What's up, Geodude? |
Galeb Duhr (6) – 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 soil, can be detected by magic or if a search is performed to look for a patch of soil that shifts like a 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.
- 1 Resonating Rock: Can be crushed as an action and sprinkled on a medium-sized boulder. The boulder magically transforms into a Galeb Duhr, except it has intelligence and charisma of 1, can’t be charmed or frightened, and it cannot Animate Boulders. The boulder remains animated for up to one minute, or until it reaches 0 hit points, at which time it reverts back to mundane stone. An animated boulder obeys simple commands given by its creator to the best of its ability, unless a Galeb Duhr is nearby, in which case it defers to the Galeb Duhr’s commands.
Gargoyle (2) – elemental (arcana)
- 1d2 Motes of Evil 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 Ogremoch, Prince of Evil Elemental Earth. Using either of these abilities destroys the mote.
- 1d2 Gargoyle Wings: No immediate use. 10 of these can be mastercrafted (mason’s tools) into a cloak that requires attunement. An attuned creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine. Curse: while attuned to the cloak, the creature is weighed down heavily. They suffer no penalty if they remove all their armor, however, while they are wearing armor their speed is halved, and they have disadvantage on attack rolls and Dexterity saving throws. Additionally, attacks made against them have advantage while they wear armor.
Genies
Note: due to the Elemental Demise trait, a majority of a genie’s loot disappears into elemental remains
Legs are for poor elementals |
Dao (11) – elemental (arcana)
- 1 Maul of Elemental Earth: Acts as a magical Maul. On a hit, if the target is a Huge or smaller creature, they must succeed on a DC 18 Strength saving throw or be knocked prone.
- 1 Crown of the Dao: Requires attunement. A creature attuned to the crown can cast Wall of Stone as an action. This property can’t be used again until the next dawn.
- 1 Bejeweled Tunic: Of fine craftsmanship, worth 10,000 GP.
- 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 a 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.
Djinni (11) – elemental (arcana)
- 1 Scimitar of Elemental Air: Acts as a magical Scimitar. On a hit, it deals an additional 1d6 thunder or lightning damage (wielder’s choice).
- 1 Crown of the Djinn: Requires attunement. A creature attuned to the crown can cast Creation as an action. This property can’t be used again until the next dawn.
- 1 Bejeweled Scabbard: Of fine craftsmanship, worth 10,000 GP.
- 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.
Efreeti (11) – elemental (arcana)
- 1 Scimitar of Elemental Fire: Acts as a magical Scimitar. On a hit, it deals an additional 2d6 fire damage.
- 1 Crown of the Efreet: Requires attunement. A creature attuned to the crown can cast Wall of Fire as an action. This property can’t be used again until the next dawn.
- 1 Bejeweled Toga: Of fine craftsmanship, worth 10,000 GP.
- 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.
Marid (11) – elemental (arcana)
- 1 Trident of Elemental Water: Acts as a magical Trident that requires attunement. While attuned, a creature can breathe air or water.
- 1 Crown of the Marid: Requires attunement. A creature attuned to the crown can cast Control Water as an action. This property can’t be used again until the next dawn.
- 1 Bejeweled Vest: Of fine craftsmanship, worth 10,000 GP.
- 1 Vial of Sea Foam:
Appears to be normal sea 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.
Ghost (4) – undead (religion)
- 2 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
- 1 Pinch of Spirit Dust: Acts as Dust of Disappearance.
- 1 Ghost’s Trinket: The DM rolls on the Trinket table (PHB pg 150) or selects a small item. This item exists halfway between the Ethereal and Material plane, and is considered a part of both. It has no magical function, other than appearing somewhat translucent. The item is directly related to the reason the ghost hasn’t been able to pass on to the afterlife.
Ghoul (1) – undead (religion)
- 1d4 Ghoul Claws: Acts as a dagger. When it successfully hits a creature other than an elf or undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the claw has been used this way (whether or not the creature was successfully paralyzed) it loses this property.
Ghast (2) – undead (religion)
- 1d4 Ghast Claws: Acts as a dagger. When it successfully hits a creature other than an undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the claw has been used this way (whether or not the creature was successfully paralyzed) it loses this property.
- 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Thanatos, Domain of Orcus, in the Abyss instead of the intended destination.
No, not that |
Giants
Cloud Giant (9) – giant (survival)
- 1 Tattered Morningstar: 2 times the size of a normal morningstar and 8 times the weight.
- 1 Pouch of Gold: Contains 2d6 x 100 GP.
- 1 Set of Fine Robes: Worth 1,000 GP.
- 2d4 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 Cloud Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Cloud Giant Strength.
Fire Giant (9) – giant (survival)
- 1 Tattered Greatsword: 2 times the size of a normal greatsword and 8 times the weight.
- 1 Set of Smith’s Tools: 2 times the size and 8 times the weight of a normal set.
- 1 Set of Fire Giant Plate Armor: Acts as 8 sets of Tattered Plate Armor.
- 2d4 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 Fire Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Fire Giant Strength.
Frost Giant (8) – giant (survival)
- 1 Tattered Greataxe: 2 times the size of a normal greataxe and 8 times the weight.
- 2d4 Tattered Armor Pieces: The DM selects various pieces of armor, weapons, or (for higher rank Frost Giants) dragon bones that make up the Giant’s armor.
- 2d4 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 Frost Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Frost Giant Strength.
Hill Giant (5) – giant (survival)
- 1 Tattered Greatclub: 2 times the size of a normal greatclub and 8 times the weight.
- 1d4 Hill Giant Rations: Each counts as 10 days of rations.
- 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 Hill Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Hill Giant Strength.
These guys can be a big problem |
Stone Giant (7) – giant (survival)
- 1 Tattered Greatclub: 2 times the size of a normal greatclub and 8 times the weight.
- 1d4 Artistic Stones: Worth 100 GP each due to the intricate sculpture.
- 2d4 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 Stone Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Stone Giant Strength.
Storm Giant (13) – giant (survival)
- 1 Tattered Greatsword: 3 times the size of a normal greatsword and 27 times the weight.
- 1 Pouch of Gold: Contains 4d6 x 100 GP.
- 1 Set of Fine Robes: Worth 1,000 GP.
- 1 Set of Storm Giant Scale Mail: Acts as 27 sets of Tattered Scale Mail.
- 1d10 Beard Hairs of the Storm Giant: Can be used as the material component to any spell causing lightning or thunder damage. 5 of these can be mastercrafted (evocation) by a spellcaster into a Wand of Lightning Bolts.
- 1 Prophetic Totem: Appears to be a Crystal Ball, Mirror, or some other item used to seek omens and prophecies. Can be used as an arcane focus for Divination spells, and negates the need for material components costing up to 1,000 GP.
- 2d4 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 Storm Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Storm Giant Strength.
That gets us about halfway through the G's. Next week, we'll wrap them up. After that, we'll actually be about halfway through this series of articles! Which means this will probably go well into October. Woof!
Half-insane afterlife warriors from the distant past/future |
Thanks for reading!
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