Monday, November 5, 2018

Mordenkainen's Tome of Foes PDF

Pictured: Me dealing with scheduling and personal organization
So, this officially starts my hiatus. I'm only going to be posting occasionally, as my work with Multivarious and on my own personal projects is ramping up. But before I go, I wanted to post this PDF of the Creature Loot articles I've been writing for the last few months.

I'm still working on PDFs of the Innate Magic NPCs and the Failed Magic Items. Those are also great article series, and you should definitely check them out.

But for now, everything is closing on the blog. I'll still post recaps of my major games (since my players use those for reference), and if I have some time I might do a Creature Loot article or two for a module. I'm reading through Dragon Heist right now and loving it!

I'm not sure how much of a break I'll need, but I definitely want to return to this project. I'm still interested in writing Creature Loot for some 3rd-Party books like Kobold Press's Tome of Beasts, but that's a huge commitment with over 400 monsters to sift through. It will definitely be better served when I can give it my full attention.

So, without further adieu, the PDF for Mordenkainen's Tome of Foes.

GM Binder Link
Google Drive Link

(Bonus! Google Drive links for my previous PDFs!)
Monster Manual
Volo's Guide to Monsters
Tomb of Annihilation

Until we meet again, thanks for reading!

Friday, November 2, 2018

Creature Loot: Mordenkainen's Tome of Foes T - Z

I like to imagine they talk real slow
Woah... it's the last Creature Loot article for Mordenkainen's Tome of Foes! And also, the last article on this blog that will be occurring at the scheduled time. Of course, I've been working on a PDF of this material, and I'll be releasing it soon... just give me a few more days!

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!

Tortle (1/4) - humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Tattered Light Crossbow
  • 1 Tortle Shell: Acts as a one-person tent. Can be carefully crafted (smith's tools) into Splint Armor.

Tortle Druid (2) - humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Tortle Shell: Acts as a one-person tent. Can be carefully crafted (smith's tools) into Splint Armor.
  • 1 Spellcasting Component Pouch
  • 1 Tribal Token: A small totem that can act as a druidic spell focus

Trolls

Dire Troll (13) - giant (survival)
  • 5d4 Chunks of Troll Meat: Can be consumed as rations. When eaten, the user must succeed on a DC 10 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 3d4 Vials of Troll Blood: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Vitality.
  • 2d10 Troll Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 3 Dire Troll Limbs: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not cooked or cured with acid, regrows into a Troll in 1 hour. If dealt at least 10 acid or fire damage every 10 minutes, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg
At some point you just have too many mouths

Rot Troll (9) - giant (survival)
  • 3d4 Chunks of Rot Troll Meat: Can be consumed as rations. When eaten, the user must succeed on a DC 20 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 2d4 Vials of Troll Blood: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Vitality.
  • 1d10 Troll Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 2 Rot Troll Limbs: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). Any creature that ends its turn within 5 feet of a limb takes 5 (1d10) necrotic damage. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg
  • 1 Rot Troll Hide: Difficult to transport, deals 5 (1d10) necrotic damage to anything organic it touches, though no more than once per round. Can be crafted (leatherworker's tools) into Leather Armor of Necrotic Resistance.

Spirit Troll (11) - giant (survival)
  • 3d4 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 3d4 Pinches of Spirit Dust: Acts as Dust of Disappearance.
  • 2d4 Chunks of Spirit Troll Flesh: Can be consumed as rations. When eaten, the user must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 1d10 Spirit Troll Teeth: 20 of these teeth act as a bag of caltrops that can affect incorporeal creatures. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 2 Spirit Troll Limbs: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not subdued with mental or magic energy, regrows into a Spirit Troll in 1d4 hours. If dealt at least 10 psychic or force damage every hour, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg

Venom Troll (7) - giant (survival)
  • 2d4 Chunks of Venom Troll Meat: Can be consumed as rations. When eaten, the user must succeed on a DC 20 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 3d4 Vials of Venom Troll Blood: Acts as basic poison, but requires a Constitution save of 16 and deals 1d8 poison damage 
  • 1d10 Troll Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 1 Venom Troll Limb: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not cooked or cured with acid, regrows into a Venom Troll in 1d4 hours. If dealt at least 10 acid or fire damage every hour, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg

I know it's hard to tell, but that guy is really tasty
Vampiric Mist (3) - undead (religion)
  • 1d4 Vials of Vampire Dust: If consumed as an action, acts as a Gaseous Form spell cast upon the user. Can be carefully crafted (alchemist’s supplies) into a Poison of Mist, an ingested poison that forces a target to become mist as in a Gaseous Form spell. When used this way, the spell does not require concentration and cannot be willingly ended before the full duration has passed.
  • 1d4 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.
  • 1d4 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.

Yugoloths

Canoloth (8) - fiend (religion)
  • 2d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Canoloth Tongue: Acts as a magic whip that deals 1d12 piercing damage on a hit.
  • 2d6 Canoloth Teeth: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Alertness. For 1 hour after drinking the potion, a creature cannot be surprised while is isn't incapacitated.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Canoloth Hide: Acts as a blanket. Can be carefully crafted into Chain Mail armor of Acid Resistance.
  • 1 Chunk of Canoloth Brain Matter: Creatures can't teleport to or from 1 space within 60 feet of the brain matter. Any attempt to do so is wasted.

