PURE MAJESTY |
Tarrasque (30) – monstrosity (nature)
- 1 Heart of the Tarrasque: Difficult to transport, as big as a large creature. No immediate use. Can be mastercrafted by a spellcaster (abjuration) into a Heart of Sorrow, which requires attunement and takes up two attunement slots. The Heart gains AC 15 and 50 hit points. If an attuned creature would take damage, and is on the same plane of existence as the Heart, it can choose to have the Heart of Sorrow take that damage instead. As long as the Heart of Sorrow has at least 1 hit point, it regains all lost hit points at dawn. The Heart shatters if it is reduced to 0 hit points. Can be mastercrafted (alchemist’s supplies) into 1d10 Potions of Tarrasque Strength (for 1 hour, your Strength score becomes 30. It has no effect if your Strength score is already 30 or higher).
- 1 Skull of the Tarrasque: Difficult to transport, as big as a huge creature. The skull can be broken down into 40 Bones of the Tarrasque. Can be mastercrafted (woodcarver’s tools) into a ship. The ship’s bow has an AC of 25, the ship deals double damage to objects it rams, and if the bow of the ship would be targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the spell bounces harmlessly off of the ship in a random direction. On a 6, the spell is reflected back at the caster as if the ship was the originator of the spell. Can be mastercrafted by a spellcaster (transmutation) into a throne. A creature who did not deal damage to the Tarrasque that attempts to sit on the throne is subject to a Flesh to Stone spell. The creature rolls its saving throws with disadvantage as long as it remains seated upon the throne. If a creature who has dealt damage to the Tarrasque sits upon the throne, they can harness the throne’s properties, all of which can be used once per day and refresh at dawn:
- All creatures within 120 feet of the throne must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for 24 hours.
- If the creature sitting on the throne would fail a saving throw, it can choose to succeed instead.
- If the creature sitting on the throne is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, they can choose for the spell to be reflected back upon the caster as if the throne was the originator of the spell.
- The creature sitting on the throne can make itself immune to bludgeoning, slashing, and piercing damage from nonmagical weapons for 10 minutes.
- 1 Ribcage of the Tarrasque: Difficult to transport, as big as a gargantuan creature. The ribcage can be broken down into 80 Bones of the Tarrasque. Can be mastercrafted (mason’s tools) into the central pillar of a castle. The castle is immune to bludgeoning, piercing, and slashing damage from nonmagical weapons, and doesn’t take double damage from creatures with the Siege Monster ability. Creatures who spend at least one night within the castle gain advantage on saving throws against spells and other magical effects, and immunity to the charmed and frightened condition. These effects last as long as they remain within the castle walls and linger for 1 hour once the creature leaves the castle. Can be mastercrafted by a spellcaster (conjuration/necromancy) into a wizard’s tower. Creatures summoned (conjuration) or created (necromancy) within the tower gain blindsight out to 60 feet, AC 25 from scaly armor that appears on them, and advantage on saving throws against spells and other magical effects.
- 1 Gullet of the Tarrasque: Difficult to transport, as big as a medium creature. Acts as a tent that is immune to acid damage. The gullet can be broken down into 10 Hunks of Tarrasque Meat. Can be mastercrafted (leatherworker’s tools) into 2d20 leather pouches, backpacks, or bags. The bags are immune to acid damage and have resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons. Can be mastercrafted (alchemist’s supplies) into 1d10 Potions of Tarrasque Constitution (for 1 hour, your Constitution score becomes 30. It has no effect if your Constitution score is already 30 or higher).
- 1 Tail of the Tarrasque: Difficult to transport, as big as a large creature. No immediate use. Can be mastercrafted (carpenter’s tools) into a Mangonel or Trebuchet. The object is immune to bludgeoning, slashing, and piercing damage from nonmagical weapons, deals double damage to objects and structures it strikes, and has an AC of 25. Can be mastercrafted (chef’s utensils) into 3d10 gallons of delicious soup. Creatures who consume the soup are immune to the frightened condition for 1 hour.
