Air. Using either of these abilities destroys the mote.
  • 1 Heart of Wind: Identical to a Mote of Elemental Air, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Air. The portal is stationary in the location it is crafted.
  • 2 Gust of Warm Breeze: Invisible to the eye, can be detected by magic or if a search is performed to look for a small area where wind seems to blow from nowhere. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Air Elementals.

Jackalwere (1/2) – humanoid (survival)
  • 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.

Kenku (1/4) – humanoid (survival)
  • 1d4 Kenku Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Kobold (1/8) – humanoid (survival)
  • 1 Kobold tail:  No immediate use. Acts as a trophy mark for hunters and adventurers

Winged Kobold (1/4) – humanoid (survival)
  • 1 Kobold wing:  No immediate use. Acts as a trophy mark for hunters and adventurers

http://mabuart.deviantart.com/art/Kraken-244381387
Goodnight, sweet ship

Kraken (23) – monstrosity (nature)
  • 2d10 Kraken Scales: Acts as a shield that grants advantage on Dexterity saving throws made to avoid taking lightning damage. 10 of these can be mastercrafted (smith’s tools) into Armor of Invulnerability.
  • 4d10 Kraken Teeth: Acts as a greatclub. Can be carefully crafted (Woodcarver’s tools) into a Battering Ram that has immunity to bludgeoning, slashing, and piercing damage from nonmagical weapons.
  • 2 Kraken Eyes: Requires attunement. An attuned creature gains Truesight out to 60 feet. Can be mastercrafted (alchemist’s supplies) into a Potion of Ultimate Resilience, which grants advantage on all saving throws for 8 hours.
  • 1d10 Kraken Tentacles: Acts as a whip with a range of 15 feet and the heavy property. A creature hit by the whip is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the wielder of the whip is considered to be touching them for the purpose of casting spells that deal lightning damage. Additionally, the wielder of the whip can use a bonus action to cast Shocking Grasp through the whip. Once the whip has used this property three times, it can’t be used again until the next dawn.
  • 3 Kraken Hearts: If enshrined within a tower, creates the permanent version of Forbiddance as long as it remains within the tower’s walls. As a ritual, a heart can be consumed to cast Gate. This version of the spell ignores the ability of deities and planar rulers to prevent portals from opening in their domains, however, any creature summoned via the gate will be hostile, even if the creature would normally be friendly or indifferent. Can be mastercrafted (conjuration) by a spellcaster into a Cubic Gate.
  • 1 Kraken Skull: No immediate use. Can be mastercrafted (carpenter’s tools) into a Throne or Chariot. The crafted item gains a damage threshold of 50. A creature seated in the throne or chariot can cast Control Weather without requiring concentration. Instead, the spell lasts as long as the creature remains seated, up to the spell’s maximum duration. The throne can cast this spell even if it is indoors. Once this ability has been used, it cannot be used again until the next dawn. If the item is a Chariot, magical effects can’t reduce its speed or cause it to be restrained.
  • 1 Kraken Ribcage: No immediate use. Can be mastercrafted (mason’s tools) into a Tower or (carpenter’s tools) into a Warship. The crafted item gains a damage threshold of 50. A creature at the top of the tower or the helm of the ship can use an action to magically create three bolts of lightning, each of which can strike a target within 120 feet of the object’s perimeter. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Once this property has been used, it cannot be used again until the next dawn. If the item is a Warship, magical effects can’t reduce its speed or cause it to be restrained.
  • 1 Kraken Ink Sac: Can be squeezed to produce the effect of a Grease spell within a 40 foot square centered on the sac. If the sac is underwater, it releases ink in a 60 foot radius sphere. The ink spreads around corners, and the area is heavily obscured for 1 round or until a strong current disperses the cloud. Creates in direct contact with the Grease effect or the ink cloud must make a DC 23 Constitution saving throw or take 16 poison damage, or half as much damage on a successful save. Once the ink sac is squeezed three times, it loses this property.
  • 1 Kraken Lightning Organ: Difficult to handle, deals 11 (2d10) lightning damage per round to any organic material in contact with it or any metal object holding it. A creature in contact with the Lightning Organ can cast Call Lightning (save DC 23) as a 4th level spell without requiring concentration. Instead, the spell lasts as long as the creature is in contact with the Lightning Organ, up to the spell’s maximum duration. Once this ability has been used, it cannot be used again until the next dawn.
  • 3 Kraken Hide: Acts as a huge tent. Can be carefully crafted (leatherworker’s tools) into 20 sets of studded leather armor or one sail. A creature wearing the armor acts as if it were under the Freedom of Movement spell. While a ship is using the sail, aquatic creatures with an Intelligence score of 2 or lower that are within 120 feet of the ship are charmed by the ship and defend it against hostile attackers.
  • 2d8 Vials of Kraken Blood: A creature that consumes the blood as an action is under the effects of a Dispel Evil and Good spell (save DC 23), which lasts the full duration and does not require concentration. If the blood is ingested by a celestial, elemental, fey, fiend, or undead, the creature is immediately affected by a Banishment spell (save DC 23), which lasts the full duration and sends the creature to its native plane if applicable.
  • 2d6 Vials of Kraken Bile: Acts as a contact poison. A creature subjected to the bile must make a DC 23 Constitution saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.

Kuo-Toa (1/4) – humanoid (survival)
  • 1 Tattered Shield
  • 1 Tattered Spear
  • 1 Tattered Net
  • 1 Kuo-Toa Hide: No immediate use. 3 can be carefully crafted (leatherworker’s  tools) into a cloak that grants advantage on ability checks and saving throws made to escape a grapple.

Kuo-Toa Archpriest (6) – humanoid (survival)
  • 1 Spellcasting component pouch
  • 1d4 healing potions
  • 1 Holy Symbol of Blibdoolpoolp
  • 2d4 Inane Objects: Roll on the Trinket table (PHB pg. 160), but every roll should be modified so any mystery is removed from the item. (A tiny silver icon of a raven would become a grubby bird feather)
  • 1 Kuo-Toa Hide: No immediate use. 3 can be carefully crafted (leatherworker’s  tools) into a cloak that grants advantage on ability checks and saving throws made to escape a grapple.

Kuo-Toa Whip (1) – humanoid (survival)
  • 1 Tattered Pincer Staff: If repaired, a creature hit by this staff takes 1d6 piercing damage and is grappled (escape DC 14) if it is medium or smaller. Until the grapple ends, the pincer staff cannot be used on another target.
  • 1 Kuo-Toa Hide: No immediate use. 3 can be carefully crafted (leatherworker’s  tools) into a cloak that grants advantage on ability checks and saving throws made to escape a grapple.

Not too much this week, but we'll keep up the two letter streak next week!

It'll be great!
Thanks for reading!

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