Hopefully this series hasn't jumped the sahuagin |
Sahuagin (1/2) – humanoid (survival)
- 1 Tattered Spear
- 1 Sahuagin Fin: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Animal Friendship that only affects creatures with a swim speed.
Sahuagin Priestess (2) – humanoid (survival)
- 1 Sahuagin Fin: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Animal Friendship that only affects creatures with a swim speed.
- 1 Sahuagin Fish Maw of Sekolah: A creature holding the fish maw can cast Hold Person (save DC 12) using the fish maw as the material component for the spell. This consumes the fish maw.
Sahuagin Baron (5) – humanoid (survival)
- 1 Tattered Breastplate
- 1 Tattered Trident
- 2 Sahuagin Fin: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Animal Friendship that only affects creatures with a swim speed.
- 1d4 Hand of a Sahuagin Baron: If placed on the ground, crawls towards the nearest place where blood was spilled within the last 24 hours. It can sense a blood spill up to 600 feet away. 3 of these can be carefully crafted (leatherworker’s tools) into a map that automatically marks the location of a murder that occurs within 1 mile of the map. The map magically draws the location and the surrounding area. The marks last for 24 hours after the murder occurs.
- 1 Sahuagin Baron Head: When held, grants advantage on Charisma (Intimidation) checks made to influence Sahuagin. Can be carefully crafted (smith’s tools) into a Sahuagin Skull Lantern. Sahuagin in the light of the lantern must succeed on a DC 14 Wisdom saving throw or be hypnotized by the lantern, as if they had been affected by a Hypnotic Pattern spell. This also affects Malenti.
- 1 Sahuagin Baron Heart: No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Elven Enmity (grants advantage on attack rolls made against elves, and advantage on saving throws made against an effect originating from elves for 1 hour).
Salamander (5) – elemental (arcana)
- 1 Heated Spear: Acts as a spear that deals an additional 1d6 Fire damage on a hit.
- 1 Salamander Hide: Acts as a very warm blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants an attuned creature resistance to fire damage.
- 1d4-2 Fire Snake Eggs: A 2-foot black obsidian sphere that is very heavy and difficult to touch. A creature touching the egg takes 1d6 fire damage per round. If placed in a fire and not removed for 3 months, hatches into a Fire Snake. The Fire Snake is not hostile to the first creature it sees, and can be trained if kept away from Salamander culture. However, it retains its alignment and is very difficult to train.
- 2d2 Motes of Elemental Fire: Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.
Fire Snake (1) – elemental (arcana)
- 1d2 Motes of Elemental Fire: Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.
Satyr (1/2) – fey (religion)
- 1d2 Satyr’s Horn: No immediate use. Can be carefully crafted (woodcarver’s tools) into one of the following items:
- A smoking pipe that creates pleasant smoke. Once per day, the user may cast Charm Person (save DC 13) on a target breathing the smoke.
- A flute that plays gentle music. Once per day, the user may play the flute, and any creature within 60 feet that can hear the flute must succeed on a DC 13 Wisdom saving throw or fall asleep and become unconscious for 1 minute. The affect ends if the creature takes damage or is shaken awake, or if the user doesn’t use their action that round to continue to play the flute.
- A small horn that creates a frighteningly loud sound. Once per day, the user may blow into the horn and cast Fear (save DC 13).
Not exactly, but close |
Scarecrow (1) – construct (arcana)
- 1 Hag’s Soul Stone: Contains the soul of an evil creature. Destroying the stone puts the creature’s soul to rest. Can be carefully crafted by a spellcaster (Transmutation) into a Scarecrow. The Scarecrow has a 50% chance of disobeying non-evil commands.
Shadow (1/2) – undead (religion)
- 1 Wisp of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) 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.
Shambling Mound (5) – plant (nature)
- 1 Shambling Mound Root-Stem: When held by a creature, that creature gains resistance to lightning damage as the stem draws the energy towards it. Can be mastercrafted (abjuration) by a spellcaster into an amulet of lightning absorption, which requires attunement. An attuned creature is immune to lightning damage, and if it would take lightning damage, it instead regains hit points equal to the damage that would have been dealt.
- 4d8 Shambling Mound Vines: Acts as a whip. Can be crafted (alchemist’s supplies) into a Potion of Fire Resistance or a Potion of Cold Resistance.
Shield Guardian (7) – construct (arcana)
- 1 Shield Guardian Helm: Requires attunement. An attuned creature gains blindsight out to 10 feet.
- 1 Set of Shield Guardian Armor: Acts as splint armor. A creature wearing the armor has advantage on saving throws made to avoid the frightened condition.