- 4d10 Vials of Tarrasque Stomach Acid: As an action, can be splashed onto a creature or object within 5 feet, or thrown as an improvised weapon. On a hit, the target takes 56 (16d6) acid damage. Can be mastercrafted (alchemist’s supplies) into a potion of Acid Immunity (for 1 hour, the user is immune to acid damage).
- 4d20 Bones of the Tarrasque: No immediate use. Can be mastercrafted (smith’s tools) into a +3 magical weapon (any marital melee weapon with the heavy property). A creature can’t wield the weapon effectively unless their Strength score is 18 or higher. The weapon deals double damage to objects and structures, and if it strikes a creature, the creature must succeed on a DC 20 Strength saving throw or be knocked prone.
- 4d20 Scales of the Tarrasque: Acts as a shield. If a creature holding the shield is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a roll of a 6, the spell bounces harmlessly off of the shield in a random direction. 3 of these can be mastercrafted (smith’s tools) into magical +3 armor (any medium or heavy) that requires attunement. An attuned creature gains advantage on saving throws against spells and magical effects.
- 2d20 Horns of the Tarrasque: Difficult to transport, as big as a large creature. No immediate use. Can be mastercrafted (carpenter’s tools) into a Battering Ram. The object is immune to bludgeoning, slashing, and piercing damage from nonmagical weapons, deals double damage to objects and structures it strikes, and has an AC of 25. Can be mastercrafted by a spellcaster (enchantment) into 2d10 vials of Tarrasque Incense. When burned, the incense creates a 10-foot cloud of sweet-smelling smoke. A creature within this area must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for 24 hours. The cloud persists for 1 minute or until dispersed by moderate or stronger winds.
- 2d10 Claws of the Tarrasque: Acts as a greatclub. Can be mastercrafted (alchemist’s supplies) into a Potion of Fine Fettle, which provides immunity from one of the following conditions: charmed, frightened, paralyzed, poisoned, or blinded.
- 2 Eyes of the Tarrasque: No immediate use. Can be mastercrafted by a spellcaster (divination) into a Greater Mask of Blindsight, which requires attunement. An attuned creature gains blindsight out to 120 feet.
- 2d20 Teeth of the Tarrasque: Acts as a greatclub. Can be mastercrafted (smith’s tools) into a +3 magical weapon (any martial melee weapon that deals piercing damage) or 10 pieces of +3 ammunition. If the attacker chooses, a creature hit by this weapon or shot by this ammunition can be pierced to a wall or the ground. If the wall/ground is suitably soft, this ability cannot be used. The creature is grappled (escape DC 20) as long as the weapon or ammunition remains in place. The creature may choose to take the attack’s damage a second time to rip themselves free as a bonus action. Retrieving the weapon or ammunition also requires a DC 20 Strength check. On a failure, the weapon is permanently stuck in place, or the ammunition breaks and becomes nonmagical.
- 5d20 Hunks of Tarrasque Meat: One hunk acts as a day’s worth of rations. If eaten this way, a creature gains immunity to being charmed or frightened for 24 hours.
Thri-Kreen (1) – humanoid (survival)
- 1 Vial of Thri-Kreen Poison: You can use the poison in this vial to coat one slashing or piercing weapon or a piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also paralyzed while poisoned this way. The poisoned creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Think Treebeard, not Groot |
Treant (9) – plant (nature)
- 3d4 Branches: Acts as a club. Can be crafted (woodcarver’s tools) into a staff.
- 2 Squirming Root: Acts as a druidic focus. A druid using the focus may cast entangle without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.
- 2d4 Treant Acorns: If planted, grows into a Treant over 10d20 years. A Plant Growth spell cast as an 8-hour ritual can reduce the time required to 8 hours. The Treant is not necessarily loyal to its creator, but rather, defends the forest in which it lives.
- 1 Heart of the Forest: Acts as a druidic focus. A druid using the focus may cast awaken targeting a tree without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.
