Friday, February 23, 2018

Creature Loot: Volo's Guide H, I, J, K & L



No, you may not date the hag
Friday is finally here, along with the next installment of Volo's Guide Creature Loot! You can find the full index of creature loot here, and the entire Monster Manual in PDF form here.

Hags


Annis Hag (6) - fey (religion)
  • 2d4 Annis Hag Fingers: When consumed, casts Disguise Self on the user. If a creature removes their own fingers and stitches 10 Annis Hag Fingers to their hands, they gain a Crushing Grasp melee attack that deals 3d6 bludgeoning damage on a hit, and they can cast Disguise Self once per day. Humanoids and Fey who see the creature's newly-fingered hands are more likely to be hostile to the creature.
  • 2 Iron Tokens: No immediate use. Can be carefully crafted by a spellcaster (divination) into a single Sending Stone. In order to function properly, both Iron Tokens must be crafted in this manner.
  • 1 Set of Humanskin Clothing: Made of several of the Annis Hag's recent victims, can be used to identify them if they had unique markings such as tattoos or birthmarks. Can be used as a component to a Necromancy spell, replacing 500 GP worth of material components.
  • 1 Weird Magic Item: A grotesque trinket chosen by the DM. By consuming, destroying, or using up the trinket, the holder can cast a spell (also chosen by the DM) at 3rd level. Hags generally generally use their Weird Magic Items as a last resort, and they often contain spells that allow the hag to retreat or escape.
  • In Coven: 2 Additional Weird Magic Items

Bheur Hag (7) - fey (religion)
  • 2d4 Bheur Hag Fingers: When crushed, casts Ray of Frost emanating from the finger. If a creature removes their own fingers and stitches 10 Bheur Hag Fingers to their hands, they gain a Claw melee attack that deals 2d8 bludgeoning damage and 1d6 cold damage on a hit, and they can cast Ray of Frost at will. Humanoids and Fey who see the creature's newly-fingered hands are more likely to be hostile to the creature.
  • 1 Greystaff: The Greystaff alerts all Bheur Hags within 10 miles of its presence, and that it has fallen into the hands of a non-Hag. If a creature has replaced their fingers with those of a Bheur hag, they can attune to the staff and use it as if it were a Staff of Frost.
  • 1 Bheur Hag Skull: Can be carefully crafted (smith's tools) into a helm that requires attunement. The attuned creature gains resistance to cold damage, can move across and climb icy surfaces without needing to make an ability check, and can move through difficult terrain composed of ice and snow without using extra movement. Curse. Whenever a creature dies within 5 feet of the attuned creature, the attuned creature must use their next action to feat upon the corpse. Each creature within 60 feet of the corpse that can see this action must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish. The DM controls their movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 1 Bheur Hag Heart: If buried, the area within 1 mile of the heart becomes colder, as if under the effect of a Control Weather spell. As long as the heart is buried, the Temperature lowers one stage every 24 hours until it is arctic cold. This does not affect precipitation or wind, but any storm is likely to become a blizzard within the area. Within the 1 mile radius, a Detect Magic spell will lead to the location where the Heart is buried.
  • 2 Weird Magic Items: A grotesque trinket chosen by the DM. By consuming, destroying, or using up the trinket, the holder can cast a spell (also chosen by the DM) at 4th level. Hags generally generally use their Weird Magic Items as a last resort, and they often contain spells that allow the hag to retreat or escape.
  • In Coven: 2 Additional Weird Magic Items

The perfect counter to PC Wizards: Goblin Wizards!
Hobgoblin Devastator (4) - humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Tattered Set of Studded Leather Armor
  • 1d2 Hobgoblin Ears: No immediate use. Acts as a trophy for bounty hunters and adventurers.
  • 1 Strong Hobgoblin Heart: No immediate use. Can be carefully crafted (alchemist's supplies) into a potion of Nomog-Geaya. For 1 minute, the user gains the ability to deal an extra 10 (3d6) damage to a creature they hit with a weapon attack if the creature is within 5 feet of an ally of the user.
  • 1 Arcane Focus
  • 1 Spellbook: Contains 1 random evocation spell of 3rd level or lower that can be copied by a wizard.

Hobgoblin Iron Shadow (2) - humanoid (survival)
  • 1d10 Darts
  • 1d2 Hobgoblin Ears: No immediate use. Acts as a trophy for bounty hunters and adventurers.
  • 1 Devil Mask: While worn, a creature has advantage on intimidation checks made against non-fiends. However, lawful NPCs may attack the creature on sight, for its association with devils.

