Friday, September 1, 2017

Creature Loot: L & M


https://sbwomack.deviantart.com/art/The-Lich-355987065
Before there was nothing... there were monsters
Forward, ever onward. In terms of number of articles, we're over half way done! In terms of number of monsters... well, don't worry about it too much. If you've recently had your brain turned to mush, here's an explanation!



Lamia (4) – monstrosity (nature)
  • 1 Tattered Dagger
  • 1 Lamia Head: A creature holding the head can cast Suggestion (Save DC 13). The spell issues from the head’s mouth, not the caster’s. Once the head has been used three times, it loses this property.
  • 2d4 Lamia Claws: Acts as a dagger. On a hit, a creature is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and ability checks. Once a dagger confers this curse, it loses this property.
  • 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 Graz’zt’s layer of the Abyss instead of the intended destination.

Lich (21) – undead (religion)
  • 1 Lich Skull: Requires attunement. Can be used as an arcane focus and grants an attuned creature resistance to cold, lightning, necrotic, and poison, damage. After 1d10 days, the skull reforms into the Lich with full HP and abilities. If the Phylactery is destroyed, this item crumbles into useless dust.
  • 1 Phylactery: This item is not found with the Lich unless the check made to loot the body was a 30 or higher. At the DM’s discretion, this loot may simply be a clue to the phylactery’s true location, not the phylactery itself. No immediate use. If not destroyed, the Lich reforms after 1d10 days.
  • 2d6 Bones of the Lich: No immediate use. Can be Carefully Crafted by a spellcaster (Necromancy) into a Potion of Turn Resistance (an undead creature who consumes or is doused in this potion gains advantage on saving throws against effects that turn undead for 1 hour).
  • 1 Left Hand of the Lich: Acts as an improvised melee weapon. On a hit, a target takes 3d6 cold damage and must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 1 Tome of Darkness: Incomprehensible to those who are not Wizards. A month of study will yield a method to become a Lich. These requirements allow a wizard to create or obtain a Phylactery and a Potion of Transformation. Additionally, the method requires the ability to cast Imprisonment to transfer their soul into the Phylactery. A PC that is turned into a Lich becomes an Evil NPC under the DM’s control. The details will vary from book to book, but the ritual may involve any of the following:
    • Forming a Pact with a Fiend, Evil God, or Dark Power
    • Ritual Sacrifice or Murder
    • Using Material Components only gained by killing Celestials
    • Being a Master (14th level or higher) of Necromancy
  • 1 Spellcasting component pouch
  • 1 Arcane Focus
  • 3 Uncommon Magic Items: Chosen by the DM. A Lich keeps these curiosities to study, not to use, and they do not affect the Lich’s CR.
  • 2 Rare Magic Items: Chosen by the DM. A Lich keeps these curiosities to study, not to use, and they do not affect the Lich’s CR.
  • 1 Spellbook: Contains 2 random spells of 5th level or less that can be copied by a wizard
  • 4d4 Skill Books: Contain knowledge concerning a certain skill and topic that the Lich was interested in. For example: History (Lords of the Land). Using the book for 5 minutes is equivalent on rolling a 15 on the related skill.
  • 2 Flasks of Alchemist’s Fire
  • 1 Ancient Map to a Now-Forgotten Archmage tower.
  • In Lair: 1d20 Sets of Armor and 1d20 Weapons: The DM determines what weapons and armor are present. Nearly all of the items are magical in some way.

Lizardfolk (1/2) – humanoid (survival)
  • 1 Tattered Heavy Club
  • 1d4 Tattered Javelins
  • 1 Tattered Spiked Shield
  • 1 Lizardfolk Hide: No immediate use. Can be carefully crafted (leatherworker’s tools) into a cloak that grants advantage on Strength (Athletics) checks made to swim.


Pictured: how most PCs act
Lizardfolk Shaman (2) – humanoid (survival)
  • 1 Tattered Shaman Staff: Acts as Druidic Focus if repaired
  • 1 Lizardfolk Hide: No immediate use. Can be carefully crafted (leatherworker’s tools) into a cloak that grants advantage on Strength (Athletics) checks made to swim.
  • 1 Lizardfolk Heart of Semuanya: Can cast Conjure Animals (reptiles only) as a ritual spell. This consumes the heart. Can be carefully crafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell) that can only change the drinker into a Crocodile.

