Friday, July 6, 2018

Creature Loot: Mordenkainen's Tome of Foes - Demon Lords

How can you defeat a mini minotaur...?
It's time to party with the big boys! Creature Loot has gone full demonic. As usual, don't forget to check out the index, get the PDFs of the previous creature loot articles, and let me know if you see any items that have typos or could be improved!

Demon Lords

Note:  Unless the demon lord is killed in the Abyss, only the Foul Ichor and Cultist's Sigils are able to be harvested.

Baphomet (23) - fiend (religion)
  • 5 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 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the Endless Maze in the abyss instead of the intended destination.
  • 2 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 Demon Lord Amulet: This item is not found with the Demon Lord 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. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 1 Heartcleaver: Acts as a magic glaive that deals 2d10 damage on a hit and requires attunement. A creature must have a Strength score of 20 or higher to wield the glaive. An attuned creature may cast Hunter's Mark using the glaive, though the bonus damage of the spell only applies to attacks made with this weapon. After the glaive has cast the spell three times, it cannot do so again until the next dawn.
  • 6 Baphomet's Iron Horns: Acts as a magic shortsword. Can be mastercrafted (alchemist's supplies) into a Potion of Recall, which grants the drinker the ability to perfectly recall any path they have traveled for up to 8 hours. The drinker automatically succeeds on checks and saving throws made to escape the Maze spell and similar areas.
  • 3d4 Vials of Baphomet's Bestial Blood: A humanoid creature can drink this blood as a bonus action. The creature gains advantage on all melee weapon attack rolls during the turn they drink the blood, but attack rolls against them have advantage until the start of their next turn. Can be mastercrafted (alchemist's supplies) into a Poison of Bestial Domination. The poison can be applied to a slashing or piercing weapon as an action, and remains potent for 1 minute before drying. The first time a beast is damaged by this weapon while it is poisoned, the beast comes under the effects of a Dominate Beast (Save DC 18) spell. The spell acts as though it was cast by the creature with the highest Charisma score that the beast can see and hear within 60 feet of it. If a new creature with a higher Charisma score enters the radius of the effect during its duration, the effect changes as if it were cast by the new creature. The duration of the effect remains 1 minute.
  • 1 Skull of Baphomet: If a creature with at least 16 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 18 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 effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 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 effect for the next 24 hours.
  • 1d2 Eyes of Baphomet: A creature holding the eye can crush it as an action to cast Mirage Arcane, though the range of the spell is limited to the room where the creature is currently standing. The spell has no effect outdoors. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 1 Hide of Baphomet: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Splint Armor that requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Baphomet (MToF pg. 143) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 1d2 Hooves of Baphomet: Acts as a hammer. Can be carefully crafted (smith's tools) into a magic maul that requires attunement. A creature attuned to the maul can use it to cast Wall of Stone, forming a maze-like structure around themselves. Once the maul has cast this spell three times, it cannot do so again until the next dawn.

They say two heads are better than one!
Demogorgon (26) - fiend (religion)
  • 5 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 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the Gaping Maw in the abyss instead of the intended destination.
  • 2 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 Demon Lord Amulet: This item is not found with the Demon Lord 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. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 1 Aameul, Head of the Demon Prince: A creature holding the head can use its action to direct the gaze of the head towards a target within 60 feet of it. The target must succeed on a DC 23 Wisdom saving throw or be stunned until the start of the holder's next turn. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the head until the start of his next turn. If the target looks at the head in the meantime, it must immediately make the save. While holding the head, the creature gains a Madness of Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled each time the head changes possession.
  • 1 Hathradish, Head of the Demon Prince: A creature holding the head can use its action to direct the gaze of the head towards a target within 60 feet of it. The target must succeed on a DC 23 Wisdom saving throw or suffer the effects of the Confusion spell until the start of the holder's next turn. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the head until the start of his next turn. If the target looks at the head in the meantime, it must immediately make the save. While holding the head, the creature gains a Madness of Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled each time the head changes possession.
  • 4 Tentacles of Demogorgon: Acts as a magic whip that deals 1d12 damage on a hit. A creature hit by the whip must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0.
  • 3d4 Scales of Demogorgon: Acts as a shield that requires attunement. An attuned creature grows a second head on their shoulder, gaining advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. The head remains even if the attunement is broken, and must be severed to be removed. Curse. A creature attuned to the shield gains a Madness of Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 1 Tail of Demogorgon: Acts as a magic whip that deals an additional 2d10 necrotic damage on a hit. A target struck by the Tail is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 1 Ape Hide of the Demon Prince: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Plate Armor that requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 4d10 Teeth of Demogorgon: 20 teeth act as a bag of caltrops. Can be planted in the ground, causing an area of magical darkness to immediately appear, as the spell Darkness. This darkness lasts 1 round. If four or more teeth are planted at once, an illusory duplicate of Demogorgon emerges from the ground after 1d4 rounds. Each creature within 120 feet of the duplicate must succeed on a DC 23 Wisdom saving throw or be affected as if by the Fear spell. If a creature affected by this spell fails its saving throw by 5 or more, it also gains a Madness of Demogorgon (MToF pg. 145) as its flaw. The illusory duplicate remains visible for 1 minute or until it takes damage.
  • 1d4 Claws of Demogorgon: Acts as a magic dagger. Can be mastercrafted (alchemist's supplies) into a Poison of Feeblemind. A creature that ingests the poison is subject to the Feeblemind spell (Save DC 23).