- 2 Shield Guardian Gauntlets: Acts as a shield. A creature wearing the gauntlet gains the attack action of hitting an enemy with the gauntleted fist, dealing 1d6 bludgeoning damage on a hit.
- 1 Rune of Rebuilding: Etched onto a scrap of metal. A creature holding the rune can cast Mending from it at will. If the metal is used as a component in a vessel, vehicle, or mechanical creation, the item regains 10 hit points each round as long as it has at least 1 hit point.
- 1 Spell Gem: Can store one spell of 4th level or lower. To do so, the user must cast the spell on the gem. The spell has no effect but is stored within the gem. When commanded to do so by the creature holding the gem or when a situation arises that was predefined by the spellcaster, the gem casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
- 1 Shield Guardian
Control Amulet: Usually found as loot on the creature controlling the Shield
Guardian. Confers full control over the Shield Guardian.
Skeleton (1/4) – undead (religion)
- 1 Tattered Shortsword
- 1 Tattered Shortbow
- 1 Desecrated Skull:
Acts as an arcane focus when casting Necromancy spells.
Minotaur Skeleton (2) – undead (religion)
- 1 Tattered Greataxe
- 1d2 Minotaur Horns: No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Recall, which grants the drinker the ability to perfectly recall any path they have traveled for up to 8 hours. The drinker automatically succeeds on saving throws made to escape the Maze spell and similar areas.
- 1 Desecrated Minotaur Skull: Acts as an arcane focus when casting Necromancy spells.
Warhorse Skeleton (1/2) – undead (religion)
- 1 Desecrated Horse Skull: Acts as an arcane focus when casting Necromancy spells.
Slaadi
Frogs! So random |
Tadpole (1/8) – aberration (arcana)
- 1 Slaad Egg: No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
Red Slaadi (5) – aberration (arcana)
- 2d4 Slaad Egg: No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
- 1d2 Slaad Eyes: If ingested, grants the user telepathy out to 60 feet for one hour. At the end of this time, the user must roll on the Wild Magic table (PHB pg. 104).
- 1d4 Red Slaad Claws: Acts as a dagger. If unused, can be mastercrafted (jeweler’s tools) into a device similar to a hypodermic needle, which can be used to inject liquids directly into a creature’s bloodstream.
- 1 Control Gem: No immediate use. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad. Can be crushed as a reaction to negate one roll on the Wild Magic Table.
Blue Slaadi (7) – aberration (arcana)
- 1d4 Slaad Egg: No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
- 1d2 Slaad Eyes: If ingested, grants the user telepathy out to 60 feet for one hour. At the end of this time, the user must roll on the Wild Magic table (PHB pg. 104).
- 2d4 Slaad Claws: Acts as a dagger. The first time it lands a hit on a creature, that creature must roll on the Wild Magic table (PHB pg. 104).
- 2 Blue Slaadi Hooks: Acts as a sickle. When it successfully hits a creature for the first time, that creature must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.
- 1 Control Gem: No immediate use. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad. Can be crushed as a reaction to negate one roll on the Wild Magic Table.
Green Slaadi (8) – aberration (arcana)
- 1d4 Slaad Egg: No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
- 1d2 Slaad Eyes: If ingested, grants the user telepathy out to 60 feet for one hour. At the end of this time, the user must roll on the Wild Magic table (PHB pg. 104).
- 2d4 Slaad Claws: Acts as a dagger. The first time it lands a hit on a creature, that creature must roll on the Wild Magic table (PHB pg. 104).
- 1 Hunk of Slaad Brain Matter: If ingested, transforms a small or medium humanoid into a Red Slaad for 1 hour. Its statistics, other than its size, are the same in the alternate form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. At the end of the duration, the user must roll on the Wild Magic table (PHB pg. 104).
- 1 Slaad Chaos Staff: Acts as a Wand of the War Mage +2 in the hands of a Wild Magic Sorcerer. Any other spellcasting class can use it as an Arcane Focus. When a spell is cast from this staff, roll on the Wild Magic table (PHB pg. 104), unless a Wild Magic surge has already been triggered due to the casting of the spell.
- 1 Control Gem: Can be crushed as a reaction to negate one roll on the Wild Magic Table. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad.
- 1 Green Slaad Chaos Heart: Can be crushed to cast a random spell. Roll 1d6:
- Detect Magic (as if holder had cast)
- Detect Thoughts (as if holder had cast)
- Mage Hand (as if holder had cast, appears as Slaad hand)
- Fear (targeting holder)
- Invisibility (targeting holder)
- Fireball (centered on holder)
Gray Slaadi (9) – aberration (arcana)
- 2d4 Slaad Egg: No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
- 1d2 Slaad Eyes: If ingested, grants the user telepathy out to 60 feet for one hour. At the end of this time, the user must roll on the Wild Magic table (PHB pg. 104).
