Friday, April 13, 2018

Creature Loot: Tomb of Annihilation Part 2 (K - Z)

Take your snakes, put them on a leopard. That's D&D!
Okay, is this the last week? For real? No, of course not. Only a month and a half until Mordenkainen's Tome of Foes comes out. Hooray!

You can find the full index of creature loot here, and the entire Monster Manual in PDF form here.

Kamadan (4) - monstrosity (nature)
  • 1 Kamadan Pelt: 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 rolls constitution saving throws to avoid exhaustion with disadvantage.
  • 2d4 Snake Skins: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 1 Kamadan Sleep Gland: As an action, can be squeezed to exude sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.

Kobold Scale Sorcerer (Volos)

Kobold Inventor (Volos)

Liara Portyr (4) - humanoid (survival)
  • 1 Tattered Battleaxe
  • 1 Tattered Heavy Crossbow
  • 1 Tattered Set of Studded Leather Armor
  • 1 Tattered Shield
  • 1 Map to Fort Beluarian
  • 1 Charter of Exploration (ToA pg. 54)
  • 1 Bag of Treasure: Contains muffled pockets, allowing treasure to be transported silently. Holds up to 600 GP, contains 1d6 x 100 GP when found.
  • 1 Warrior's Mark: A scrap of human skin with a Flaming Fist tattoo, can be used to identify Liara's body.

Mantrap (1) - plant (nature)
  • 1d4 Vials of Mantrap Pollen: As an action, this vial can be opened and waved in the air, filling a 5-foot cube with Mantrap Pollen. Any beast or humanoid within 30 feet of the cube must succeed on a DC 11 Wisdom saving throw or be forced to use all of their movement on their turn to get as close to the cube as possible. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

If it has stats, you can kill it. You heartless fiend.
Mwaxanaré (1/8) - humanoid (survival)
  • 1 Tattered Dagger
  • 1 Amulet of the Wind Dukes: Requires attunement. An attuned creature gains telepathy out to 30 feet. Curse. While a creature is attuned to the Amulet, they must make a DC 13 Charisma saving throw at the end of each long rest. On a failed save, a vision of the Wind Dukes of Aaqa (an illusion without stats) appears to the attuned creature, offering ancient power in exchange for servitude. If they are turned down, the Wind Dukes become an enemy of the creature for the rest of their mortal life. If their offer is accepted, the character's next level must be a level in the Warlock Class, using the Great Old One Patron subclass.

Pterafolk (1) - monstrosity (nature)
  • 1 Tattered Javelin
  • 1d2 Pterafolk wings: No immediate use. Can be carefully crafted (leatherworker's tools) into Hide Armor or Leather Armor.

Quetzalcoatlus (Volos)

Ras Nsi (7) - monstrosity (nature)
  • 1 Flame Tongue Longsword (DMG pg. 170)
  • 1 Bracers of Defense (DMG pg. 156)
  • 1 Sending Stone (DMG pg. 199)
  • 1d4 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 2 Fang of the Yuan-Ti: Acts as a dagger that deals an additional 2d6 poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1d4 Vials of Yuan-Ti Blood: When ingested, a creature must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.
Today isn't a good time. Or ever, really.

Stegosaurus (Volos)

Stone Juggernaut (12) - construct (arcana)
  • 3 Vials of Crystalline Powder: Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.
  • 5d4 Juggernaut Stones: Can be used to lower the cost of creating a stone golem by 2,000 gp. 12 of these can be mastercrafted (transmutation) by a spellcaster into armor or a weapon, both which require attunement. The armor acts as magical Splint Armor which grants the wearer immunity to poison damage. The weapon can be a club or greatclub, and attacks made with the weapon deal double damage to objects and structures.
  • 5d2 Motes of Elemental Earth: Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone: Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.

Su-Monster (1) - monstrosity (nature)
  • 1 Su-Monster Brain: A creature with telepathy can use an action to mentally command the Su-Monster Brain. The brain targets one creature within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Commanding the Su-Monster Brain in this manner causes it to perish.

Tabaxi Hunter (1) - humanoid (survival)
  • 1 Tattered Shortsword
  • 1 Tattered Shortbow
  • 1 Set of Tattered Leather Armor
  • 1 Briefing: A short description of the mission of the hunter. Purposefully vague.

Tabaxi Minstrel (1/4) - humanoid (survival)
  • 1d10 Darts
  • 1 Instrument: Of fine make.

