Friday, July 20, 2018

Creature Loot: Mordenkainen's Tome of Foes - Derro and Devils

Just like Rafiki from the Lion King. But legitimately insane.
With the demons done, let's move on to the devils. There are some really cool guys in here, like the kind you'd want to invite to a badminton party. 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!

Derro

Derro (1/4) - humanoid (survival)
  • 1 Tattered Hooked Spear: Acts as a spear. On a hit, if the target is medium or smaller, the wielder can choose to deal no damage and knock the target prone.
  • 1 Tattered Light Crossbow
  • 1 Tattered Set of Leather Armor
  • 1 Derro Head: No immediate use. Acts as a trophy to underdark hunters and Duergar.

Derro Savant (3) - humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Tattered Set of Leather Armor
  • 1 Derro Head: No immediate use. Acts as a trophy to underdark hunters and Duergar.
  • 1 Derro Talisman: Acts as an arcane focus, except while exposed to sunlight.
  • 1d4 Magic Detritus: Each appears to be a trinket (PHB pg. 160) but has a minor magic item property (DMG pg. 143)

Devils

Note: Unless the devil is killed in the Nine Hells, only the Hellish Ichor is able to be harvested.

Black Abishai (7) - fiend (religion)
  • 2 Black Abashai's Scimitars: Acts as a magic scimitar and a Holy Symbol to Tiamat.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 1d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 1d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Black Abishai Wings: No immediate use. Can be carefully crafted (leatherworker's tools) into a Cloak of Shadow Stealth. A creature wearing the cloak can take the Hide action as a bonus action while in dim light or darkness.
  • 1d2 Black Abishai Horns: A creature holding the horn can use it to cast Darkness at a point within 120 feet of them, requiring no components. While the spell persists, the creature can move the area of darkness up to 60 feet as a bonus action, as long as they are holding the horn. Once used in this way, the horn cannot be used again until the next dawn.

Blue Abishai (17) - fiend (religion)
  • 1 Blue Abashai's Quarterstaff: Acts as a magic quarterstaff and an arcane focus.
  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 4d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 2 Blue Abishai Wings: No immediate use. Can be carefully crafted (leatherworker's tools) into a Cloak of Internal Electricity, which requires attunement. An attuned creature's unarmed strikes deal an additional 1d6 lightning damage on a hit.
  • 1 Blue Abishai Horn: No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Clear Thought. A creature that drinks the potion has its Intelligence score increase by 2, as well as its maximum for that score. A creature can't benefit from this potion more than once.
  • 1 Spellcasting Component Pouch
  • 2d4 Books (useless)
  • 2d4 Skill Books: Contain knowledge concerning a certain skill and topic that the Blue Abishai was interested in. For example: Arcana (Tomes of Infernal Magic). Using the book for 5 minutes is equivalent on rolling a 15 on the related skill.

Green Abishai (15) - fiend (religion)
  • 1 Green Abashai's Longsword: Acts as a magic longsword and a Holy Symbol to Tiamat.
  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 3d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 2 Green Abishai Wings: No immediate use. Can be carefully crafted (leatherworker's tools) into a Cloak of Shapechanging, which requires attunement. An attuned creature can cast Alter Self at will, without requiring a spell slot.
  • 1d4 Green Abishai Spines: A creature holding a spine can snap it to cast Fear (Save DC 17) originating from the spine. 
  • 4 Vials of Green Abishai Poison: Can be applied to a weapon or a piece of ammunition as an action. A creature hit by the poisoned weapon or ammunition must make a DC 16 Constitution saving throw or take 2d10 poison damage. Additionally, the creature is poisoned 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.