Lizard King/Queen (4) – humanoid (survival)
  • 1 Tattered Trident
  • 1 Lizardfolk Hide: No immediate use. Can be carefully crafted (leatherworker’s tools) into a cloak that grants advantage on Strength (Athletics) checks made to swim.
  • 1 Crown of the Lizardfolk: Requires attunement. While worn, an attuned creature is immune to the frightened condition and has advantage on Charisma checks made to influence Lizardfolk.
  • 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 Sess’inek’s Layer of the Abyss instead of the intended destination.
  • 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).

Lycanthropes

Werebear (5) – humanoid (survival)
  • 1 Tattered Greataxe
  • 1 Cursed Bear Fang: Acts as a dagger. A humanoid hit by the dagger must succeed on a DC 14 Constitution saving throw or be cursed with Werebear lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on.
  • 2 Brown Bear Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 2d4 Bear Claw: Acts as a dagger. The dagger counts as a silvered weapon for the purposes of overcoming damage immunities.

Wereboar (4) – humanoid (survival)
  • 1 Tattered Maul
  • 2 Cursed Tusk: Acts as a shortsword. A humanoid hit by the shortsword must succeed on a DC 12 Constitution saving throw or be cursed with Wereboar lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on.
  • 2 Boar Hide: Acts as a small blanket.  2 hides can be crafted (leatherworker’s tools) into a cloak.

Wererat (2) – humanoid (survival)
  • 1 Tattered Maul
  • 1 Cursed Rat Fang: Acts as a dagger. A humanoid hit by the dagger must succeed on a DC 11 Constitution saving throw or be cursed with Wererat lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on.
  • 1 Rat Pelt: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Weretiger (4) – humanoid (survival)
  • 1 Tattered Scimitar
  • 1 Tattered Longbow
  • 1 Cursed Tiger Fang: Acts as a dagger. A humanoid hit by the dagger must succeed on a DC 13 Constitution saving throw or be cursed with Weretiger lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on.
  • 2 Tiger Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 1d4 Tiger Claw: Acts as a dagger. The dagger counts as a silvered weapon for the purposes of overcoming damage immunities.

Werewolf (3) – humanoid (survival)
  • 1 Tattered Spear
  • 1 Cursed Wolf Fang: Acts as a dagger. A humanoid hit by the dagger must succeed on a DC 12 Constitution saving throw or be cursed with Werewolf lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on.
  • 2 Wolf Hide: Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.

Magmin (1/2) – elemental (arcana)
  • 1 Lump of Elemental Magma: Can be used as a material component for a Conjure Minor Elementals or Conjure Elementals spell, reducing the casting time to 1 action. The spell can only summon earth or fire elementals when cast this way.

He'll enroll you in the school of pain
Manticore (3) – monstrosity (nature)
  • 1d2 Manticore Wings: Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak that imposes advantage on Wisdom (animal handling) checks made to tame griffons and wyverns.
  • 1d20 Manticore Tail Spikes: Act as darts that deal 1d6 damage instead of 1d4. They break upon use.
  • 1d8 Manticore Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.

Medusa (6) – monstrosity (nature)
  • 1 Tattered Shortsword
  • 1 Tattered Longbow
  • 1 Head of the Medusa: Any creature who looks at the eyes of the head while within 30 feet of it is affected by the spell Stone to Flesh (Save DC 14). The head can easily be mounted on a shield or vehicle, or held in such a way that it acts as a 30-foot cone.
  • 1 Medusa Heart: No immediate use. Can be mastercrafted (transmutation) by a spellcaster into an amulet that requires attunement. An attuned creature’s Charisma score is 19 while they wear the amulet. It has no effect if the creature’s Charisma is already 19 or higher. Curse. An attuned creature refuses to remove the amulet. After 1d10 years, they begin to transform into a medusa. The process is slow, but after 1d4 months they become irredeemable and become an NPC in the control of the DM.
  • 4d4 Medusa Snakes: Acts as a dagger that deals an additional 4d6 poison damage. This poison damage ignores the resistance granted by the petrified condition. If a petrified creature takes 25 poison damage from this weapon within 1 hour, the petrified condition ends for them. Once a snake has delivered its poison, it loses the additional poison damage.