Thorny (Volos)

Tri-Flower Frond (1/2) - plant (nature)
  • 1 Colorful Flower: One of the following flowers is still intact (roll 1d3 to determine which one)
    1. Orange Flower: No immediate use. Can be crafted (alchemist's supplies) into a vial of Lingering 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 hour. The poisoned creature can repeat the saving throw on each of its turns, ending the condition on itself on a success.
    2. Yellow Flower: No immediate use. Can be crafted (alchemist's supplies) into a vial of Acid (PHB pg. 148).
    3. Red Flower: No immediate use. Can be crafted (alchemist's supplies) into a vial of Basic Poison (PHB pg. 153). The DC for avoiding the poison damage is 11.

Vegepygmy (Volos)

Vegepygmy Chief (Volos)

Volothamp "Volo" Geddarm (1/4) - humanoid (survival)
  • 1 Tattered Dagger
  • 1 Copy of Volo's Guide to Monsters: When studying this book for 10 minutes while making an Intelligence (History) or (Nature) check regarding certain creatures, a character can treat their d20 roll of 14 or lower as a 15. The creatures listed in the book are Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mind Flayers, Orcs, and Yuan-Ti.

You KNOW the PCs are going to ask about that dragon...
Xandala (7) - humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Psuedodragon: Named Summerwise. If a humanoid demonstrates they are good of heart, a decent conversationalist (requires a DC 13 Charisma (Persuasion) check), and can care for animals (requires a DC 13 Wisdom (Animal Handling) check), Summerwise will join them as an NPC companion.
  • 1 Spellcasting Component Pouch
  • 1d4 Healing Potions
  • 1 Arcane Focus
  • 2d4 Books (useless)
  • 1 Warrior's Mark: A section of human skin marked with golden dragon scales, can be used to identify Xandala's body

Yellow Musk Creeper (2) - plant (nature)
  • 1d4 Vials of Yellow Musk: As an action, this vial can be opened and waved in the air, filling a 5-foot cube with Yellow Musk. All humanoids within 30 feet of the cube must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the cube of Yellow Musk. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 1d4 Lengths of Vine: Acts as a 20 foot length of rope.

Yellow Musk Zombie (1/4) - undead (religion)
  • 1 Vial of Yellow Musk: As an action, this vial can be opened and waved in the air, filling a 5-foot cube with Yellow Musk. All humanoids within 30 feet of the cube must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the cube of Yellow Musk. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Yuan-Ti Broodguard (Volos)

Yuan-Ti Nightmare Speaker (Volos)

If you're not cool enough to put dragons in your game, a half-dragon will do
Zindar (8) - humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Spellcasting Component Pouch
  • 2d4 Healing Potions
  • 1 Arcane Focus
  • 1 Warrior's Mark: A section of gold half-dragon skin, can be used to identify Zindar's body
  • 1 Flask of Alchemist's Fire
  • 2d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith's tools) into a shield that grants resistance to fire damage while in use.

Zombies

Anklyosaurus Zombie (3) - undead (religion)
  • 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.
  • 1 Knobbed Tail: No immediate use. Can be carefully crafted (smith’s tools) into a Flail or Greatclub.
  • 1 Zombified Dinosaur Scale: Acts as an arcane focus when casting necromancy spells.

Girallon Zombie (3) - undead (religion)
  • 1d4 Girallon Fangs: Acts as a dagger.
  • 1d4 Girallon Hands: No immediate use. Can be carefully crafted (smith's tools) into a grappling hook.
  • 1 Zombified Girallon Eye: Acts as an arcane focus when casting necromancy spells.

Tyrannosaurus Zombie (8) - undead (religion)
  • 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 Claw: Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.
  • 2d10 Tyrannosaurus Teeth: Acts as a dagger.
  • 1 Tyrannosaurus Skull: No immediate use. Can be mastercrafted (smith’s tools) into the equivalent of Half Plate armor that grants +2 on Charisma (Intimidation) checks.
  • 1 Zombified Dinosaur Scale: Acts as an arcane focus when casting necromancy spells.
  • 1 Zombie: Trapped in the Tyrannosaurus Zombie's stomach. Attacks when the creature is looted.

Zorbo (1/2) - monstrosity (nature)

  • 1 Zorbo Hide: No immediate use. 5 of these can be carefully crafted (leatherworker's tools) into Zorbo Hide Armor. A creature wearing Zorbo Hide Armor has AC based on the material it is standing on: AC 15 for wood or bone, AC 17 for earth or stone, AC 19 for metal, and AC 10 if the creature isn't standing on any material.

Done! Can I sleep yet?
Mood

Thanks for reading!

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