Friday, July 28, 2017

Creature Loot: E & F


This week on Creature Loot: rap groups - who does it best?
Finally through the D's. If you don't know what that means, and what all this is about, well, get caught up!


Elementals

Air Elemental (5) – elemental (arcana)
  • 3d2 Motes of Elemental Air: Appears as a tiny puff of cloud. If held in the hand and blown upon, casts Fog Cloud centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Air. Using either of these abilities destroys the mote.
  • 1 Heart of Wind: Identical to a Mote of Elemental Air, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Air. The portal is stationary in the location it is crafted.
  • 1 Gust of Warm Breeze: Invisible to the eye, can be detected by magic or if a search is performed to look for a small area where wind seems to blow from nowhere. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Air Elementals.

Earth Elemental (5) – elemental (arcana)
  • 3d2 Motes of Elemental Earth: Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone: Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
  • 1 Vial of Crystalline Powder: Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.

Fire Elemental (5) – elemental (arcana)
  • 3d2 Motes of Elemental Fire: Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.
  • 1 Heart of Flame: Identical to a Mote of Elemental Fire, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Fire. The portal is stationary in the location it is crafted.
  • 1 Puff of Smoke: Appears to be normal smoke, can be detected by magic or if a search is performed to look for a wisp of smoke that does not dissipate. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Fire Elementals.

Water Elemental (5) – elemental (arcana)
  • 3d2 Motes of Elemental Water: Appears as a small shard of ice that glows with blue light. If covered in water or dropped in water, casts Create Water, centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Water. Using either of these abilities destroys the mote.
  • 1 Heart of Waves: Identical to a Mote of Elemental Water, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Water. The portal is stationary in the location it is crafted.
  • 1 Vial of Sea Foam: Appears to be normal foam, can be detected by magic or if a search is performed to look for sea foam. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Water Elementals.

Elves



https://www.deviantart.com/art/Drow-of-Praxirek-59516000
These guys can straight up murder a beat
Drow (1/4) – humanoid (survival)
  • 1 Tattered Chain Shirt (rusts in sunlight)
  • 1d4 Poisoned Crossbow Bolts: On a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Drow Elite Warrior (5) – humanoid (survival)
  • 1 Tattered Studded Leather (rusts in sunlight)
  • 1 Tattered Shield (rusts in sunlight)
  • 2 Poisoned Shortswords: When they successfully hit a creature for the first time, that creature takes an additional 10 (3d6) poison damage.
  • 3d4 Poisoned Crossbow Bolts: On a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Drow Mage (7) – humanoid (survival)
  • 1 Spellcasting component pouch
  • 1d4 healing potions
  • 1 Arcane Focus (decays in sunlight)
  • 1d4 books (useless, decay in sunlight)
  • 1 Spellbook: Contains 1 random spell of 3rd level or less that can be copied by a wizard (decays in sunlight)
  • 1 Flask of Alchemist’s Fire
  • 1 Minor Amulet of Lolth: Can be crushed to magically summon a Quasit, or to attempt to summon a Shadow Demon with a 50% chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Drow Priestess of Lolth (8) – humanoid (survival)
  • 1 Spellcasting component pouch
  • 1d2 Greater Healing potions
  • 1 Holy Symbol of Lolth (decays in sunlight)
  • 1d4 books (useless, decay in sunlight)
  • 1 Holy Book of Lolth (decays in sunlight)
  • 1 Flask of Alchemist’s Fire
  • 1 Major Amulet of Lolth: Can be crushed to magically summon a Yochlol with a 30% chance of success. If the attempt fails, the summoner takes 5 (1d10) psychic damage. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
  • 1 Set of Holy Robes of Lolth: Grants proficiency in the Insight skill, unless the wearer is already proficient. The wearer has advantage on Wisdom (Insight) checks made to determine if another creature is planning to betray them.