Color-coded for your convenience
Red Abishai (19) - fiend (religion)
  • 1 Red Abashai's Morningstar: Acts as a magic morningstar and a Holy Symbol to Tiamat.
  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 4d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 3d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 2 Red Abishai Wings: No immediate use. Can be carefully crafted (leatherworker's tools) into a Cloak of Internal Fire, which requires attunement. An attuned creature's unarmed strikes deal an additional 1d6 fire damage on a hit.
  • 2 Red Abishai Horns: No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Gainful Strength. A creature that drinks the potion has its Strength score increase by 2, as well as its maximum for that score. A creature can't benefit from this potion more than once.
  • 1 Talisman of Tiamat: Requires attunement. An attuned creature can use its action to target one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the talisman's ability for 1 hour. On a failed save, the target is charmed by the attuned creature for 1 hour. While charmed in this way, the target regards the attuned creature as a trusted friend to be heeded and protected. This effect ends if the attuned creature or its companions deal damage to the target, or if the attunement ends.
  • 1 Heart of the Red Abishai: 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 Tiamat's lair in Avernus instead of the intended destination.
  • 1 Mantle of Tiamat: Requires attunement. An attuned creature can use its action to choose up to four of their allies within 60 feet of it that have the dragon or fiend monster type and can see them. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened.
  • 1 Red Abishai Brooch: A creature holding the brooch can touch it as an action. Each creature of the holder's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of the brooch 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 the brooch's ability for the next 24 hours. once used in this way, the brooch can't be used again until the next dawn.

White Abishai (6) - fiend (religion)
  • 1 White Abashai's Longsword: Acts as a magic longsword and a Holy Symbol to Tiamat.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 1d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 1d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 White Abishai Wings: No immediate use. Can be carefully crafted (leatherworker's tools) into a Cloak of Reprisal, which requires attunement. The attuned creature may use their reaction, in response to taking damage, to make a single melee weapon attack against a creature within 5 feet of them. If no creature is within reach, the attuned creature may move up to half its speed towards an enemy it can see, without provoking opportunity attacks.
  • 1d10 White Abishai Teeth: As a bonus action, a creature may consume one of the teeth. The creature gains advantage on all melee weapon attack rolls during that turn, but attack rolls have advantage against them until the start of their next turn.

Amnizu (18) - fiend (religion)
  • 1 Taskmaster's Whip: Acts as a magic whip. On a hit, the target takes an additional 16 (3d10) force damage.
  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 4d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 2 Amnizu Wings: No immediate use. 2 can be crafted into a Cloak of Betrayal, which requires attunement. When a creature within 60 feet of the attuned creature makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the attuned creature or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to this ability for 24 hours.
  • 1 Amnizu Scepter: A creature holding the scepter can target one creature it can see within 60 feet of them. The target must succeed on a DC 18 Intelligence saving throw or become stunned for l minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. Once this property has been used, it cannot be used again until the next dawn.
  • 1 Amnizu Robes: Requires attunement. A creature attuned to the robes gains telepathy out to 1,000 feet. While communicating in this way, a creature cannot make a purposefully false statement, as if under the effect of a Zone of Truth spell
  • 2d4 Bones of the Amnizu: No immediate use. Can be carefully crafted (alchemist's supplies) into a Mindrot Poison. A creature that ingests this poison must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the end of their next turn.
  • 1 Heart of the Amnizu: No immediate use. Can be mastercrafted by a spellcaster (enchantment) into a Domination Amulet, which requires attunement and has 10 charges. An attuned creature can use an action to expend 1 or more charges from the amulet to cast one of the following spells from it (Save DC 19): Charm Person (1 charge), Command (1 charge), Dominate Person (5 charges), or Dominate Monster (8 charges). The amulet regains 1d6+4 expended charges daily at dawn. If the last charge is used, roll a d20. On a 1, the amulet dissolves into the waters of the River Styx, casting Feeblemind (Save DC 19) on the attuned creature.
  • 2 Hands of the Amnizu: Can be used as an improvised melee weapon. On a hit, a target takes 44 (8d10) necrotic damage. The hand then loses this property. The hand can also be used as an arcane focus whether or not it has dealt damage.

