D&D: Bald is Beautiful Edition. Brought to you by Chris Perkins |
Creature Loot is back! Woooo!
A few things of note before we begin. First off, I'm still going to be updating the Index, and once this is done I'll be putting out a PDF like I did with the others. I've been learning a lot about creating PDFs of my work, so hopefully the process will be quick this time.
Secondly, this is going to become a bi-weekly series. There are two reasons for that: First, these monsters are much larger in scope and require more research and consideration. If I'm going to stat out a Demon Lord, that's 20+ pieces of loot, some of which will need to be historically accurate to stats that have been in previous versions of the game. I'll be digging into that quite a bit to make sure my work is the best quality it can be.
The second reason is that I want to continue the Failed Magic Items series. If you haven't checked them out, they are hilarious. I think that will deserve a PDF as well when all is said and done.
Finally, I want to make a request for these articles. The blog has become a lot more active recently, especially the Creature Loot articles, if you can tell from the sidebar. If you have any feedback, error correction, or suggestions, please comment them below. Then, I can workshop the items in question and make sure they are of the best quality when the final PDF comes out.
Thanks, and enjoy!
Allip (5) - undead (religion)
- 2d4 Wisps 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 Sshadowfell. 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 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist's supplies) into a potion of Invisibility or an Oil of Etherealness.
- 1 Maddening Whisper: Must be harvested at the moment of the Allip's demise. A creature within 5 feet of the Allip when it dies can choose to make a DC 14 Wisdom saving throw, on a failure taking 7 (1d8+3) psychic damage and using its reaction to make a melee weapon attack against one creature within range if possible. If the creature failed their saving throw, they gain the Maddening Whisper, which is a short phrase hinting at the Allip's terrible secret. If more than one creature attempted to gain the Maddening Whisper, the creature with the lowest roll on their Wisdom saving throw gains the secret.
- 1 Astral Dreadnought Eye: Difficult to transport, as big as a small creature. Requires attunement. While attuned, the holder can cast Antimagic Field once per day. The holder cannot be surprised while attuned to the eye. Can be mastercrafted (smith’s tools) into a grotesque Spellguard Shield. The holder of the shield cannot be surprised while attuned to it.
- 2 Astral Dreadnought Claws: Difficult to transport, as big as a medium creature. No immediate use. Can be mastercrafted (smith's tool) into a magical greataxe that deals 3d6 damage on a hit, and requires a Strength score of 20 or greater to wield. On a critical hit against a target in an astral body, the wielder can choose to cut the silvery cord that tethers the target to its material body instead of dealing damage.
- 5d4 Astral Dreadnought Armor Plates: Difficult to transport, as big as a medium creature. Acts as a +2 Shield that requires a strength score of 20 or greater to wield. Can be mastercrafted (smith's tools) into a set of +2 Plate Armor that requires attunement. The attuned creature can treat the Astral Plane as its home plane when targeted by the Banishment spell or similar effects.
- 5d4 Astral Dreadnought Teeth: Acts as a magical shortsword. 4 of these can be mastercrafted (smith's tools) into a magical greatsword that deals 2d10 damage on a hit, and requires a Strength score of 20 or greater to wield. On a critical hit against a target in an astral body, the wielder can choose to cut the silvery cord that tethers the target to its material body instead of dealing damage.
- 2d4 Astral Dreadnought Horns: Difficult to transport, as big as a small creature. Acts as a magical battering ram. Can be mastercrafted by a spellcaster (enchantment) into a Beacon of Psychic Projection. When the Beacon is complete, any creature that begins its turn within 60 feet of the Beacon must make a DC 19 Wisdom saving throw taking 15 (2d10+4) psychic damage on a failed save, or half as much damage on a successful one.
- 1 Astral Dreadnought Heart: Difficult to transport, as big as a large creature. No immediate use. Can be mastercrafted by a spellcaster (conjuration) into a Demiplanar Bracelet, which requires attunement. A creature wearing the Bracelet can use an action to place their hand on a flat surface, such as a wall or floor, and create a portal to a Demiplane, as if they had cast the Demiplane spell. The Demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Once a portal to the Demiplane has been opened, it remains in place for 1 hour, and cannot be opened again until the next dawn.
- 1 Astral Dreadnought Tail: Difficult to transport, as large as a medium creature. No immediate use. Can be mastercrafted (alchemist's supplies) into a potion of Astral Potency. A creature that drinks the potion has their astral tether strengthened for 1 hour. During this time, if the creature enters an astral body (such as the one created by an Astral Projection spell), their silver cord cannot be cut by an effect that would otherwise sever it. This effect can be suppressed by an Antimagic Field.