Empyrean (23) – celestial (religion)
  • 1 Divine Maul: Acts as a magical maul that changes size to fit its wielder. If wielded by a good-aligned creature, a creature struck by the maul must succeed on a DC 15 Constitution saving throw or be stunned until the end of the wielder’s next turn. The requirement changes to evil-aligned if the Empyrean was evil.
  • 2 Eyes of the Empyrean: Acts as a diamond worth 1,000 gp if used as the material component for a spell. Using it as a material component to cast Chromatic Orb allows the caster to choose Force damage or Radiant damage as the spell’s damage type. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight, which confers truesight out to 120 feet for 1 hour when consumed.
  • 2 Hands of the Empyrean: No immediate use. Together, they can be carefully crafted (carpenter’s tools or leatherworker’s tools) into a throne. A creature seated on the throne can understand all languages it hears, and can speak in any language. If a creature attunes to the throne, they gain proficiency on Wisdom (Insight) and Charisma (Persuasion) checks, as well as truesight out to 120 feet. Celestials are automatically hostile to a creature attuned to the throne. If the Empyrean was evil, the throne’s attunement counts as a curse, and the attuned creature’s alignment shifts to Neutral Evil over the course of the next month.
  • 4d4 Bones of the Empyrean: Though obviously bone, counts as Adamantine in terms of hardness. Must be ground into powder before use. If consumed as an action, acts as the spell Lesser Restoration. If 10 are consumed together as an action, acts as the spell Greater Restoration. If 16 are consumed together as an action, acts as the spell Heal.
  • 4d4 Chunks of Divine Flesh: If consumed as an action, reduces the apparent age of a humanoid by 3d10 years, to a minimum of 13 years old. This effect doesn’t extend the creature’s lifespan. For the remainder of the creature’s mortal life, their emotions manifest as a harmless, minor sensory nature effect (similar to the Druidcraft spell) in a 5-foot cube they occupy. This imposes disadvantage on Charisma (Deception) checks if the creature is emotionally invested in the topic.
  • 1 Titan’s Skull: No immediate use. Though obviously bone, counts as Adamantine in terms of hardness. Can be mastercrafted (smith’s tools) into a set of half-plate or plate armor that requires attunement. While attuned to the armor, the wearer can use a bonus action to bolster all nonhostile creatures within 120 feet. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the wearer’s next turn. Once this property is used three times, it can’t be used again until the next dawn. While the creature is attuned to the armor, they slowly increase in size, as if affected by the Enlarge spell. The transformation takes place over 10 days, and the beneficial effects only manifest on the final day.
  • 2d4 Locks of Divine Hair: No immediate use. Can be crafted (weaver’s tools) into a charm that can be worn as a pendant, earring, or bracelet, and requires attunement. While attuned to the charm, if you fail a saving throw, you can choose to succeed instead. Once you use this property, you can’t use it again until the next dawn.
  • 1 Immortal Heart: Can be consumed as an action by a good-aligned humanoid, or an evil-aligned humanoid if the Empyrean was evil. For the remainder of the creature’s mortal life, they have advantage on saving throws against spells and other magical effects. Additionally, they can no longer cast or be affected by Cleric or Paladin spells, and holy items cease to function while in contact or use by the creature. Celestials are automatically hostile to the creature, and the creature can still be affected by their Innate Spellcasting feature. If a creature is raised from the dead, they no longer retain this property.
  • 3d2 Vials of Divine Blood: Can be consumed as an action to grant immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons for 1 minute.
  • 1 God’s Trinket: A small item from the upper planes. The DM rolls on the trinket table (PHB pg 160), and adds the following property to the item: while holding this item, a creature’s hit point maximum and current hit points increase by 5. The creature has disadvantage on Wisdom saving throws made to avoid being the target of a Scrying spell originating from the Empyrean’s parent.
  • 1 God’s Pendant: Requires attunement. While attuned, the wearer may cast Commune once per day. If the spell is used to contact any extraplanar being other than the Empyrean’s parent, the wearer must make a DC 20 Wisdom check. On a failure, the spell contacts the Empyrean’s parent. An evil Empyrean does not carry a God’s Pendant.
  • 2 Blessed/Cursed Gauntlets: Requires attunement. When worn together, the wielder gains a +1 bonus to AC, and they may cast Spare the Dying three times per day. If the gauntlets are taken from an evil Empyrean, they cast Shocking Grasp instead.
  • 1 Sacred Robe: Acts as padded armor. If the wearer worships a god of the same alignment as the Empyrean’s parent, then the wearer does not need food, drink or sleep while wearing the armor.  In addition, they gain the benefits of a short rest after 30 minutes of prayer, and the benefits of a long rest after 4 hours of prayer. An evil Empyrean’s robes lose all magical properties.
  • In Lair: 6d10 Humanoids who are faithful to the Empyrean’s parent, or who serve an evil Empyrean out of fear

https://www.artstation.com/artist/director-16
Empyreans prefer solo albums

Ettercap (2) – monstrosity (nature)
  • 2d2 Tattered Claws: Acts as a tattered dagger
  • 1 Web Sac: When held, can cast Web one time before running dry.
  • 1 Vial of Ettercap 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 11 Constitution saving throw or take 1d8 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.

Ettin (4) – giant (survival)
  • 1 Tattered Battleaxe
  • 1 Tattered Morningstar
  • 1d2 Ettin Skulls: When held, grants advantage on Charisma (Intimidation) checks made against humanoids, and disadvantage on all Charisma ability checks made against giants. Two heads together can be carefully crafted by a spellcaster (Divination) into a font of water that can act as the material components of a Scrying spell, and creatures of the abyss (such as demons) have disadvantage on Wisdom saving throws made to avoid being detected by the spell.
  • 1d4 Giant’s Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ettin Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Hill giant strength.