The only demon lord to have a hit TV show in the 90s
Fraz Urb'luu (23) - fiend (religion)
  • 5 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 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to Hollow's Heart in the abyss instead of the intended destination.
  • 6 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 Demon Lord Amulet: This item is not found with the Demon Lord 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. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 2 Ears of the Deceiver: No immediate use. Can be mastercrafted (alchemist's supplies) into a Poison of Confusion or a Potion of Dreams. A creature that ingests the Poison of Confusion is under the effect of a Confusion (Save DC 23) spell, which lasts the full duration. A creature that drinks the Potion of Dreams can cast Dream by going to sleep within 1 hour of drinking the potion. The Save DC for the spell is 23.
  • 2 Wings of the Deceiver: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a Cloak of Nondetection, the equivalent of an Amulet of Proof Against Detection and Location.
  • 2 Eyes of the Deceiver: A creature holding the eye can crush it as an action to cast Mislead. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 1 Tail of Fraz Urb'luu: Acts as a magic whip with a range of 15 feet. A target struck by the Tail is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 1 Hide of Fraz Urb'luu: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Breastplate Armor that requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Fraz-Urb'luu (MToF pg. 147) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 2d10 Teeth of Fraz Urb'luu: 20 teeth act as a bag of caltrops. Can be planted in the ground, causing a simulacrum (as if created by the Simulacrum spell) to emerge from the ground in 1d10 minutes. The Simulacrum is a copy of the creature who planted the tooth, or one chosen at random if more than one creature participated.

Voted #1 at Hugs in the Abyss
Graz'zt (24) - fiend (religion)
  • 5 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 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to Azzatar in the abyss instead of the intended destination.
  • 2 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 Demon Lord Amulet: This item is not found with the Demon Lord 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. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 1 Wave of Sorrow: Acts as a magic greatsword that deals 4d6 slashing damage and 3d6 acid damage on a hit, and requires attunement. A creature must have a Strength score of 18 or higher to wield the greatsword. An attuned creature can cast Darkness from the sword. As long as they are attuned to the sword, they can see through the magical darkness. After the sword has cast the spell three times, it cannot do so again until the next dawn.
  • 12 Fingers of the Dark Prince: A creature holding a finger can consume it to cast one of the following spells, chosen at random: Charm Person, Crown of Madness, Detect Magic, Dispel Magic, or Dissonant Whispers (Save DC 23). The creature can consume 3 fingers at once to cast one of the following spells, chosen at random: Dominate Person, Sanctuary, or Telekinesis (Save DC 23). If the creature consumes all twelve fingers at once, they can cast one of the following spells, chosen at random: Dominate Monster or Greater Invisibility (Save DC 23). No matter how many fingers the creature consumes, they must immediately make a Wisdom saving throw, with a DC equal to 11 + the number of fingers consumed. On a failure, the creature permanently gains a Madness of Graz'zt (MToF page 149).
  • 1 Head of Graz'zt: A creature holding the Head can use it to cast Teleport. Any creature targeted by the spell is also targeted by a Command spell (Save DC 23), issued from the Head's lips as if it were from Graz'zt himself. The DM determines the nature of the Command, which Graz'zt uses to cause the most strife possible within the group. Once cast, the head cannot cast the spell again until the next dawn.
  • 1 Skin of Graz'zt: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Half Plate armor that requires attunement. As an action, an attuned creature can Polymorph into any medium humanoid form, as the spell indicates. The spell does not require concentration, and lasts until dispelled, changed again as an action, or the attunement is broken.