Troglodyte (1/4) – humanoid (survival)
- 1 Vial of Troglodyte Blood: Can be thrown, making a ranged weapon attack. On a hit, the vial breaks open and the target must make a DC 12 Constitution saving throw or be poisoned for 1 round.
Troll (5) – giant (survival)
- 2d4 Chunks of Troll Meat: Can be consumed as rations. When eaten, the user must succeed on a DC 10 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
- 1 Vial of Troll Blood: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Vitality.
- 1d10 Troll Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
- 1 Troll Limb: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar. If not cooked or cured with acid, regrows into a Troll in 8 hours. If dealt at least 10 damage an hour, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
- 1-2: Head
- 3-4: Left Arm
- 5-6: Right Arm
- 7-8: Left Leg
- 9-10: Right Leg
Umber Hulk (5) – monstrosity (nature)
- 1d2 Umber Hulk Eyes: A creature looking at the eye must make a DC 15 Charisma saving throw at the start of each of its turns or be affected by a Confusion spell that lasts until their next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. Can be carefully crafted (enchantment) into an amulet that requires attunement. The amulet has a cover that prevents it from being seen. An attuned creature can magically open the eyelid-like cover, forcing creatures who can see the eye to make a saving throw against the eye’s effects. The eyelid can remain open for 10 rounds a day, after which it can’t be opened again until the next dawn. Crafting this item is hazardous, and each hour spent crafting, the creature crafting the item must make the Charisma saving throw, potentially harming creatures and objects around them.
- 2 Umber Hulk Claws: No immediate use. Can be carefully crafted (smith’s tools) into a set of gauntlets. While worn, the gauntlets increase the damage of unarmed strikes to 1d8, and unarmed strikes deal slashing damage instead of bludgeoning. The gauntlets have the heavy property.
- 1 Umber Hulk Carapace: Acts as a shield. Can be carefully crafted (smith’s tools) into a set of plate armor.
- 1d2 Umber Hulk 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 know what the internet already has enough of? Unicorn art. |
Unicorn (5) – celestial (religion)
- 1 Unicorn Horn: Acts as a magical +2 dagger that requires attunement by a good creature. An attuned creature gains telepathy out to 60 feet and can cast Detect Evil and Good at will. If a creature successfully hits another creature with the horn as a melee attack, the attuned creature can choose to have the target regain hit points equal to the damage dealt instead of taking damage. Once this ability has healed 30 hit points, it can’t be used again until the next dawn.
- 1 Unicorn Pelt: Acts as a blanket that casts Calm Emotions on its user, preventing nightmares. Can be mastercrafted (leatherworker’s tools) into magical +3 leather armor that requires attunement by a good creature. An attuned creature gains advantage on saving throws against spells and other magical effects. Additionally, the creature may regain 11 (2d8+2) hit points as an action. Once sued, this ability can’t be used again until the attuned creature takes a short or long rest.
- 1d4 Unicorn Hooves: Acts as a hammer. Can be carefully crafted (jeweler’s tools) into 1d6 dice. If the dice are rolled as a pair, they will always roll a total of 7. Can be mastercrafted (alchemist’s supplies) into a Potion of Supreme Healing.
- 2d10 Strands of Hair from a Unicorn’s Mane: No immediate use. A creature can break the strand to cast Shield of Faith. 10 unbroken strands can be mastercrafted (weaver’s tools) into a bowstring. A creature struck by an arrow shot from a bow strung with this bowstring is subject to the Dismissal effect of a Dispel Evil and Good spell (save DC 14), provided the creature is of a type that would normally be affected by the spell. 20 unbroken strands can be mastercrafted (weaver’s tools) into a circlet. A creature wearing the circlet is affected by the Break Enchantment effect of a Dispel Evil and Good spell, provided they are under a condition that the spell would normally affect. The condition is not dismissed, only suppressed, and if the circlet is removed, the condition returns unless it was dispelled in the meantime.
