Friday, September 22, 2017

Creature Loot: R

https://www.deviantart.com/art/Mythic-Rakshasa-401480287
It's the backwards hand of the tiiiiiiiger
Yeah, it's Friday, you know the drill. I tell you some cool items, you say "what?", I say "pay attention! Go here for more info!", and then you say "please sir, my family is trying to eat dinner."

Rakshasa (13) – fiend (religion)
  • 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.
  • 2d4 Rakshasa Fangs: 20 acts as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice that are immune to any magical effect that could change their outcome.
  • 2 Rakshasa 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 requires attunement, and can be used to cast True Seeing once per day.
  • 1 Rakshasa Pelt: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into Leather Armor of Invulnerability. This functions as Armor of Invulnerability, except that when it is activated it does not grant immunity to piercing damage from magic weapons wielded by good creatures.
  • 2 Rakshasa Hands: A creature holding the hand can use an action to cast Globe of Invulnerability, which lasts for the full duration without requiring concentration. This destroys the hand. Can be mastercrafted (divination) by a spellcaster into a stand that holds a Crystal Ball. Any Crystal Ball placed in the stand can cast Dominate Person through its sensor. This property can be used once per day.
  • 2d4 Rakshasa Claws: Acts as a dagger. On a hit, the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. Once the claw has passed on the curse, it loses this property.
  • 1 Rakshasa Tongue: No immediate use. Can be mastercrafted (transmutation) into an amulet that requires attunement. An attuned creature has advantage on saving throws against spells and magical effects, and can cast Disguise Self from the amulet at will.
  • 1 Tome of Vengeance: Contains extensive details of the last person to slay this Rakshasa, including information about relatives and close friends. Obsessive and massive in scope.
  • 1 Set of Fine Clothing: made of infernal cloth that is immune to fire damage and worth 100 GP.

Remorhaz (11) – monstrosity (nature)
  • 6d10 Remorhaz Legs: Delicious, like pre-cooked crab legs. Can be carefully crafted (cook’s utensils) into a meal that grants resistance to cold and fire damage for 8 hours. One leg feeds one medium creature.
  • 1 Adult Remorhaz Heat Gland: Difficult to handle, deals 10 (3d6) fire damage per round to any organic or metal material in contact with it. Can be mastercrafted (alchemist’s supplies) into a potion that grants immunity to cold damage for 1 hour.
  • 1 Adult Remorhaz Carapace: Acts as a shield. Can be carefully crafted (smith’s tools) into plate armor that grants its wearer resistance to fire damage.
  • 2d2 Remorhaz Antennae: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Tremorsense (grants Tremorsense to 60 feet for 1 hour).
  • 1 Remorhaz Stomach: No immediate use. Can be carefully crafted (leatherworker’s tools) into a set of leather armor that grants acid resistance when worn. Can be crafted (leatherworker’s tools) into a large tent that is immune to acid damage.

Young Remorhaz (5) – monstrosity (nature)
  • 2d10 Remorhaz Legs: Delicious, like pre-cooked crab legs. Can be carefully crafted (cook’s utensils) into a meal that grants resistance to cold and fire damage for 8 hours. One leg feeds one medium creature.
  • 1 Young Remorhaz Heat Gland: Difficult to handle, deals 7 (2d6) fire damage per round to any organic or metal material in contact with it. Can be mastercrafted (alchemist’s supplies) into a potion of cold resistance.
  • 1 Young Remorhaz Carapace: Acts as a shield. Can be carefully crafted (smith’s tools) into half plate armor that grants its wearer resistance to fire damage.
  • 1d2 Remorhaz Antennae: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Tremorsense (grants Tremorsense to 60 feet for 1 hour).

