As promised, planar pirates |
Gith
Githyanki Warrior (3) – humanoid (survival)
- 1 Set of Astral Half Plate: Acts as Half Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
- 1 Astral Greatsword: Acts as a magical greatsword. On a hit, it deals an additional 2d6 psychic damage.
- 1 Vial of Githyanki Blood: When consumed as an action, acts as a Nondetection spell requiring no other material components.
Githyanki Knight (8) – humanoid (survival)
- 1 Set of Astral Plate: Acts as Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
- 1 Astral Silver Greatsword: Acts as a magical greatsword that requires attunement. On a hit, it deals an additional 3d6 psychic damage. On a critical hit against a target in an astral body, the wielder can choose to cut the silvery cord that tethers the target to its material body instead of dealing damage. While attuned to the sword, all Githyanki and Mind Flayers are immediately hostile towards the wielder, and if the Knight who created the sword is still alive, they know the exact location of the wielder.
- 2 Vials of Githyanki Blood: When consumed as an action, acts as a Nondetection spell requiring no other material components.
- 1 Heart of the Githyanki Knight: 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 the Astral Plane instead of the intended destination.
- 1 Red Talisman of Tiamat: While held, grants advantage on Charisma checks made to influence Red Dragons.
- 2 Mind Flayer Tentacles: Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
Githzerai Monk (2) – humanoid (survival)
- 1 Set of Githzerai Robes: Requires attunement. Cannot be worn with armor, and does not count as armor. While attuned, a creature may cast Feather Fall as a Reaction. Once this ability has been used 3 times, it cannot be used again until the next dawn.
- 1 Vial of Githzerai Blood: When consumed as an action, acts as a See Invisibility spell requiring no other material components.
Githzerai Zerth (6) – humanoid (survival)
- 1 Set of Githzerai Robes: Requires attunement. Cannot be worn with armor, and does not count as armor. While attuned, a creature may cast Feather Fall as a Reaction. Once this ability has been used 3 times, it cannot be used again until the next dawn.
- 2 Vials of Githzerai Blood: When consumed as an action, acts as a See Invisibility spell requiring no other material components.
- 1 Heart of the Githzerai Zerth: 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 a monastery on the plane of Limbo instead of the intended destination.
- 2 Mind Flayer Tentacles: Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
Gnoll (1/2) – humanoid (survival)
- 1 Tattered Spear
- 1 Tattered Longbow
- 1d4 Gnawed Trinkets: Roll on the Trinket table. Any item found is chewed up and useless.
Hungry hungry hyenas |
Gnoll Pack Lord (2) – humanoid (survival)
- 1 Tattered Glaive
- 1 Tattered Chain Shirt
- 1d4 Gnawed Trinkets: Roll on the Trinket table. Any item found is chewed up and useless.
- 2 Days of Rations
- 1d4 Demonic Jewelry: No immediate use. Can be crafted (transmutation) by a spellcaster into valuable materials that can replace 10GP worth of material components in a conjuration spell.
Gnoll Fang of Yeenoghu (4) – humanoid (survival)
- 1d4 Gnawed Trinkets: Roll on the Trinket table. Any item found is chewed up and useless.
- 2 Days of Rations
- 1d4 Demonic Jewelry: No immediate use. Can be crafted (transmutation) by a spellcaster into valuable materials that can replace 10GP worth of material components in a conjuration spell.
- 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 Yeenoghu’s layer in the Abyss instead of the intended destination.
Gnome, Deep (Svirfneblin) (1/2) – humanoid (survival)
- 1 Tattered War Pick
- 1d4 Darts: No longer poisoned.
- 1 Tattered Chain Shirt
- 1 Deep Gnome Hide: No immediate use. 3 of these can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.
Goblin (1/4) – humanoid (survival)
- 1d2 Goblin Ears: No immediate use. Acts as a trophy for bounty hunters and adventurers
Goblin Boss (1) – humanoid (survival)
- 1d2 Goblin Ears: No immediate use. Acts as a trophy for bounty hunters and adventurers
- 1 Goblin Boss Head: While held, grants the holder advantage on Charisma (Intimidation) checks made to influence any goblin who previously served the goblin boss.
Golems
I made it all by myself! |
- 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.
- 4d4 Clumps of Golem Clay: Can be used to lower the cost of creating a clay golem by 1,000 gp. 10 of these can be mastercrafted (transmutation) by a spellcaster into armor or a weapon, both which require attunement. The armor acts as magical Half-Plate Armor which grants the wearer immunity to acid damage. The weapon can be a club or greatclub, and allows a creature attuned to it to cast Haste on itself. Once this property has been used, it can’t be used again until the next dawn.
- 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.
Flesh (5) – construct (arcana)
- 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.