"Maybe we should just drown this awesome art in black ink" - somebody at WotC
Jubilex (23) - fiend (religion)
  • 6d4 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 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the Slime Pits in the abyss instead of the intended destination.
  • 2 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 Demon Lord Amulet: This item is not found with the Demon Lord 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. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 2d4 Lumps of Jubilex's Slime: Can be used as a ranged weapon with a range of 20/60 by using a stone mechanism. On a hit, Jubilex's Slime deals 55 (10d10) acid damage if the target is a creature. If the target is metal or wearing metal armor or using metal weapons, the metal is corroded. The slime destroys up to 6 cubic feet of a metal object. Metal armor takes a -1 penalty to the AC it offers, and a metal weapon takes a -1 penalty to damage rolls. The penalty is cumulative, and the item is destroyed if the penalty reaches -5.
  • 2d4 Vials of Jubilex's Acid: Acts as a normal vial of acid, but deals 21 (4d6 + 7) acid damage on a hit. If poured over a corpse, the corpse is obliterated in 1 minute.
  • 2d4 Vials of Jubilex's Black Bile: A creature that ingests the Bile is subject to a Contagion (Save DC 18) spell, the disease of which is chosen randomly. Additionally, the creature must succeed on a DC 18 Wisdom saving throw or permanently gain a Madness of Jubilex (MToF pg. 151).
  • 2d4 Lumps of Jubilex's Rejuvenating Ooze: If fed to an Ooze, the creature regains 20 hit points at the start of each of its turns for 1 minute. If the creature takes fire or radiant damage, this trait doesn't function at the start of its next turn. The ooze only dies if it starts its turn with 0 hit points and doesn't regenerate. If fed to any other creature, that creature is targeted by a Blight (Save DC 18) spell. 
  • 2d4 Vials of Jubilex's Foul Muck: Can be used as a ranged weapon with a range of 20/60 by using a stone mechanism. A creature hit by the Muck is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the creature. This effect ends when the creature uses its action to scrape the ooze off itself.
  • 3d4 Eyes of Jubilex: A creature holding the eye can crush it as an action to summon a Green Slime (DMG pg. 105), filling a 5-foot patch within 60 feet of the creature. The summoner has no special protection from the Green Slime. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.

Winner of D&D's "Should be the Poster Boy for a Metal Band" award, 30 years running
Orcus (26) - fiend (religion)
  • 5 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 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to Thanatos in the abyss instead of the intended destination.
  • 2 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 Demon Lord Amulet: This item is not found with the Demon Lord 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. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 1 Wand of Orcus: as listed in the Dungeon master's Guide (page 227)
  • 2 Hooves of Orcus: Acts as a hammer. Can be carefully crafted (smith's tools) into a magic maul that requires attunement. A creature attuned to the maul can use it to cast Create Undead, which can be cast at any time of day. Once the maul has cast this spell, it cannot do so again until the next dawn.
  • 2 Wings of Orcus: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a Shroud of Undeath, which requires attunement. when a creature attuned to the Shroud casts Animate Dead or Create Undead, they choose the level at which the spell is cast, and the creatures created by the spells remain under their control indefinitely.
  • 1 Skull of Orcus: If a creature with at least 16 Strength lifts the skull above their head as an action, a cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius arises from the point the creature stands. The area lasts until the end of the creature's next turn. Creatures in this area have vulnerability to necrotic damage.  The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. Creatures within 10 feet of the item have vulnerability to necrotic damage.
  • 1 Orcusword: A magic +3 Greatsword that deals an additional 3d6 necrotic damage on a hit and requires attunement. A creature hit by the Orcusword must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. A creature killed by the Orcusword rises as a zombie or skeleton under the attuned creature's control after 1d10 minutes. The undead disintegrates into dust after 24 hours unless Animate Dead or similar magic is used to maintain its existence. The attuned creature may cast Finger of Death (Save DC 18) using the sword. Once the Orcusword has cast this spell, it can't do so again until the next dawn.
  • 4d4 Bones of Orcus: Each can substitute for 1,000 gp worth of material components in a necromancy spell. Can be used as an arcane focus for Necromancy spells. While using this focus, a spellcaster may cast Chill Touch using the Bone, even if they don't normally know the spell.
  • 2 Horns of Orcus: Acts as a magic war pick. A target struck by the Horn is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 1 Hide of Orcus: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of a +3 Chain Shirt that requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Orcus (MToF pg. 153) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 2d4 Claws of Orcus: Acts as a magic dagger. Can be crafted (leatherworker's tools) into a Necklace or Collar of the Master of Undeath. An undead creature wearing the item is immune to effects that would turn it.
  • 1d10 Teeth of Orcus: 20 teeth act as a bag of caltrops. Can be planted in the ground, causing an undead creature to emerge from the earth after 1d4 rounds. The creature that emerges is a Skeleton, Zombie, or Ghoul, chosen at random. The undead disintegrates into dust after 24 hours unless Animate Dead or similar magic is used to maintain its existence.