- 4 Hoards of Demiplanar Donjon Refuse: Each hoard is equivalent to a Challenge 17+ Treasure Hoard. The magic items and valuables are mixed in with ruined structures, ships, and the bones of creatures. At the DM's discretion, a magic item found in the hoard can be replaced by an object from the Creature loot tables that can be crafted into the original item.
Balhannoth (11) - aberration (arcana)
- 4 Balhannoth Tentacles: Acts as a whip that deals 2d6 slashing damage on a hit.
- 1 Balhannoth Hide: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into studded leather armor that requires attunement. A creature attuned to the armor can cast Invisibility on itself, and can do so three times before the armor cannot be used in this way until the next dawn.
- 2d10 Balhannoth Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler's tools) into dice that roll better when you wager something you truly desire (advantage on rolls made to determine the outcome of a dice game).
- 1 Heart of the Balhannoth: Creatures within 1 mile of the Heart experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the Heart. A creature can spend 10 minutes using the Heart to cast Mirage Arcane. This destroys the Heart. When cast this way, the spell always makes the surrounding area appear to be a place sought by the creature casting the spell.
- 1 Balhannoth Skull: No immediate use. Can be mastercrafted (smith's tools) into a grotesque Helm of Teleportation (DMG pg. 174).
- 2d4 Balhannoth Bones: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Detect Desires. For 10 minutes, the potion allows a creature to sense the emotions of creatures within 30 feet of them, even if the user can't see them. This effect is blocked by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead. Additionally, during this time, the user can use an action to force a creature within 30 feet to make a DC 16 Wisdom saving throw. On a failure, the creature's strongest desire is revealed to the user.
Berbalang (2) - aberration (arcana)
- 1d2 Berbalang Eyes: A creature can use its action to consume an eye. The eye then produces a spectral duplicate of the creature in an unoccupied space within 60 feet of it. While the duplicate exists, the creature is unconscious. A creature can only have one duplicate at a time. The duplicate disappears when it or the creature drops to 0 hit points or after 10 minutes. The duplicate has the same statistics and knowledge as the creature, and everything experienced by the duplicate is known by the creature. All damage dealt by the duplicate's attacks is psychic damage.
- 1d10 Odd Bones: Each is from some strange creature. Casting Speak With Dead on an Odd Bone allows you to learn one fact or secret from the creature's life. The DM should use this opportunity to present rare and forbidden knowledge, data on distant planes of existence, and lore about Celestials, Fiends, or Gods.
- 1 Boneclaw Skull: Requires attunement. Can be used as an arcane focus, and grants an attuned creature resistance to cold and necrotic damage. After 1d10 days, the skull reforms into the Boneclaw, teleporting to within 1 mile of its master if necessary. If the Boneclaw's master dies, this item crumbles into useless dust.
- 2d4 Boneclaw Claws: Acts as a magical pike. A creature wielding the Claw can use its reaction to make one melee attack with the Claw in response to a visible enemy entering its reach.
- 2 Boneclaw Eyes: A creature hold in eye can swallow it as an action. If the user is in dim light or darkness, each creature within 5 feet of them must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. The user then magically teleports up to 60 feet to an unoccupied space they can see. The destination space must be in dim light or darkness.
- 2d8 Boneclaw Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler's tools) into dice that always favor the evilest creature in the game.
- 2d6 Bones of the Fallen Lich: No immediate use. Can be carefully crafted by a spellcaster (necromancy) into a Potion of Shadow Stealth (for 1 hour, while in dim light or darkness, the user can take the Hide action as a bonus action).
- 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
- 2d4 Wisps 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.
Cadaver Collector (14) - construct (arcana)
- 1 Cadaver Collector Shell: No immediate use. Can be mastercrafted (smith's tools) into a Set of Splint Armor. A creature wearing the armor has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't made with adamantine weapons.
- 2d8 Tattered Weapons: The DM selects the appropriate number of martial weapons from the Player's Handbook (page 149). These weapons count as Tattered.
- 2d6 + 5 Corpses: Each corpse was a mighty warrior in life. At the DM's discretion, they might wear armor, have tattoos, or have unique appearances that can be used to identify who they were in life.
- 1 Paralyzing Breath Sac: As an action, a creature holding the Sac can release a spray of Paralyzing Gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 2 Cadaver Collector Gauntlets: No immediate use. Can be carefully crafted (smith's tools) into a Cadaver's Fist, a gauntlet weapon that deals 1d4 bludgeoning damage and 1d10 necrotic damage on a hit. The Cadaver's Fist has the Heavy property.