Vampire (13) – undead (religion)
- 3d4 Vials of Vampire Dust: If consumed as an action, acts as a Gaseous Form spell cast upon the user. Can be carefully crafted (alchemist’s supplies) into a Poison of Mist, an ingested poison that forces a target to become mist as in a Gaseous Form spell. When used this way, the spell does not require concentration and cannot be willingly ended before the full duration has passed.
- 2d4 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.
- 2 Vampire Fangs: Acts as a needle. Can be mastercrafted into a Potion of Vampirism. A creature drinking the potion takes 10 (3d6) necrotic damage. If this damage reduces them to 0 hit points, then they are buried in the ground, they rise the following night as a Vampire Spawn. If the Vampire whose fang was used is still alive, the Spawn is under that Vampire’s control.
- 2 Vampire Eyes: No immediate use. Can be carefully crafted by a spellcaster (enchantment) into an amulet that requires attunement. An attuned creature can cast Suggestion (DC 17) from the amulet three times. Once the third use has been expended, the amulet cannot be used again until the next sunset.
- 1 Vampire Heart: This item is destroyed if the Vampire is killed while staked through the heart. Can be mastercrafted by a spellcaster (abjuration) into a suit of medium or heavy armor that requires attunement. While wearing the armor, an attuned creature regains 20 hit points at the start of its turn, as long as it has at least 1 hit point. The heart is exposed on the armor, and if it is in direct sunlight or the attuned creature takes radiant damage, this trait doesn’t function at the start of the attuned creature’s next turn. If a creature attacks the heart and pierces it with a wooden stake (AC 20 to hit), the armor loses this property and becomes mundane.
- 1d2 Vampire Hand: Acts as a Crawling Claw that has all a Vampire’s weaknesses and the Spider Climb ability. If the Vampire is still alive, it is under the Vampire’s control. Otherwise, it acts independently. If killed, it can be carefully crafted by a spellcaster (divination) into a stand for a Crystal Ball. While held in the stand, the Crystal ball automatically succeeds on attempts to scry upon bats, rats, and wolves in the spell’s range, and gains the abilities of a Crystal Ball of Telepathy when viewing those creatures.
- 1 Vampire Head: If not blessed by holy water, transforms into a Vargouille (Volo’s Guide pg. 195) in 1d4 days. Can be attuned to. An attuned creature can use an action to magically call 2d4 swarms of bats or rats, as long as the sun isn’t up. If outdoors, the attuned creature can call 3d6 wolves instead. The creatures arrive in 1d4 rounds, acting as allies of the attuned creature. The beasts remain for 1 hour, until the attuned creature dismissed them as a bonus action, or if the creature loses its attunement. If the head transforms, the creature loses its attunement. The head can only be used to summon creatures once per day, and loses this property if blessed by holy water.
- 1 Tome of the Vampire: Can be pickpocketed from the Vampire before death. Details how the Vampire was created and hints at where its resting place might be.
Vampire Spawn (5) – undead (religion)
- 1d2 Vampire Hand: Acts as a Crawling Claw that has all a Vampire’s weaknesses and the Spider Climb ability. If the Vampire Spawn is still alive, it is under the Vampire Spawn’s control. Otherwise, it acts independently.
- 1d2 Vampire Fangs: Acts as a needle. Can be mastercrafted into a Potion of Vampirism. A creature drinking the potion takes 10 (3d6) necrotic damage. If this damage reduces them to 0 hit points, then they are buried in the ground, they rise the following night as a Vampire Spawn. If the Vampire who created the original Vampire Spawn is still alive, the Spawn is under that Vampire’s control.
- 1 Vial of Vampire Dust: If consumed as an action, acts as a Gaseous Form spell cast upon the user. Can be carefully crafted (alchemist’s supplies) into a Poison of Mist, an ingested poison that forces a target to become mist as in a Gaseous Form spell. When used this way, the spell does not require concentration and cannot be willingly ended before the full duration has passed.
- 2d4 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.
The end is drawing ever-nearer... next week, we'll hit the last letters of the alphabet. Then we've only got the Miscellaneous creatures and NPCs to go through.
They love getting stoned |
Holy cow the tarrasque loot list is awesome *drool*
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