Dhergoloth (7) - fiend (religion)
  • 2d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 2d2+1 Dhergoloth Arms: Acts as a magic flail. A creature holding the flail can use an action to cast Sleep from it as a 1st-level spell. Once the spell is cast, the arm cannot be used this way again until the next dawn.
  • 1 Dhergoloth Carapace: No immediate use. Can be carefully crafted into the equivalent of Scale Mail armor that requires attunement. An attuned creature can cast Darkness, centered on themselves. Once the spell is cast, the armor cannot be used this way again until the next dawn.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.

Hydroloth (9) - fiend (religion)
  • 2d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 2d4 Hydroloth Claws: Acts as a magic dagger that is well-suited to use underwater. While the user is submerged in liquid, attack rolls made with the dagger have advantage.
  • 1d2 Eyes of the Hydroloth: A creature can use its action to consume the eye and target a creature within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this effect for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5. they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A Greater Restoration or Remove Curse spell cast on the target ends this effect early.
  • 2d10 Hydroloth Teeth: Acts as a magic shortsword that requires attunement. While attuned to the sword, a creature is under the effect of a Water Walk spell. 
  • 1 Hydroloth Hide: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a cloak that requires attunement. While attuned to the cloak, a creature is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.

Proooooooud Mary keep on turnin'!
Merrenoloth (3) - fiend (religion)
  • 1 Oar of the Merrenoloth: Acts as an arcane focus for a warlock that requires attunement. While attuned to the oar, the warlock may cast Control Water or Control Weather without expending a spell slot. Once Control Water has been cast, it cannot be cast again until the next dawn. Once Control Weather has been cast, the oar becomes nonmagical.
  • 1d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Merrenoloth Skull: A creature can use their action to point the skull at a creature they can see within 60 feet. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the skull for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The skull then becomes nonmagical. The skull can be carefully crafted (carpenter's tools) into the figurehead of a ship. The ship gains the following benefits as long as the skull remains on the figurehead. Removing the skull causes it to become nonmagical.
    • The ship doesn't sink even if its hull is breached.
    • The ship always stays on course to the destination the captain names.
    • Creatures the captain chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage.

Oinoloth (12) - fiend (religion)

  • 3d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 2d4 Plague Seeds: When the Oinoloth is slain, these plague seeds are scattered in random locations (chosen by the DM) within 60 feet of the body. The area within 30 feet of a plague seed is blighted for 24 hours. The area moves with the seed, and if two or more seeds overlap areas on blight, only one effect occurs within the overlap. After 24 hours have elapsed, the seeds wither and become nonmagical. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the effects of the plague seeds for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (ld10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.
  • 2d4 Oinoloth Claws: Acts as a magic dagger that deals an additional 1d10 necrotic damage on a hit.
  • 1d2 Oinoloth Eyes: A creature can use its action to consume the eye and target a creature within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of their next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to this effect for the next 24 hours.
  • 2 Oinoloth Horns: No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Corrupted Healing. A creature that drinks the potion regains all its hit points, and can end one condition on themselves: blinded, deafened, paralyzed, or poisoned. The creature then gains 1 level of exhaustion, and their hit point maximum is reduced by 1d6 per class level they have, or a number of d6s equal to their CR. This reduction can be removed only by a Wish spell or by casting Greater Restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0
  • 1 Oinoloth Skin: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a cloak that requires attunement. An attuned creature is immune to disease, has advantage on saving throws against being poisoned, and has resistance to poison damage.

Yagnoloth (11) - fiend (religion)
  • 3d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Electrified Hand: Acts as a magic club that deals as additional 2d8 lightning damage on a hit. 
  • 1 Massive Arm: Acts as a magic greatclub that deals 1d12 damage on a hit.
  • 1 Book of Contracts: Contains information on Yugoloth contracts the Yagnoloth has written and adjudicated. A creature studying the book for an hour can use it to craft a nearly perfect contract, which contains loopholes only able to be located by powerful magic or godlike entities. However, a creature is under no compulsion to honor the contract if they sign it.
  • 2 Yagnoloth Eyes: A creature can use its action to consume the eye and target an incapacitated creature within 15 feet of it. The target takes 36 (7d8+4) necrotic damage, and the creature using the eye gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
  • 1 Yagnloth Hide: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a cloak that requires attunement. An attuned creature can use their action to direct up to two allied creatures within 60 feet that can hear them to use their reactions to make one melee attack each. Once the cloak has been used this way, it can't be used again until the next dawn.
  • 1d2 Yagnoloth Wings: Requires attunement by a warlock. Acts as a Wand of Lightning Bolts that does not regain charges.

That's it. That's all there is. And there isn't any more.

Say goodbye, you ugly jerk!
Until I decide to do all the adventure modules or Wizards comes out with another monster book or I decide to get started on the third-party manuals like Tome of Beasts or Fifth Edition Foes.

Thanks for reading!