- 2d4 Slaad Claws: Acts as a dagger. The first time it lands a hit on a creature, that creature must roll on the Wild Magic table (PHB pg. 104).
- 1 Hunk of Slaad Brain Matter: If ingested, transforms a small or medium humanoid into a Red Slaad for 1 hour. Its statistics, other than its size, are the same in the alternate form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. At the end of the duration, the user must roll on the Wild Magic table (PHB pg. 104).
- 1 Slaad Liver: No immediate use. Can be carefully crafted (cook’s utensils) into a meal that allows 1 creature to regain 10 hit points per round, as long as they have at least 1 hit point remaining, for 1 hour.
- 1 Control Gem: Can be crushed as a reaction to negate one roll on the Wild Magic Table. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad.
- 1 Grey Slaad Chaos Heart: Can be crushed to cast a random spell. Roll 1d6.
- Detect Magic (as if holder had cast)
- Detect Thoughts (as if holder had cast)
- Major Image (as if holder had cast)
- Fear (targeting holder)
- Fireball (centered on holder)
- Plane Shift (targeting holder, sent to the Spawning Stone on the plane of Limbo)
Death Slaadi (10) – aberration (arcana)
- 2d4 Slaad Egg: No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
- 1d2 Slaad Eyes: If ingested, grants the user telepathy out to 60 feet for one hour. At the end of this time, the user must roll on the Wild Magic table (PHB pg. 104).
- 2d4 Slaad Claws: Acts as a dagger. The first time it lands a hit on a creature, that creature must roll on the Wild Magic table (PHB pg. 104).
- 1 Hunk of Slaad Brain Matter: If ingested, transforms a small or medium humanoid into a Red Slaad for 1 hour. Its statistics, other than its size, are the same in the alternate form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. At the end of the duration, the user must roll on the Wild Magic table (PHB pg. 104).
- 1 Slaad Liver: No immediate use. Can be carefully crafted (cook’s utensils) into a meal that allows 1 creature to regain 10 hit points per round, as long as they have at least 1 hit point remaining, for 1 hour.
- 1 Control Gem: Can be crushed as a reaction to negate one roll on the Wild Magic Table. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad.
- 1 Death Slaad Chaos Heart: Can be crushed to cast a random spell. Roll 1d6.
- Detect Magic (as if holder had cast)
- Detect Thoughts (as if holder had cast)
- Fly (as if holder had cast)
- Fireball (centered on holder)
- Plane Shift (targeting holder, sent to the Plane of Negative Energy)
- Cloudkill (centered on holder)
- 1 Death Slaad Hide: No immediate use. Can be mastercrafted (leatherworker’s tools) into a cloak that grants resistance to necrotic damage.
Specter (1) – 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.
Sphinxes
Androsphinx (17) – monstrosity (nature)
- 6d4 Sphinx Feathers: A creature holding the feather can cast Misty Step. This destroys the feather. 10 of these can be mastercrafted (conjuration) by a spellcaster into an amulet that requires attunement. An attuned creature can cast Dimension Door from the amulet. Once this spell has been cast 2 times, it cannot be cast again until the next dawn.
- 1 Mane of the Sphinx: No immediate use. Can be mastercrafted (weaver’s tools) into a crown that requires attunement. An attuned creature can cast Plane Shift once per day. Gods or extraplanar beings who were allied with or sympathetic to the Sphinx’s mission will react negatively to the attuned creature.
- 1 Heart of the Androsphinx: No immediate use. Can be mastercrafted (conjuration) by a spellcaster into a Rod of Heroes Feast. The Rod has 2 charges and requires attunement. While attuned, a creature can expend 1 charge to cast Heroes Feast. The Rod regains 1 expended charge daily at dawn. If the Rod is reduced to 0 charges, roll a d20. On a 1, the Rod cracks and becomes useless.
- 2 Eyes of the Sphinx: Can be consumed as an action. A creature that consumes the eye is under the effects of a Detect Magic spell for 1 hour, no concentration required. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight, which confers truesight out to 120 feet for 1 hour when consumed.
- 2d4 Claws of the Androsphinx: Acts as a magic dagger. If a creature is at 0 hit points when struck by the dagger, they take no damage and are instead subject to a Spare the Dying spell. The dagger loses its magic once it successfully casts the spell upon a target.
