Who likes to vrock the party? We like to vrock the party! |
Here we go!
Deathlocks
Deathlock (4) - undead (religion)
- 1 Deathlock Staff: Acts as an Arcane Focus for a Warlock. Requires attunement. An attuned creature has advantage on saving throws against any effect that would turn it. Curse. While a creature is attuned to the staff, they must make a DC 13 Charisma saving throw at the end of each long rest and when succeed on a saving throw against an effect that would turn them. This saving throw is rolled with disadvantage if made due to the creature avoiding being turned. On a failed save, a vision of the Deathlock's patron (an illusion without stats) appears to the attuned creature, offering dark power in exchange for servitude. If they are turned down, the Deathlock's patron becomes 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 subclass that fits the Deathlock's Patron.
- 1d4 Bound Flesh: As an action, a creature can consume the Bound Flesh to cast Detect Magic (which does not require concentration), Disguise Self, or Mage Armor on themselves. When they do so, they must make a DC 13 Charisma saving throw. On a failure, the creature is also under the effect of a Suggestion spell for the duration of the chosen spell. They must follow the request caused by the Suggestion spell, which is made by the Deathlock's Patron.
- 1d2 Deathlock Claw: Acts as a club that deals 1d6 necrotic damage on a hit.
- 1 Warlock's Symbol: A tome, keepsake, or tattoo that can be used to identify who the Deathlock was in life
Deathlock Mastermind (8) - undead (religion)
- 1 Deathlock Staff: Acts as an Arcane Focus for a Warlock. Requires attunement. An attuned creature has advantage on saving throws against any effect that would turn it. Curse. While a creature is attuned to the staff, they must make a DC 14 Charisma saving throw at the end of each long rest and when succeed on a saving throw against an effect that would turn them. This saving throw is rolled with disadvantage if made due to the creature avoiding being turned. On a failed save, a vision of the Deathlock's patron (an illusion without stats) appears to the attuned creature, offering dark power in exchange for servitude. If they are turned down, the Deathlock's patron becomes 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 subclass that fits the Deathlock's Patron.
- 2d4 Bound Flesh: As an action, a creature can consume the Bound Flesh to cast Detect Magic (which does not require concentration), Disguise Self, or Mage Armor on themselves. When they do so, they must make a DC 13 Charisma saving throw. On a failure, the creature is also under the effect of a Suggestion spell for the duration of the chosen spell. They must follow the request caused by the Suggestion spell, which is made by the Deathlock's Patron.
- 2 Deathlock Claw: Acts as a club that deals 1d6 necrotic damage on a hit.
- 1d4 Wisps of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted by a spellcaster (conjuration) 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 by a spellcaster (transmutation) into a Portable Hole.
- 1d2 Deathlock Mastermind Eyes: No immediate use. Can be carefully crafted by a spellcaster (evocation) into a Grave Bolt Amulet, which requires attunement. An attuned creature can use an action to cast a ray of necrotic energy at a target within 120 feet, with a +6 bonus to hit. On a hit, the target takes 18 (4d8) necrotic damage, and if it is Large or smaller, must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. Once a bolt has been fired three times from the Amulet, it can't be fired again until the next dawn.
- 1 Warlock's Symbol: A tome, keepsake, or tattoo that can be used to identify who the Deathlock was in life
Deathlock Wight (3) - undead (religion)
- 1d4 Bound Flesh: As an action, a creature can consume the Bound Flesh to cast Detect Magic (which does not require concentration), Disguise Self, or Mage Armor on themselves. When they do so, they must make a DC 13 Charisma saving throw. On a failure, the creature is also under the effect of a Suggestion spell for the duration of the chosen spell. They must follow the request caused by the Suggestion spell, which is made by the Deathlock's Patron.
- 1d4 Wisps of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted by a spellcaster (conjuration) 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 by a spellcaster (transmutation) into a Portable Hole.
- 1d2 Deathlock Wight Eyes: No immediate use. Can be carefully crafted by a spellcaster (evocation) into a Minor Grave Bolt Amulet, which requires attunement. An attuned creature can use an action to cast a ray of necrotic energy at a target within 120 feet, with a +5 bonus to hit. On a hit, the target takes 7 (1d8+3) necrotic damage. Once a bolt has been fired three times from the Amulet, it can't be fired again until the next dawn.
Demons
Note: Unless the demon is killed in the Abyss, only the Foul Ichor and Cultist's Sigils are able to be harvested.
I understand your concerns, but you see, this is EVIL mold. With a walking speed of 40 feet. |
Alklilth (11) - 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 Cultist's 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 a random location in the abyss instead of the intended destination.
- 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
- 2d4 Vials of Alkilith Acid: Acts as a basic vial of Acid, but deals 4d6 damage on a hit.
- 2d4 Alkilith Eyes: Any creature that isn't a demon that starts its turn within 30 feet of an Alkalith Eye must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against the Eye fails by 5 or more, the creature is instead subjected to the Confusion spell for l minute. While under the effect of that confusion, the creature is immune to the effects of the Eye.