- 1d2 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.
- 2d2 Flesh Golem Limbs: Acts as a Club. Can be used to lower the cost of creating a flesh golem by 5,000 gp. 3 of these can be mastercrafted (transmutation) by a spellcaster into armor which requires attunement or a weapon. The armor acts as padded armor that grants the wearer immunity to lightning damage. The weapon acts as a +1 club or greatclub, but is destroyed if the wielder takes 10 or more fire damage in a single turn.
Iron (16) – construct (arcana)
- 1 Greatsword
- 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.
- 1 Poison Gas Dispenser: As an action, a creature holding the dispenser may create a 15-foot cone of poisonous gas. Each creature in that area must make a DC 19 Constitution saving throw, taking 10d8 poison damage on a failed save, or half as much damage on a successful one. Once this property has been used three times, the dispenser ceases to function.
- 6d4 Hunks of Golem Iron: Can be used to lower the cost of creating an iron golem by 2,000 gp. 15 of these can be mastercrafted (transmutation) by a spellcaster into armor that requires attunement, or a weapon. The armor acts as magical Plate Armor which grants the wearer immunity to fire damage. The weapon is any type, and acts as a +2 weapon of its type.
- 6d2 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.
Stone (10) – construct (arcana)
- 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.
- 5d4 Golem Stones: Can be used to lower the cost of creating a stone golem by 2,000 gp. 12 of these can be mastercrafted (transmutation) by a spellcaster into armor or a weapon, both which require attunement. The armor acts as magical Splint Armor which grants the wearer immunity to poison damage. The weapon can be a club or greatclub, and allows a creature attuned to it to cast Slow. Once this property has been used, it can’t be used again until the next dawn.
- 5d2 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.
Gorgon (5) – monstrosity (nature)
- 1 Gorgon Hide: Extremely heavy. Can be mastercrafted (smith’s tools) into Plate Armor that requires attunement. A creature attuned to the armor is immune to the petrified condition.
- 1 Gorgon Skull: Extremely heavy. Can be carefully crafted (smith’s tools) into a horned helmet. The helmet requires strength of 15 to wear, otherwise the wearer is affected as if they were wearing heavy armor (PHB pg. 144). While wearing the helmet, the wearer gains the following melee attack: As an action, they may Gore an enemy within 5 feet. The attack does 1d12 damage, and the wearer is considered proficient in this attack.
- 1 Gorgon Stomach: No immediate use. Can be mastercrafted (alchemist’s supplies) into a Stone Salve, which ends the petrified condition on a creature it is applied to.
- 1 Gorgon Tail: Acts as a Flail.
- 1 Gorgon Petrifying Gas Sac: A creature holding the sac can squeeze it as an action. Each creature within a 15 foot radius (including the creature that activated the sac) must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the Greater Restoration spell or other magic.
No, the other Gorgon |
Grell (3) – aberration (arcana)
- 2d4 Grell Tentacles: Acts as a whip. On a hit, a target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is also paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once the tentacle has poisoned a target, it loses this property.
- 1 Grell Beak: Acts as a sickle. Can be carefully crafted (alchemist’s supplies) into a Potion of Lightning Resistance.
Grick (2) – monstrosity (nature)
- 1d4 Grick Tentacles: Acts as a club. On a hit, the target must make a DC 10 Strength saving throw or be grappled for one round. This effect ends if the attacker moves more than 5 feet away from the target.
- 1 Grick Hide: No immediate use. Can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.
Grick Alpha (7) – monstrosity (nature)
- 2d4 Grick Tentacles: Acts as a whip. On a hit, the target must make a DC 12 Strength saving throw or be grappled for one round. This effect ends if the attacker moves more than 10 feet away from the target.
- 1 Grick Hide: No immediate use. Can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.
- 1 Grick Beak: No immediate use. Can be carefully crafted (smith’s tools) into a greataxe that grants +1 to intimidation checks made against creatures in the Underdark.
- 3d10 Pieces of Adventuring Gear: recovered from the stomach of the Grick
Griffon (2) – monstrosity (nature)
- 1 Heart of a Griffon: Can be consumed as an action to grant advantage on Wisdom (Perception) checks that rely on sight for 1 hour. During this time, if the creature sees a horse, they must succeed on a DC 11 Wisdom saving throw or use their full movement and action to approach and attack the horse. On a success, the creature no longer has to make saving throws to prevent themselves from attacking that particular horse.
- 1d10 Griffon Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
Grimlock (1/4) – humanoid (survival)
- 1 Tattered Spiked Bone Club: when repaired, deals an additional 2 (1d4) piercing damage on a hit.
- 1 Grimlock Hide: No immediate use. Can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.
Next week, we'll actually have an entire letter done in a single week! What a treat!
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