I bet he could finish off two Hungry Man microwave dinners. Maybe two and a half.
Yeenoghu (24) - fiend (religion)
  • 5 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 Greater Demon Heart: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the Death Dells in the abyss instead of the intended destination.
  • 2 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 Demon Lord Amulet: This item is not found with the Demon Lord 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. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 1 Butcher: Acts as a magical flail that deals 1d12 damage on a hit and requires attunement. On a hit, the flail creates an additional effect, chosen by at random:
    1. The attack deals an extra 2d12 damage.
    2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of the attuned creature's next turn.
    3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the Confusion spell until the start of the attuned creature's next turn.
  • 2 Eyes of the Gnoll Lord: A creature holding the eye can crush it as an action to cast Invisibility. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 2d10 Teeth of the Gnoll Lord: 20 teeth act as a bag of caltrops. Can be planted in the ground, causing a large iron spike to burst from the ground in 1d10 minutes. A creature in this space must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
  • 2 Incisors of the Gnoll Lord: Acts as a magic war pick. A target struck by the Incisor is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 4d4 Claws of the Gnoll Lord: Acts as a magic dagger. Can be crafted (leatherworker's tools) into a Necklace or Collar of the Gnoll Lord. A gnoll or hyena that wears the item enters a frenzy, gaining advantage on melee weapon attacks and causing attack rolls to have advantage against them.
  • 1 Hide of Yeenoghu: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Splint Armor that requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Yeenoghu (MToF pg. 155) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 2d4 Bones of Yeenoghu: Acts as a club. Can be carefully crafted (alchemist's supplies) into a Rampage Potion. For 10 minutes after consuming the potion, when the user reduces another creature to 0 hit points with a melee attack on its turn, the user may use their bonus action to move up to half their speed and make an unarmed strike.
  • 1 Skull of the Gnoll Lord: No immediate use. Can be mastercrafted (smith's tools) into a helm that requires attunement. The helm counts as heavy armor. An attuned creature can cast Fear (Save DC 17) using the helm. Once the spell has been cast three times, it cannot be cast again until the next dawn.

Is this just a really bad, really long-running yeast infection joke?
Zuggtmoy (23) - fiend (religion)
  • 5 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 Greater Demon Hearts: While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the layer of Shedaklah in the abyss instead of the intended destination.
  • 2 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 Demon Lord Amulet: This item is not found with the Demon Lord 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. If not destroyed, the Demon Lord reforms at the Amulet's location after 1d10 days.
  • 2 Eyes of the Demon Queen of Fungi: A creature holding the eye can crush it as an action to cast Plant Growth. The growth produced by the spell is entirely fungal. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 3d4 Vials of infestation Spores: A creature can use an action to spread these spores within a 5-foot cube, which lingers for 1 minute. Any flesh -and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table, MToF pg. 157) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (MM pg. 230).
  • 2d4 Vials of Mind-Control Spores: A creature can use an action to spread these spores within a 5-foot cube, which lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is considered charmed by all fungal creatures, and can't be reinfected by these spores.
  • 4d4 Chunks of Zuggtmoy's Fungal Flesh: If planted in the ground, emerges as a Myconid Sprout (MM pg. 230) in 1d4 days. 10 of these can be mastercrafted (leatherworker's tools) into the equivalent of a +3 chain shirt which requires attunement. A creature attuned to the armor gains resistance to nonmagical bludgeoning, slashing and piercing damage. Curse. A creature attuned to the armor gains a Madness of Zuggtmoy (MToF pg. 157) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 1d4 Zuggtmoy's Fungal Antlers: Acts as an arcane focus that requires attunement. An attuned creature using the antler can cast Ray of Sickness (1st level) at will. If the spell is aimed at a point on the ground not covered by stone or metal, the attuned creature can cause a fungus of CR 1/2 or lower to sprout at that point. The type of fungus is determined by the attuned creature, and exists for 1 hour before withering away. The fungus is friendly towards the attuned creature as long as they retain their attunement to the antler, but is hostile towards all other non-fungus creatures. Once four fungi have been summoned in this manner, the antler cannot create another one until the next dawn.
  • 1d10 Pseudopods of Zuggtomy: Acts as a magic pike that deals an additional 2d8 poison damage on a hit. A target struck by the Pseudopod is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.

Whew! That was quite a bit of work. I'm ready to move on to their lawful counterparts, the Devils. See you in two weeks!
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Thanks for reading!

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