New idea: a campaign where these things just kind of flatten an entire country. So metal.
Hellfire Engine (16) - fiend (religion)
  • 3d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Vials of Acidic Flame: Acts as a Vial of Acid, dealing 11 (2d10) fire damage plus 18 (4d8) acid damage on a hit.
  • 1 Lightning Flail: Acts as a magic flail that deals an additional 9 (2d8) lightning damage on a hit. Additionally, on a hit, one creature of the wielder's choice within 10 feet of the target must make a DC 20 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one.
  • 1 Thunder Cannon: Acts as a siege weapon with 18 AC and 75 hit points. It takes one action to load the cannon, one action to aim it, and one action to fire it. The Thunder cannon targets a point within 120 feet of it. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
  • 4d4 Plates of Hellfire Shielding: Acts as a magical shield. 4 of these can be mastercrafted (smith's tools) into Hellfire Engine Armor. The armor is equivalent to plate armor, and the armor is immune to effects that would deteriorate or weaken it. Additionally, a creature wearing the armor is immune to any spell or effect that would alter its form.
  • 4 Hellfire Wheels: A creature with a Strength score of 20 or higher can use their action to roll the wheel in a straight line a distance equal to their speed. The wheel stops at the end of this move, or if it hits an object or creature that is Huge or larger. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire wheel enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire wheel's path . On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire wheel stops in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire wheel. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire wheel and is no longer restrained.
  • 1 Heart of the Hellfire Engine: The Heart has AC 10 and 55 hit points.  If a creature deals at least 13 bludgeoning damage to the Heart with a single spell or attack, the Heart starts like an engine. The Heart does not start if the attack reduces the Heart to 0 hit points. Each creature within 20 feet of the Heart when it starts must make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. After the Heart is reduced to 0 hit points, the Heart becomes non-functional.

Merregon (4) - fiend (religion)
  • 1 Hellforged Halberd: This halberd is immune to effects that would deteriorate or weaken it. The weapon can be destroyed with a DC 20 Strength check.
  • 1 Hellforged Crossbow: This crossbow is immune to effects that would deteriorate or weaken it. The weapon can be destroyed with a DC 20 Strength check.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 1d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Narzugon (13) - fiend (religion)
  • 1 Set of Hellforged Plate Armor: This armor is immune to effects that would deteriorate or weaken it.
  • 1 Hellforged Shield: This shield is immune to effects that would deteriorate or weaken it. The shield can be destroyed with a DC 20 Strength check.
  • 1 Hellfire Lance: This magic lance deals an additional 16 (3d10) fire damage on a hit. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a Wish spell or killing the lemure and casting True Resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.
  • 1 Infernal Tack: Mordenkainen's Tome of Foes page 167
  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 2d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 1d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1 Head of the Narzugon: A creature holding the head can communicate with the Narzugon telepathically. The Narzugon refuses to communicate with good-aligned creatures. A non-good creature can use their action to make a DC 17 Charisma (Persuasion) check to convince the head to assist them. On a success, the head issues one of two commands, chosen by the creature holding the head:
    • Infernal Command. Each ally of the non-good creature within 60 feet of it can't be charmed or frightened until the end of their next turn.
    • Terrifying Command. Each creature that isn't a fiend within 60 feet of the head that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it 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. A creature that makes a successful saving throw is immune to this Head's Terrifying Command for 24 hours.
  • 1 Nightmare: Monster Manual page 235. If the Narzugon was defeated in combat, the Nightmare is hostile to the person who slayed them.
  • 2d4 Bones of the Narzugon: No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Supreme Healing.

Don't worry, I'm on the keto diet, bro!
Nupperibo (1/2) - fiend (religion)
  • 1 Vial of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Orthon (10) - fiend (religion)

Note: If the Orthon triggers its Explosive retribution, only the Hellish Ichor can be harvested.
  • 1 Infernal Dagger: On a hit, the target must make a DC 17 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. On a  failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 1 Brass Crossbow: This crossbow is immune to effects that would deteriorate or weaken it. The weapon can be destroyed with a DC 20 Strength check.
  • 1 Set of Hellforged Half Plate Armor: This armor is immune to effects that would deteriorate or weaken it.
  • 1d2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 2d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 1d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 3d4 Magic Bolts: These bolts contain magical properties when fired from a crossbow. The number of bolts obtained determines their properties:
    1. Acid. The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.
    2. Blindness. The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the crossbow user's next turn.
    3. Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
    4. Entanglement. The target must make a successful DC 17 Dexterity saving throw or be restrained for l hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.
    5. Paralysis. The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for l minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    6. Tracking. For the next 24 hours, the crossbow user knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the crossbow user knows which one, but not the exact location there.
    7. Acid (see above)
    8. Blindness (see above)
    9. Concussion (see above)
    10. Entanglement (see above)
    11. Paralysis (see above)
    12. Tracking (see above)

Next week, we move on to the Archdevils! Not the biggest bad guys in Hell, but like #8-14 at least.

"Let's steal from archdevils!" - a PC, probably
Thanks for reading!

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