- 1 Wreath of Abyssal Moss: If left undisturbed for 1d10 weeks, transforms into a portal to a random layer of the abyss. The Wreath has AC 10 and 1 hit point.
- 1 Vial of Alkilith Sticky Secretion: No immediate use. Can be mastercrafted (alchemist's supplies) into Sovereign Glue. The crafter must provide a flask coated with Oil of Slipperiness or the crafting will automatically fail.
Armanite (7) - 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 a random location in the abyss instead of the intended destination.
- 1d4 Armanite Hooves: Acts as a hammer. Can be carefully crafted (jeweler’s tools) into 1d6 dice. These dice grant advantage to gaming set checks made to determine the outcome of a dice game, but only when they are coated in the user's blood.
- 1d10 Armanite Claws: Acts as a magical dagger.
- 1 Armanite Serrated Tail: Acts as a magical longsword.
- 1 Armanite Hide: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into Armanite Hide Armor, which acts like Hide Armor that requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
- 1d2 Armanite Horns: Requires attunement. An attuned creature can use an action to loose a bolt of lightning from the horn in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. Once the Horn has been used this way, it can't be used again until the next dawn.
Bulezau (3) - 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 a random location in the abyss instead of the intended destination.
- 1 Bulezau Barbed Tail: Acts as a whip that deals 1d12 damage on a hit, and has the heavy property. When the whip hits a creature, that creature must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (ld8). The target dies if its hit point maximum is reduced to 0. Once the whip has conferred this disease, it loses this property.
I know the Dybbuk and Maurezhi are only in the book together because of the alphabet... but I like to think they are friends |
- 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 Vial of Ectoplasm: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Invisibility or an Oil of Etherealness.
- 1d4 Dybbuk Tendrils: Acts as a magical whip that deals 1d8 necrotic damage on a hit. If the target is a creature, its hit point maximum is also reduced by an amount equal to half the necrotic damage it takes. This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.
- 1d4 Pieces of Possessed Corpse Loot: The DM chooses the NPC that the Dybbuk possessed. Some of their loot is still present on their body.
Maurezhi (7) - fiend (religion)
- 1 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 a random location in the abyss instead of the intended destination.
- 2d4 Maurezhi Claws: Acts as a dagger. When it successfully hits a creature other than an undead, that creature must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the claw has been used this way (whether or not the creature was successfully paralyzed) it loses this property.
- 1 Maurezhi Hide: No immediate use. Can be carefully crafted (leatherworker's tools) into Glamoured Studded Leather armor. Instead of the normal properties of the armor, this armor may only change appearances when the creature wearing the armor consumes a medium humanoid corpse. The armor assumes the form of the consumed humanoid's clothing, an effect which lasts 1d6 days, or until the armor is removed.
- 2d10 Maurezhi Teeth: 20 teeth act as a bag of caltrops. 5 teeth can be mastercrafted (alchemist's supplies) into a Poison of Hopelessness. A creature who drinks the poison must succeed on a DC 12 Constitution saving throw or have their Charisma score reduced by 1d4. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its Charisma score to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.
Molydeus (21) - fiend (religion)
- 4 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.
- 2 Demon Hearts: 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 a random location in the abyss instead of the intended destination.
- 1 Demonic Weapon: Acts as a Vorpal Weapon, with the weapon and damage type dependent on the Demon Lord the Molydeus serves. Dissolves into 1 Vial of Foul Ichor if the Molydeus dies, meaning this loot must be stolen before the demon's death if it is to be used.
- 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
- 2 Cultist's Sigils: 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 Molydeus Wolf's Head: No immediate use. Can be mastercrafted (leatherworker's tools) into a Molydeus Helm, which requires attunement. A creature attuned to the Helm gains telepathy and Truesight out to 120 feet while they are wearing the helm.
- 1 Molydeus Serpent's Head: The Serpent's Head is associated with a particular Demon Lord, who the Molydeus serves. This head counts as a "Body Part" of the Demon Lord if used as part of a Scrying spell.
- 3d4 Vials of Molydeus Venom: Acts as a basic poison, except the DC to save against the damage is 22, the poison deals 2d6 damage on a failed save, and the creature's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only be a Wish spell.
- 2d4 Molydeus Fingers: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Dispel Magic. A creature that drinks the potion is subject to a Dispel Magic spell as if it were cast at 5th level. If there are multiple magical effects affecting the user, the potion targets the highest-level effect it can successfully dispel.
- 2 Molydeus Hide: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into Molydeus Armor, which is the equivalent of Splint armor and requires attunement. A creature attuned to the armor has resistance cold, fire, and lightning damage, and may double their proficiency bonus on Wisdom (perception) checks, while they are wearing the armor.
- 1 Imprisoned Mortal: An NPC of the DM's choice is contained in a gemstone. This effect is the equivalent of the Minimus Containment effect of the Imprisonment spell.
- 1 Amulet of a Demon Lord: This item is not found with the Molydeus unless the check made to loot the body was a 30 or higher. At the DM's discretion, this loot may simply be a clue to the Amulet's true location, not the Amulet itself. No immediate use. Tied to the Demon Lord the Molydeus serves.