- 1 Sphinx Tail: Acts as a magic whip. A creature struck by the whip must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (wielder’s choice), but never any younger than 1 year old. A Greater Restoration spell restores a creature’s age to normal.
- 1 Sphinx’s Raiment: Counts as a 2,500 gp art object. Requires attunement. A creature attuned to the Raiment can use their action to alter the flow of time and force each creature within 500 feet to reroll initiative. The initiative count restarts at the top of the initiative. Once this ability has been used, it can’t be used again until the next dawn.
- 1 Throat of the Sphinx: No immediate use. Can be carefully crafted (leatherworker’s tools) into a horn. A creature can use its action to blow the horn, forcing each other creature within 500 feet to make a DC 18 Wisdom saving throw. On a failure, a creature is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the horn has been used this way, it can’t be used again until the next dawn.
- 2 Sphinx Pelt: Can be carefully crafted (leatherworker’s tools) into a cloak that requires attunement. An attuned creature is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell it refuses. Wisdom (Insight) checks made to ascertain the creature’s intentions or sincerity have disadvantage.
Feel free to make your sphinxes equally large |
Gynosphinx (11) – monstrosity (nature)
- 3d4 Sphinx Feathers: A creature holding the feather can cast Misty Step. This destroys the feather. 10 of these can be mastercrafted (conjuration) by a spellcaster into an amulet that requires attunement. An attuned creature can cast Dimension Door from the amulet. Once this spell has been cast 2 times, it cannot be cast again until the next dawn.
- 1 Heart of the Gynosphinx: No immediate use. Can be mastercrafted (divination) by a spellcaster into a Rod of Legend Lore. The Rod has 2 charges and requires attunement. While attuned, a creature can expend 1 charge to cast Legend Lore. The Rod regains 1 expended charge daily at dawn. If the Rod is reduced to 0 charges, roll a d20. On a 1, the Rod cracks and becomes useless.
- 2 Eyes of the Sphinx: Can be consumed as an action. A creature that consumes the eye is under the effects of a Detect Magic spell for 1 hour, no concentration required. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight, which confers truesight out to 120 feet for 1 hour when consumed.
- 2d4 Claws of the Gynosphinx: Acts as a magic dagger. If the dagger is stuck into the ground, a Minor Illusion is created in the 5 foot cube above where the dagger is stuck. The creature who stuck the dagger determines the illusion, which can only be a still image. The DC of the Intelligence (Investigation) check required to discern the image is an illusion is 17. The dagger loses its magic once it successfully casts the spell.
- 1 Sphinx Tail: Acts as a magic whip. A creature struck by the whip must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (wielder’s choice), but never any younger than 1 year old. A Greater Restoration spell restores a creature’s age to normal.
- 1 Sphinx’s Raiment: Counts as a 2,500 gp art object. Requires attunement. A creature attuned to the Raiment can use their action to alter the flow of time and force each creature within 500 feet to reroll initiative. Once this ability has been used, it can’t be used again until the next dawn.
- 1 Sphinx Pelt: Can be carefully crafted (leatherworker’s tools) into a cloak that requires attunement. An attuned creature is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell it refuses. Wisdom (Insight) checks made to ascertain the creature’s intentions or sincerity have disadvantage.
Sprite (1/4) – fey (religion)
- 1 Pinch of Sprite Dust: If sprinkled over a creature, that creature gains the ability to touch another creature and magically know the touched creature’s current emotional state for 1 minute. If the target fails a DC 10 Charisma saving throw, the creature also knows the touched creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Stirge (1/8) – beast (nature)
- 1 Stirge Stinger - acts as a piton, can be crafted into a pen (calligrapher's supplies)
Succubus/Incubus (4) – fiend (religion)
- 1 Succubus/Incubus Heart: No immediate use. Can be mastercrafted (transmutation) into one vial of Oil of Etherealness.
- 1d2 Succubus/Incubus Wings: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a Hat of Disguise.
- 1 Head of the Succubus/Incubus: The succubus/incubus can continue to see and speak through its head. It can use its Charm and Draining Kiss actions, and seeks to protect itself and return to the plane of existence it originated from. The head dies when it is targeted by a Bless spell or sprinkled with Holy Water.
- 1d4 Succubus/Incubus Claws: Acts as a magic dagger. If two or more creatures each attune to a dagger from the same succubus/incubus, they are under the effect of a Rary’s Telepathic Bond spell.
Finally back to respectable 4000 word articles. Next week, let's kick this off with Mr. T himself.
I truly, truly pity the fool |