Friday, October 13, 2017

Creature Loot: W & X & Y & Z

Like an invisible stalker, but the player hate is right there in the name
Time to drop the bass! That is, time to finish up the alphabet in the Monster Manual. Don't worry, we've got two more articles to go! If you've lost the beat, get your groove back here.

Water Weird (3) – elemental (arcana)
  • 2d2 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.

Wight (3) – undead (religion)
  • 1 Tattered Longsword
  • 1 Tattered Longbow
  • 1d4 Wisp 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.
  • 2 Wight Hand: Acts as an improvised melee weapon that deals 1d6 necrotic damage on a hit. A creature struck by the attack must make a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finished a long rest. The target dies if this effect reduces its hit point maximum to 0.

Will-o’-wisp (2) – undead (religion)
  • 1 Vial of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a potion of Invisibility or an Oil of Etherealness.
  • 1 Wisp Stone: If consumed, for 1 hour, when the user reduces a hostile creature to 0 hit points, the user regains 3d6 hit points. Any creature reduced to 0 hit points in this way is killed immediately, instead of becoming unconscious.

Wraith (5) – undead (religion)
  • 1 Crown of the Undead: Requires attunement. A creature attuned to the Crown and wearing it can use their action to choose one undead they can see within 60 feet of them. The undead must make a DC 14 Charisma saving throw. On a success, it can't be targeted by this ability again. On a failure, the undead becomes friendly to the attuned creature and obeys its commands until this ability is used again. Curse: an attuned creature takes on a semi-incorporeal appearance. The creature is vulnerable to radiant damage, and has disadvantage on attack rolls, as well as Wisdom (perception) checks that rely on sight, while in sunlight. If the creature is reduced to 0 hit points while attuned to the crown, it dies immediately, without making death saving throws.
  • 1d4 Wisp 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.
  • 2 Vial 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.
In my games, all specters are named Regina

Wyvern (6) – dragon (nature)
  • 1d4 Vials of Wyvern Venom: Can be applied to a weapon or piece of ammunition. A creature hit by the poisoned attack must make a DC 15 Constitution saving throw, taking 24 poison damage on a failed save, or half as much damage on a successful one.
  • 2 Wyvern Wings: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison damage.
  • 1d10 Wyvern Teeth: Acts as a dagger.
  • 1d10 Wyvern Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.

Xorn (5) – elemental (arcana)
  • 1d4 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 Xorn Eye: No immediate use. Can be crafted by a spellcaster (divination) into a mask that requires attunement. While attuned to the mask, a creature can pinpoint the location, by scent, of precious metals and stones within 60 feet of it.
  • 2d10 50 GP Gems

Yeti (3) – monstrosity (nature)
  • 1 Yeti Hide: Acts as a blanket. Can be crafted (leatherworking tools) into a fur coat that grants resistance to cold damage and advantage on dexterity (stealth) checks made to hide in snowy terrain while worn. If the wearer of the coat takes fire damage, the coat has a 25% chance of catching fire and becoming useless. In extreme heat (DMG pg. 110), a creature wearing the coat rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 1d2 Yeti Horns: Acts as a dagger. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1d2 Yeti Eyes: No immediate use. Can be carefully crafted (transmutation) by a spellcaster into an amulet that has 5 charges and requires attunement. An attuned creature can expend 1 charge to cast Ray of Frost from the amulet, or 3 charges to cast Hold Person (spell attack bonus +5, Save DC 13). The amulet regains 1d4+1 charges at dawn, as long as it came into contact with ice or snow during the previous day.

Abominable Yeti (9) – monstrosity (nature)
  • 3 Yeti Hide: Acts as a blanket. Can be crafted (leatherworking tools) into a fur coat that grants resistance to cold damage and advantage on dexterity (stealth) checks made to hide in snowy terrain while worn. If the wearer of the coat takes fire damage, the coat has a 25% chance of catching fire and becoming useless. In extreme heat (DMG pg. 110), a creature wearing the coat rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 3d2 Yeti Horns: Acts as a dagger. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 2 Yeti Eyes: No immediate use. Can be carefully crafted (transmutation) by a spellcaster into an amulet that has 5 charges and requires attunement. An attuned creature can expend 1 charge to cast Ray of Frost from the amulet, or 3 charges to cast Hold Person (spell attack bonus +5, Save DC 13). The amulet regains 1d4+1 charges at dawn, as long as it came into contact with ice or snow during the previous day.
  • 1 Yeti Throat: No immediate use. Can be crafted (leatherworker’s tools) into a horn. A creature can blow on the horn as an action. The horn can be heard for 1000 feet. Any unaligned creature with a CR of 8 or less who can hear the horn must make a DC 18 Wisdom saving throw or become frightened. At the end of their turn, they can repeat the saving throw to end the effect. Aligned creatures and creatures with a CR of 9 or higher may be drawn to the sound if they believe they can defeat an Abominable Yeti.