Nabassu (15) - fiend (religion)
- 3 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 a random location in the abyss instead of the intended destination.
- 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
- 3 Cultists' Sigils: 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 Wisps of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted by a spellcaster (conjuration) 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 by a spellcaster (transmutation) into a Portable Hole.
- 2d4 Nabassu Claws: Can be crushed as an action to create a 10-foot radius of dim light, which is fixed in the location where the claw was destroyed. Nonmagical light can't illuminate this area.
- 1d2 Nabassu Eyes: No immediate use. Can be mastercrafted by a spellcaster (necromancy) into a Soul-Stealing Amulet, which requires attunement. As an action, an attuned creature can target one creature it can see within 30 feet of it. If the target can see the amulet and isn't a construct or undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the attuned creature an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the attuned creature's control. Once this ability has been used three times, it can't be used again until the next dawn.
- 2 Nabassu Wings: No immediate use. Can be carefully crafted (leatherworker's tools) into a Nabassu cloak, which requires attunement. A creature that takes the Dodge action while attuned to the cloak gains advantage on saving throws against spells and other magical effects.
Rutterkin (2) - 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 Vial of Rutterkin Poison: A creature that consumes this poison must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned creature can repeat the saving throw, ending the effect on itself on a success. If the creature is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a Wish spell.
Abyssal Wretch (1/4) - 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.
Bulbous, bleeding pustules only the Pale Night could love |
- 4 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.
- 2 Demon Hearts: 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 a random location in the abyss instead of the intended destination.
- 2d4 Sets of Abyssal Chains: These chains are immune to damage from nonmagical acid. Requires attunement. An attuned creature can use an action to speak a command word. A non-demon creature within 30 feet of the attuned creature must make a DC 20 Dexterity saving throw or the chains ensnare the target and attempt to crush it. It is restrained and grappled (escape DC 15) and takes 11 (2d10) bludgeoning damage per round. If the creature escapes the grapple, it is no longer restrained.
- 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
- 2d4 Sibriex Flesh: A creature that consumes this lump of flesh must make a DC 20 Constitution saving throw. On a successful save, the creature becomes immune to this effect. On a failed save, the creature is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the creature must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it , and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the creature to suffer another level of exhaustion. Once the creature reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell.
- 1d10 Sibriex Eyes: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Dispel Magic. A creature that drinks the potion is subject to a Dispel Magic spell as if it were cast at 5th level. If there are multiple magical effects affecting the user, the potion targets the highest-level effect it can successfully dispel.
- 1 Vial of Stygian Ichor: A creature that consumes this ichor is subject to a Feeblemind (save DC 21) spell. Can be mastercrafted by a spellcaster (enchantment) into a Poison of Modify Memory, which subjects its drinker to a Modify Memory (save DC 21) spell. The specifics of the memory modification are determined at the poison's creation, and take place instantaneously when the poison is consumed.
- 2d4 Vials of Sibriex Bile: Acts as a vial of acid, but deals 35 (10d6) damage on a hit.
- 2d4 Vials of Sibriex Poison: As an action, a creature can release this vial of spores into a 5 foot cube. Plants that aren't creatures wither in the area. Any creature that starts its turn in the area must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. The spores disperse after 1 round.
- 1d4 Vials of Sibriex Blood: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Abyssal Lore. A creature that drinks the potion is under the effect of a legend Lore spell, which only functions within the Abyss.
Wastrilith (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 a random location in the abyss instead of the intended destination.
- 1 Demonic Amulet: This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The demon may not honor the favor if the amulet is given before the favor is complete.
- 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 Waterskins of Corrupted Water: A non-demon creature that consumes this water must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours . On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If a demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.
- 2 Wastrilith Claws: Acts as a greatsword that requires attunement. An attuned creature can use its action to launch a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8+4) acid damage and is pulled up to 60 feet towards the attuned creature. On a successful save, it takes half as much damage and isn't pulled. Once the greatsword uses this ability three times, it can't be used again until the next dawn.
- 2d10 Wastrilith Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted into dice that roll better when wet with Corrupted Water (advantage on checks made to determine the outcome of dice games).
- 1 Wastrilith Hide: no immediate use. Can be crafted (leatherworker's tools) into Half-Plate Armor that requires attunement. An attuned creature can breathe air and water.
- 1d10 Wastrilith Fins: No immediate use. Two of these can be carefully crafted (leatherworker's tools) into a pair of Wastrilith Gauntlets, which require attunement. An attuned creature gains a swim speed equal to its walking speed, and while underwater can user their action to cause all water within 60 feet to become difficult terrain until the start of their next turn.
And that's all of those rascally demons. Next week, we'll go on to the dev...
Oh.
Oh wait.
Demon Lords.
Hello there |
Ah man, I'm loving these so far!
ReplyDelete💖
ReplyDeleteMy players are obsessed with harvesting anything they can from every single kill, these documents are invaluable :)
Troll teeth dice though, their whole purpose is for trolling people? XD
Haha exactly!
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