Friday, February 9, 2018

Creature Loot: Volo's Guide D

https://loneanimator.deviantart.com/art/Escape-From-Innsmouth-705584997
For all your eldritch horror needs
Once again, into the breach! You can find the full index of creature loot here, and the entire Monster Manual in PDF form here.



Darkling (1/2) - fey (religion)
Note: The Darkling's Death Flash destroys almost all items that would be harvested from it.
  • 1 Tattered Dagger

Darkling Elder (2) - fey (religion)
Note: The Darkling Elder's Death Burn destroys almost all items that would be harvested from it.
  • 1 Tattered Shortsword

Deep Scion (3) - humanoid (survival)
  • 1 Tattered Battleaxe
  • 2 NPC Items: When the Deep Scion dies, its body reverts to that of another NPC. The DM selects two items from an existing NPC, which can be found on the body.
  • 1 Token of the Deep: a small shell, underwater plant, or fish skeleton found in the pockets of the Deep Scion's body. Can be carefully crafted (jeweler's tools) into an amulet that requires attunement. While attuned, a creature can breathe underwater, and has a swim speed equal to their walking speed. Curse. At dawn, the creature attuned to the amulet must succeed on a DC 13 Wisdom saving throw or be compelled to swim to the creature that created the Deep Scion as if under the effects of a Suggestion spell. If the journey takes longer than 8 hours, the creature may attempt the saving throw again to end the effect after 8 hours.

Demons

Babau (4) - fiend (religion)
  • 1 Tattered Spear
  • 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.
  • 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.
  • 1d4 Vials of Blood of Graz'zt: No immediate use. Can be carefully crafted (alchemist's supplies) into a Poison of Graz'zt. The poison is a powder that can be dispersed into an adjacent 5-foot cube as an action. A creature in the space of the powder must succeed on a DC 13 Constitution saving throw or take 3d6 poison damage and use its reaction, if available, to move as far as its speed allows away from the powder and the creature dispersing it. On a successful save, the creature takes half as much damage and doesn't have to move away.
  • 1d2 Babau Eyes: A creature holding an eye can use their action to destroy the eye and cast Ray of Enfeeblement.

Maw Demon (1) - fiend (religion)
  • 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.
Bad puppy! No!

Shoosuva (8) - fiend (religion)
  • 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.
  • 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 Yeenoghu's layer of the Abyss instead of the intended destination.
  • 1 Vial of Shoosuva 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 14 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is also paralyzed. The poisoned creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
  • 1d4 Demonic Jewelry: No immediate use. Can be crafted by a spellcaster (Transmutation) into valuable materials that can replace 10GP worth of material components in a conjuration spell.
  • 1d4 Gnawed Trinkets: Roll on the Trinket table. Any item found is chewed up and useless.
  • 1 Shoosuva Tail: Acts as a whip. On a hit, a creature must succeed on a DC 14 Constitution saving throw or take 10 (3d6) poison damage, taking half the damage on a success. Once the whip has dealt poison damage three times, it loses this property.
  • 1 Shoosuva Hide: acts as a cloak that requires attunement. While attuned, a creature gains resistance to cold damage and immunity to the frightened condition.
  • 1d8 Shoosuva Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler's tools) into dice that roll better if coated in blood (granting advantage on checks made to determine the outcome of the dice).

Devourer (13) - fiend (religion)
  • 2 Vials 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.
  • 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 Orcus' layer of the Abyss instead of the intended destination.
  • 1 Cultists’ Sigil: The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 2d4 Devourer Claws: Acts as a dagger. On a hit, a target takes 3 (1d6) necrotic damage.
  • 1d8 Devourer Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler's tools) into dice. If they are used in a game of chance, and the wager is a mortal soul, that soul goes to the Abyss at the end of the mortal's life.
  • 3 Devourer Ribs: Can replace the material components needed for a Magic Jar spell. If you choose to possess a creature while under the effects of the spell, the creature makes their saving throw with disadvantage.
  • 1 Devourer Skull: Can be used to cast Soul Cage (XGE pg. 165). The skull is destroyed when the spell ends.
  • 2 Devourer Eyes: No immediate use. Can be carefully crafted (jeweler's tools) into an amulet that requires attunement. An attuned creature is able to detect living creatures within 30 feet by seeing the color of their soul. They can detect souls through barriers, but no thicker than 2 feet of rock, 2 inches of metal, or a thin sheet of lead. The attuned creature can still be surprised, but living creatures cannot attempt to hide from the attuned creature within 30 feet of the attuned creature.

Dinosaurs


https://www.youtube.com/watch?v=k2LzqfJwZ9o
SO MAJESTIC
Brontosaurus (5) - beast (nature)
  • 3 Dinosaur Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 1 Brontosaurus Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Bronotsaurus Strength (equivalent to Hill Giant Strength).
  • 1 Brontosaurus Skull: No immediate use. Can be mastercrafted (smith’s tools) into the equivalent of Half Plate armor that grants +2 on Charisma (Intimidation) checks.

Deinonychus (1) - beast (nature)
  • 1d6 Dinosaur Claw: Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.

Dimetredon (1/4) - beast (nature)
  • 1 Dinosaur Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.

Hadrosaurus (1/4) - beast (nature)
  • 1 Dinosaur Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.

Quetzalcoatalus (2) - beast (nature)
  • 2 Quetzalcoatlus Wings: No immediate use. Can be carefully crafted (leatherworker’s tools) into hide armor or leather armor.

Stegosaurus (4) - beast (nature)
  • 2 Dinosaur Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 2d4 Dinosaur Fins: Acts as a shield. Can be mastercrafted (smith's tools) into Half-plate or plate armor.

Velociraptor (1/4) - beast (nature)
  • 1 Dinosaur Claw: Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.

Draegloth (7) - fiend (religion)
  • 2 Vials 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.
  • 1 Cultists’ Sigil: The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 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 Lolth's layer of the Abyss instead of the intended destination.
  • 2d4 Draegloth Claws: Acts as a handaxe. Can be carefully crafted (alchemist’s supplies) into a  Poison of Confusion (when consumed, casts confusion on the creature).
  • 1d2 Eyes of the Draegloth: A creature holding an eye can use their action to destroy the eye and cast Darkness, centered on itself.
Another one down. Next week, back to multiple letters!
Rhyming monsters are best
Thanks for reading!

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