Yuan-Ti

Surely you can trust these faces
Yuan-Ti Abomination (7) – monstrosity (nature)
  • 1 Tattered Scimitar
  • 1 Tattered Longbow
  • 3d4 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 2 Fangs of the Yuan-Ti: Acts as a dagger that deals an additional 2d6 poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1 Heart of the Reptile God: Requires attunement. While attuned, a creature gains advantage on saving throws against spells and other magical effects, and can cast Fear once per day. When cast this way, the spell does not affect creatures with the Yuan-Ti tag. Curse: While attuned to the heart, a creature slowly becomes corrupted by the Reptile gods. Each day at dawn, they must succeed on a DC 15 Wisdom saving throw. If the saving throw is a failure, the curse advances in the order below. If the attunement is ended by a remove Curse spell or similar magic, all effects of the curse end immediately.
    1. Scales begin to cover the creature
    2. The creature’s movement speed increases by 10 feet
    3. The creature can only subsist on raw meat and eggs, no other food
    4. The creature’s alignment becomes Neutral Evil, and they become an NPC controlled by the DM
  • 1d6 Vials of Yuan-Ti Blood: When ingested, a creature must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.

Yuan-Ti Malison (3) – monstrosity (nature)
  • 1 Tattered Scimitar (Type 1 and 3)
  • 1 Tattered Longbow (Type 1 and 3)
  • 1 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 1 Fang of the Yuan-Ti: Acts as a dagger that deals an additional 2d6 poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1d4 Vials of Yuan-Ti Blood: When ingested, a creature must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.

Yuan-Ti Pureblood (1) – humanoid (survival)
  • 1 Tattered Scimitar
  • 1 Tattered Shortbow
  • 1 Vial of Yuan-Ti Blood: When ingested, a creature must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.

Yugoloths

Unless the Yugoloth is destroyed in Gehenna, only the Black Ichor is able to be harvested.
 
Arcanaloth (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 Arcanaloth Hide: Acts as a blanket. Can be mastercrafted by a spellcaster (illusion) into Glamoured Leather Armor.
  • 2 Arcanaloth Eyes: No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight (grants truesight out to 60 feet for 1 hour).
  • 1 Arcanaloth Tail: A creature holding the Arcanaloth tail can use an action to cast Invisibility. The spell does not require concentration, but the creature must use one hand to hold the tail or the spell ends. Once this property has been used three times, it cannot be used again until the next dawn.
  • 2d4 Arcanaloth Claws: Acts as a magic dagger. On a hit, the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one. Once the poison damage has been dealt, the claw loses this property.
  • 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 Set of Fine Robes: Of a rare and unsettling make. While worn without armor, grants advantage on Charisma check made to influence any Yugoloth that isn’t an Ultroloth.
  • 1 Spellbook: contains all spells the Arcanaloth has prepared.
Are Arcanaloths shaped like foxes, or a foxes shaped like Arcanaloths...?

Mezzoloth (5) – fiend (religion)
  • 1 Magic Trident
  • 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 Mezzoloth Shell: No immediate use. Can be carefully crafted (smith’s tools) into a set of plate armor. The armor counts as magical for the purpose of avoiding effects that would damage it.
  • 1d4 Mezzoloth Pincers: Acts as a magic sickle.
  • 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.

Nycaloth (9) – fiend (religion)
  • 1 Magic Greataxe
  • 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.
  • 2 Nycaloth Wings: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into magic leather armor that requires attunement. An attuned creature can use their action to cast Invisibility without requiring concentration. Once this property has been used, it cannot be used again until the next dawn.
  • 1d4 Nycaloth Claws: Acts as a dagger. On a hit, if the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time a claw hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. A claw loses this property once it has delivered the fiendish wound.
  • 2 Nycaloth Horns: Acts as a shortsword. Can be carefully crafted (divination) into a Wand of Secrets or a Wand of Magic Detection.
  • 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.

Ultroloth (13) – fiend (religion)
  • 1 Magic Longsword
  • 5d4 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.
  • 2 Ultroloth Eyes: No immediate use. Can be mastercrafted (jeweler’s tools) into an amulet. A creature wearing the amulet can use an action to open the amulet and reveal the eye, forcing a single target within 30 feet that can see the eye to make a DC 17 Wisdom saving throw. On a failure, the target is charmed and stunned until the end of the amulet wearer’s next turn. On a success, the target is immune to the eye’s effects for 24 hours. Once the eye has charmed a target, it cannot be used again until the next dawn.
  • 2d4 Ultroloth Claws: Acts as a dagger. A creature hit by a claw must succeed on a DC 17 Wisdom saving throw or be affected as if by a Fear spell. Once the dagger has successfully caused this effect, it loses this property.
  • 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 Set of Yugoloth Commander’s Robes: Of a rare and unsettling make. While worn, grants advantage on Charisma checks made to influence Yugoloths. Can be worn over armor.

Zombie (1/4) – undead (religion)
  • 1 Zombified Hand: Acts as an arcane focus when casting necromancy spells.

Ogre Zombie (2) – undead (religion)
  • 1 Tattered Morningstar
  • 1 Zombified Hand: Acts as an arcane focus when casting necromancy spells.

Beholder Zombie (5) – undead (religion)
  • 2 Small Beholder Eyes: Acts as an arcane focus. An eye can cast a particular zombie beholder ray once per day. The ray is chosen randomly by the DM upon receiving the eye.
  • 1 Vial of Beholder Slime: Acts as Oil of Slipperiness.
  • 1 Zombified Beholder Eyestalk: Acts as an arcane focus when casting necromancy spells.
Forward! To the finish! Next week, lions and tigers and bears!
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