Ki-Rin (12) - celestial (religion)
  • 1 Ki-Rin Horn: Acts as a magical +3 shortsword that requires attunement by a good creature. An attuned creature gains telepathy out to 120 feet and can cast Gaseous Form at will. If the creature successfully hits an evil-aligned creature with the horn as a melee attack, the attuned creature can choose to cast Banishment on the creauture, concentrating on the spell as normal. Once the horn has cast this spell, it cannot do so again until the next dawn.
  • 2 Ki-Rin Pelt: Acts as a blanket that casts Calm Emotions on its user, preventing nightmares. Can be mastercrafted (leatherworker's tools) into magical +3 studded leather armor that requires attunement by a good creature. An attuned creature gains advantage on saving throws against spells and other magical abilities. Additionally, while attuned, the creature can use a bonus action to move up to half their speed without provoking opportunity attacks.
  • 4d10 Strands of Hair from a Ki-Rin's Mane: A single hair can be fed to a dying creature as an action to stabilize them. 10 unbroken strands can be mastercrafted (weaver's tools) into a bowstring. A creature struck by an arrow shot from a bow strung with this bowstring is the Dismissal effect of a Dispel Good and Evil spell (save DC 17), provided the creature is of a type that would normally be affected by the spell. 60 unbroken strands can be mastercrafted (weaver's tools) into a shimmering cloak that requires attunement. An attuned creature can cast Wind Walk, Freedom of Movement, and Etherealness from the cloak, targeting only themselves. Once each spell has been cast once, it cannot be cast again until the next dawn.
  • 1d10 Ki-Rin Scales: Can act as a Holy Symbol for cleric and paladin spells. Can be used to replace 10 GP worth of material components of a transmutation spell.
  • 2d2 Ki-Rin Hooves: Acts as a hammer. Can be carefully crafted (jeweler's tools) into 1d6 dice. If the dice are rolled as a pair, they will always roll a total of 7. Can be mastercrafted (alchemist's supplies) into a Potion of Supreme Healing.
  • 1 Heart of the Ki-Rin: Can be used to replace all material components required by a True Resurrection spell.
  • 1d2 Eyes of the Ki-Rin: No immediate use. Can be carefully crafted by a spellcaster (divination) into a Gem of Seeing.

Kobold Dragonshield (1) - humanoid (survival)
  • 1 Tattered Spear
  • 1 Tattered Shield
  • 1 Tattered set of Leather Armor
  • 1d4 Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith's tools) into a shield that grants resistance to the type of damage related to the Kobold's master's color while in use. 

We'll never be done with Kobolds. Ever.
Kobold Inventor (1/4) - humanoid (survival)
  • 1 Kobold Invention: Roll 1d4 to determine which of the Kobold Inventor's items survived the combat.
    1. Acid: as in the Player's Handbook (pg. 148)
    2. Alchemist's Fire: as in the Player's Handbook (pg. 148)
    3. Green Slime Pot: A creature can use its action to make an improvised ranged weapon attack with the Green Slime Pot, with a range of 5/20 feet. On a hit, the target is covered in Green Slime (DMG pg. 105). Otherwise, the pot breaks and green slime covers a 5-foot-square section of wall or floor within 5 feet of the target.
    4. Rot Grub Pot: A creature can use its action to make an improvised ranged weapon attack with the Rot Grub Pot, with a range of 5/20 feet. On a hit, a Swarm of Rot Grubs (VGtM pg. 208) emerges in the space of the target and remains a hazard in that square. On a miss, the Swarm of Rot Grubs instead emerges in an unoccupied square within 5 feet of the target.

Kobold Scale Sorcerer (1) - humanoid (survival)
  • 1d4 Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith's tools) into a shield that grants resistance to the type of damage related to the Kobold's master's color while in use.
  • 1 Draconic Arcane Focus

Korred (7) - fey (religion)
  • 1 Korred's Greatclub: Acts as a magic greatclub. If a creature wielding the greatclub scores a critical hit while in direct contact with the ground, they can roll one of the greatclub's damage dice one additional time and add it to the extra damage of the critical hit.
  • 1 Korred-Hair Rope: Acts as 50 feet of surprisingly resilient rope. The rope has AC 20 and 20 hit points.
  • 3d10 Strands of Korred Hair: When harvested, must be cut from the Korred's head with an object. The Strands of hair magically transform into the same material used to cut it. Most of the time this renders the hair useless, but a single strand is worth the equivalent of 10 coins if cut with a copper, silver, electrum, gold, or platinum object.
  • 1 Pair of Iron Shears: When used to cut Korred-Hair Rope, these shears automatically hit and deal 10 damage. For all other materials, they act as normal shears.
  • 1 Heart of Stone: 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. Can be mastercrafted by a spellcaster (conjuration) into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted. Using the Heart for any of these effects destroys the Heart.

Leucrotta (3) - monstrosity (nature)
  • 1d4 Leucrotta Hooves: Acts as a hammer. Can be carefully crafted (alchemist's supplies) into a Potion of Rampage. When consumed, if the user reduces another creature to 0 hit points, it can use a bonus action to move up to half its speed and make a melee attack. The effect of the potion ends after 1 minute, or if the creature hasn't attacked or taken damage since the beginning of their last turn.
  • 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.
  • 1 Leucrotta Hide: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a set of leather armor that requires attunement. An attuned creature can speak, read, and write Abyssal, and has advantage on Wisdom (Perception) checks that rely on smell.

Well, that was quite a haul of letters! This is going pretty quickly! Let's try to keep up the pace!

Oh wait.

Mind Flayers next week.
1d100 Gross Tentacles!
Thanks for reading!

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