Mephit

Dust (1/2) – elemental (arcana)
  • 1 Pinch of Elemental Dust: Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon earth or air elementals when cast this way.

Ice (1/2) – elemental (arcana)
  • 1 Shard of Elemental Ice: Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon water or air elementals when cast this way.

Magma (1/2) – elemental (arcana)
  • 1 Lump of Elemental Magma: Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon earth or fire elementals when cast this way.

Mud (1/4) – elemental (arcana)
  • 1 Smear of Elemental Mud: Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon earth or water elementals when cast this way.

Smoke (1/4) – elemental (arcana)
  • 1 Wisp of Elemental Smoke: Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon fire or air elementals when cast this way.

Steam (1/4) – elemental (arcana)
  • 1 Puff of Elemental Steam: Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon water or fire elementals when cast this way.

Merfolk (1/8) – humanoid (survival)
  • 1 Merfolk Hide: No immediate use. Can be carefully crafted (leatherworker’s tools) into a very beautiful cloak.

Merrow (2) – monstrosity (nature)
  • 1 Tattered Harpoon
  • 1 Merrow Hide: No immediate use. Can be carefully crafted (leatherworker’s tools) into a very menacing cloak.
  • 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 Demogorgon’s layer of the Abyss instead of the intended destination.

Mimic (2) – monstrosity (nature)
  • No loot.


https://gido.deviantart.com/art/Mind-Flayer-590178344
Delicious brain matter
Mind Flayer (7) – aberration (arcana)
  • 1 Tattered Breastplate
  • 2d2 Mind Flayer Tentacles: Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
  • 1 Mind Flayer Brain: Can be communicated telepathically if the brain is kept preserved in fluid. While preserved this way, the brain can use its Mind Blast ability. Can be carefully crafted (divination) by a spellcaster into a grotesque Helm of Telepathy.
  • 2 Mind Flayer Eyes: Can be used to cast Detect Thoughts, which destroys the eye. When cast this way, the spell does not require concentration but can only be used to detect the presence of thinking creatures as described in the spell, not to read their thoughts.
  • 1 Mind Flayer 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 sent to the intended destination, but also transported 1d10 years into the future.
  • 1 Hive Mind Colony Locator: A small trinket that magically points towards the Mind Flayer’s colony.
  • In Lair: 2d10 Thralls (various races) in the Mind Flayer’s command

Minotaur (3) – monstrosity (nature)
  • 1 Tattered Greataxe
  • 2 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 Minotaur Hide: Acts as a blanket. Can be crafted (leatherworker’s tools) into the equivalent of Scale mail.

Modrons

Note: A Modron’s body disintegrates upon death, destroying most of the loot it would have offered.

Monodrone (1/8) – construct (arcana)
  • 1 Tattered Weapon (50% Dagger, 50% Javelin)

Duodrone (1/4) – construct (arcana)
  • 1 Tattered Javelin

Tridrone (1/2) – construct (arcana)
  • 2 Tattered Javelin

Quadrone (1) – construct (arcana)
  • 1 Tattered Shortbow
  • 1 Cog of Primus: 100 can be mastercrafted (tinker’s tools) into a Monodrone

Pentadrone (2) – construct (arcana)
  • 10 Cogs of Primus: 100 can be mastercrafted (tinker’s tools) into a Monodrone
  • 1 Gyro of Primus: 1000 can be mastercrafted (tinker’s tools) into a Duodrone

Mummy (3) – undead (religion)
  • 1 Rotting Hand: Acts as an improvised weapon. A creature hit by the hand must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the Remove Curse spell or other magic. After 24 hours, if the Heart of the Mummy still exists, the Rotting Hand becomes a Crawling Claw whose attacks gain the properties of the Rotting Hand.
  • 1 Roll of Ceremonial Wrapping: Can be used as a substitute for the material components of a Create Undead spell. If used this way, the spell can create a mummy when cast as an 8th –level spell.
  • 1 Heart of the Mummy: Found if the mummy is defeated near its sarcophagus. Can be consumed, or used as the material component of a Legend Lore spell, to learn the details of the mummy’s life and compulsions. Can be mastercrafted (alchemist’s supplies) into a Potion of Necrotic Resistance.