"You find a small golden trophy on the now-still corpse"
Revenant (5) – undead (religion)
  • 1 Tattered Leather Armor
  • 1 Revenant Heart: Beats whenever the revenant is within 60 feet, no matter what body the revenant inhabits. Can be carefully crafted (necromancy) into an amulet that requires attunement by an undead creature. An attuned creature is immune to effects that turn undead.
  • 1 Revenant Eye of Vengeance: A creature holding the eye can use an action to target one creature within 30 feet that it can see and that was the subject of the revenant’s vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until it takes damage, or until the end of the user’s next turn. When the paralysis ends, the target is frightened of the eye for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the eye, ending the frightened condition on itself on a success. Once the target is paralyzed in this way, the eye loses this property.
  • 1 Revenant Eye of Hunting: Requires attunement. An attuned creature holding the eye knows the distance to and direction of any creature against which the revenant sought revenge, even if the creature and the revenant are on different planes of existence. If the eye is allowed to see one of its targets, it loses this property.
  • 2d4 Hunks of Revenant Flesh: Slowly grows back over time. A creature can use this flesh as a source of food, one hunk will grow enough to feed one medium creature per day. However, each day at dawn, a creature who has eaten the food must make a DC 15 Constitution saving throw vs poison. If the saving throw fails, the creature takes 14 (4d6) poison damage and gains one level of exhaustion. If a creature who the revenant has sworn vengeance against makes the saving throw, they take 14 poison damage and gain one level of exhaustion on a success. On a failure, they drop to 0 hit points and are dying.

Roc (11) – monstrosity (nature)
  • 1 Roc Beak: No immediate use. Can be carefully crafted (smith’s tools) into a greataxe or helmet, both of which require attunement. An attuned creature gains proficiency in Wisdom (perception) checks, as well as on Dexterity, Constitution, Wisdom, and Charisma saving throws, if they don’t have proficiency already. A creature without proficiency with greataxes or heavy armor cannot attune to the item. The bearer of this item (crafted or plain) has advantage on Charisma checks made to influence giants.
  • 2d4 Roc Talons: Acts as a war pick. The bearer of this item has advantage on Charisma checks made to influence giants.
  • 2 Roc Eye: No immediate use. Can be carefully crafted (transmutation) by a spellcaster into Eyes of the Eagle. The bearer of this item (crafted or plain) has advantage on Charisma checks made to influence giants.
  • 1 Roc Heart: No immediate use. Can be carefully crafted (divination) by a spellcaster into an amulet. The amulet glows when a Huge or larger creature comes within 120 feet. The bearer of this item (crafted or plain) has advantage on Charisma checks made to influence giants.
  • 5d10 Roc Feathers: Acts as a dagger. 20 of these can be mastercrafted (leatherworker’s tools) into Wings of Flying. The bearer of this item (crafted or plain) has advantage on Charisma checks made to influence giants.

Roper (5) – monstrosity (nature)
  • 1 Roper Hide: No immediate use. Can be carefully crafted (leatherworker’s tools) into hide armor that grants advantage on stealth checks made to hide in rocky terrain.
  • 3d2 Roper Tendril: Acts as 50ft of rope with AC 20 and 10 hit points.
  • 1d10 Roper Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Roper Eye: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Darkvision (grants darkvision out to 60ft for one hour) or carefully crafted (alchemist’s supplies) into a Potion of Spider Climb (grants the ability to climb difficult surfaces, including ceilings, without needing to make an ability check).

Rust Monster (1/2) – monstrosity (nature)
  • 1d2 Rust Monster Antennae: Can be used as an improvised weapon. On a hit, if the target is wearing nonmagical metal armor or a nonmagical metal shield, its AC is permanently lowered by 1. If the antennae is touched to a nonmagical weapon, the weapon receives a permanent -1 to damage rolls. If the target is not a weapon or armor, the antennae destroys up to a 1-foot cube of nonmagical metal. The Antennae can be used to rust an object once before it loses this property.
Next week, I'll be back to my old self, pumping out several thousand words for your amusement! This time: frogs?
Close enough for chaos.
Thanks for reading!

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