Faerie Dragon

neondragon.deviantart.com
Not quite Biggie and Pac
Red/Orange/Yellow (1) – dragon (nature)
  • 1d2 Faerie Dragon Wings: No immediate use. Twenty of these can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants advantage on saving throws against spells and other magical effects while attuned. Additionally, the wearer may use their action to cast Greater Invisibility, targeting themselves only. Once this property is used, it cannot be used again until the next dawn.

Green/Blue/Indigo/Violet (2) – dragon (nature)
  • 1d2 Faerie Dragon Wings: No immediate use. Twenty of these can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants advantage on saving throws against spells and other magical effects while attuned. Additionally, the wearer may use their action to cast Greater Invisibility, targeting themselves only. Once this property is used, it cannot be used again until the next dawn.
  • 1 Vial Faerie Dragon Dust: When sprinkled on a creature, roll 1d10.
    • 1-7: The creature must succeed on a DC 11 Wisdom saving throw or take no actions or reactions for 1 minute. On its turn, roll a d6. On a 1-4, the creature moves in a random direction. On a 5-6 the creature does not move, but may repeat the saving throw, ending the effect on itself on a success.
    • 8: The creature must succeed on a DC 11 Constitution saving throw or be blinded as if by the Color Spray spell.
    • 9: The creature must succeed on a DC 11 Wisdom saving throw or be Polymorphed into a sheep for 1 hour.
    • 0: The creature becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.

Flameskull (4) – undead (religion)
  • 1 Wizard Skull: Acts as an Arcane Focus for Evocation spells only. When used this way, the caster may cast Magic Missile at 1st level once per day. If the Flameskull was destroyed by Force, Thunder, or Bludgeoning damage, it loses this property. After 1 hour, the skull reforms into a Flameskull unless holy water is sprinkled on its remains or a Dispel Magic or Remove Curse spell is cast on them.
  • 2 Flameskull Eyes: As an action, a creature holding the eye can cast Fire Shield (choosing the warm shield). This consumes the eye. Until the eye is used, the Flameskull can see through the eye, even if it is currently destroyed. If the Flameskull reforms, any unused eyes wink out of existence.
  • 1d4 Motes of Green Flame: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Fire Resistance.

Flumph (1/8) – aberration (arcana)
  • 1d4 Flumph Tentacles: No immediate use. Can be crafted (alchemist’s supplies) into a vial of acid.

Fomorian (8) – giant (survival)
  • 1 Tattered Greatclub
  • 1 Fomorian Evil Eye: No immediate use. Can be carefully crafted (jeweler’s tools) into an amulet that requires attunement and has 3 charges. An attuned creature may expend a charge to hold up the amulet as an action and target a creature within 60 feet of the amulet that can see it. The creature must succeed on a DC 14 Charisma saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a success. Curse: a creature attuned to the amulet is cursed with magical deformities. While cursed, its speed is halved, and it has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.
  • 2 Fomorian Hide: Acts as a smelly blanket. When used in the Underdark, random encounters are less likely in the night (DM rolls twice and if either is “No Encounter”, no encounter occurs). When used in the Feywild, random encounters are more likely (DM rolls twice and if either is “Encounter”, an encounter occurs).
  • 2d4 Fomorian Finger: When held, good-aligned creatures of the Feywild are more likely to see the holder as an ally, and the holder has advantage on Charisma checks made to convince good-aligned Fey to trust them.
  • 1 Fomorian Stomach Lining: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Fungal Immunity (for 1d4 hours, the user is immune to the poisoned condition if it would be caused by a fungus or fungal creature).
  • 2 Mutated Fomorian Limbs: Acts as a gruesome weapon. Roll 1d10 to determine what can be looted from this particular Fomorian.
    • 1-3: Arm – Greatclub
    • 4-6: Leg – Flail
    • 7-9: Horn – War Pick
    • 10: Tail - Whip

Fungi

http://tylerjacobson.blogspot.com/
I could see Nicki Minaj wearing this
Gas Spore (1/2) – plant (nature)
  • Gas Spore Malt: No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours. At the end of this duration, the drinker must make a DC 10 Constitution saving throw or become infected with a disease. Spores invade the infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 tiny gas spores that grow to full size in 7 days.

Shrieker (0) – plant (nature)
  • Shrieker Malt: No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and doubles the volume of their voice.

Violet Fungus (1/4) – plant (nature)
  • Violet Fungus Malt: No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and take 1 necrotic damage each hour they are intoxicated.
That's all! I hope your players enjoy brewing mushroom beer for their tavern parties! Next week, we'll start digging into the G's.

http://tylerjacobson.blogspot.com/2014/05/d-core-books.html
That looks familiar...
Thanks for reading!

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