https://artistjourney.wordpress.com/2014/01/16/l5r-art-noekam-the-mummy-lord/
Feel free to make your Mummy Lord look like Dwayne "The Rock" Johnson
Mummy Lord (15) – undead (religion)
  • 2 Rotting Lord Hands: Acts as an improvised weapon. A creature hit by the hand must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the Remove Curse spell or other magic. After 24 hours, if the Heart of the Mummy Lord still exists, the Rotting Hand becomes a Crawling Claw whose attacks gain the properties of the Rotting Hand.
  • 3 Rolls of Ceremonial Wrapping: Can be used as a substitute for the material components of a Create Undead spell. If used this way, the spell can create a mummy when cast as an 8th –level spell.
  • 1 Set of Ancient Regalia: Priceless to a historian interested in the mummy lord’s time period. Grants advantage on Charisma checks made to influence mummies and other creatures aware of the mummy lord’s status.
  • 1 Ancient Crown: Priceless to a historian interested in the mummy lord’s time period. Requires attunement. While attuned to the crown, a creature can use their action to channel the forces of the negative energy plane. Until the end of the creature’s next turn, any other creature within 60 feet, including those behind barriers and around corners, can’t regain hit points. Once this ability has been used, it cannot be used again until the next dawn.
  • 4 Vials of Mummy Lord Dust: Acts as Dust of Sneezing and Choking. Can be mastercrafted (conjuration) by a spellcaster into a totem that can be crushed to cast Dimension Door.
  • 2 Eyes of the Mummy Lord: Can be consumed to gain immunity to bludgeoning, slashing, and piercing damage from nonmagical weapons for 1 hour. During this time, the user is vulnerable to fire damage. Can be mastercrafted (alchemist’s supplies) into Mummy Lord Poison. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 1 Tongue of the Mummy Lord: Can be used to cast Contagion (+9 to hit, save DC 17), inflicting Slimy Doom. Once the disease has been inflicted upon a creature, the tongue shrivels and becomes useless.
  • 1 Vial of Sacred Mummy Oil: Can be used as a substitute for the material components of a Create Undead spell. If the spell is cast at 9th level on the same corpse for 60 continuous days, with the oil used as the material component of the spell on the final day, the corpse becomes a Mummy Lord. It retains its personality, goals, and memories from life, and is not bound to serve the spellcaster. It may, however, be convinced that the caster should be rewarded for their service and devotion.
  • 1 Heart of the Mummy Lord: This item is not found with the Mummy Lord unless the check made to loot the body was made in the Mummy Lord’s lair and was a 30 or higher. At the DM’s discretion, this loot may simply be a clue to the heart’s true location, not the heart itself. Can be used as the material component of a Legend Lore spell to learn the details of the mummy’s life and compulsions (this does not destroy the heart). If not destroyed, the Mummy Lord reforms in 24 hours. Any body parts of the Mummy Lord that have been looted crumble into dust, except the Rotting Lord Hands, which remain as Crawling Claws. The Mummy Lord grows new hands with its body.

Myconids

Myconid Sprout (0) – plant (nature)
  • Myconid Malt: No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and grants telepathy out to 30 feet for this duration.

Spore Servant (-1 from creature) – plant (nature)
The creature loses any loot related to its weapons, and any loot that would confer a special sense or language associated with the creature

Myconid Adult (1/2) – plant (nature)
  • Myconid Malt: No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and grants telepathy out to 30 feet for this duration.

Myconid Sovereign (2) – plant (nature)
  • Myconid Malt: No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and grants telepathy out to 30 feet for this duration.
  • Sovereign Malt: No immediate use. Can be carefully crafted (brewer’s supplies) into a fantastically delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d8 hours. At the end of this time, the drinker must make a DC 12 Constitution save or drop to 0 hit points, remaining stable but unconscious. If they do not receive magical healing within 24 hours, they die and rise as a spore servant.


Next week, we'll dig into one of the first (and gooiest) kind of monsters I ever used. Stay tuned!

http://paizo.com/products/btpy99tl?Cubie-the-Plush-Gelatinous-Cube
Who could be afraid of a face like that?

Thanks for reading!

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