- 1 Cadaver Collector Engine: A creature that dies within 15 feet of the Cadaver Collector Engine cannot be raised from the dead by any means short of a Wish spell, and its soul remains bound to the material plane. These effects end if the creature's body is taken further than 15 feet from the Engine. The Engine has AC 10 and 50 hit points. If a creature deals at least 16 necrotic damage to the Engine with a single spell or attack, the Engine starts. Up to 6 corpses within 15 feet of the Engine produce a Specter, which fight on behalf of the creature who started the Engine. If a body is moved further than 15 feet from the engine, the Specter associated with that body disappears. If the Engine is reduced to 0 hit points, all Specters created by it disappear and the Engine becomes non-functional. Otherwise, the Specters exist until they are killed.
Choker (1) - aberration (arcana)
- 1d4 Choker Tentacles: Acts as a whip that deals an additional 3 (1d6) piercing damage on a hit. If the target is a large or smaller creature, it is grappled (escape DC 15). If the attack is a critical hit, the target is also restrained, and can't breathe or speak until the grapple ends. While a creature remains grappled in this manner, the whip cannot be used to attack.
Clockworks
Bronze Scout (1) - construct (arcana)
- 1d4 Scrap Metal: No immediate use. Can be crafted (smith's tools) into a dagger, handaxe, light hammer, mace, sickle, or spear.
- 1 Bronze Scout Engine: The Engine has AC 10 and 7 hit points. If a creature deals at least 3 lightning damage to the Engine with a single spell or attack, the Engine starts. The engine does not start if the attack reduces the Engine to 0 hit points. Each creature in contact with the ground within 15 feet of the Engine when it starts must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. After the Engine is reduced to 0 hit points, the Engine becomes non-functional.
- 2d4 Scrap Metal: No immediate use. Can be crafted (smith's tools) into a dagger, handaxe, light hammer, mace, sickle, or spear.
- 1 Vial Iron Cobra Poison: You can use this 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 13 Constitution saving throw or take 13 (3d8) poison damage.
- 1 Vial Iron Cobra Paranoia Poison: You can use this 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 13 Constitution saving throw. On a failure, it must use its action on its next turn to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving towards a creature within 60 feet.
- 1 Vial Iron Cobra Paralyzing Poison: You can use this 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 13 Constitution saving throw or be paralyzed until the end of its next turn.
Oaken Bolter (5) - construct (arcana)
- 2d4 Scrap Metal: No immediate use. Can be crafted (smith's tools) into a dagger, handaxe, light hammer, mace, sickle, or spear.
- 1 Oaken Ballista: Acts as a Ballista (DMG pg. 255) except that it has +7 to hit, a range of 100/400 ft., and deals 15 (2d10 + 4) piercing damage on a hit.
- 2d4 Harpoons: Acts as a javelin. A creature hit by the Harpoon is grappled (escape DC 12). While grappled this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the creature that threw the Harpoon. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. The creature that threw the Harpoon can use its action to pull a creature grappled by the Harpoon 20 feet towards it in a straight line.
- 1 Oaken Bolter Engine: The Engine has AC 10 and 15 hit points. If a creature deals at least 9 piercing damage to the Engine with a single spell or attack, the Engine starts. The engine does not start if the attack reduces the Engine to 0 hit points. Each creature within 20 feet of the Engine when it starts must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. After the Engine is reduced to 0 hit points, the Engine becomes non-functional.
Stone Defender (4) - construct (arcana)
- 2d4 Scrap Metal: No immediate use. Can be crafted (smith's tools) into a dagger, handaxe, light hammer, mace, sickle, or spear.
- 2 Stone Defender Shields: Acts as a large shield with the Heavy and Two-Handed property. A creature wielding the Shield can use it as a weapon. The Shield deals 2d6 Bludgeoning damage on a hit, and if the target is large or smaller, the wielder can use a bonus action to try to shove the creature.
- 1 Stone Defender Engine: The Engine has AC 10 and 13 hit points. As a reaction in response to being hit by an attack roll, a creature can attempt to attack the Engine. If the creature deals 11 or more points of bludgeoning damage to the Engine, the Engine throws a gear shaft in front of the attack, granting a +5 bonus to the holder's AC and potentially causing the attack to miss.
Corpse Flower (8) - plant (nature)
- 1d6 + 3 Corpses: Each corpse was a victim of the Corpse Flower. At the DM's discretion, they might wear armor, have tattoos, or have unique appearances that can be used to identify who they were in life.
- 1d3 Corpse Flower Tentacles: Acts as a whip. On a hit, the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage)
- 1 Corpse Flower Stench Polyp: Each creature that starts its turn within 10 feet of the Stench Polyp must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.
- 2d4 Corpse Flower Petals: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Necrophagia. A creature that drinks the potion can spend 10 minutes to consume the corpse of a dead humanoid creature. Upon the completion of the meal, the creature regains 11 (2d10) hit points. The effects of the potion fade after 24 hours.
Your work is so awesome! Thank you for doing this creature loot stuff!
ReplyDeletereally love these! i only discovered the Monster manual one a week ago and I cant wait to start adding these items to my camopaigns!
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