Friday, March 9, 2018

Creature Loot: Volo's Guide N, O, P, Q, R & S

I've been using a lot of art from Volo's Guide... because it's actually good monster art
It's Creature Loot time! Doing these every week has been quite the challenge - I didn't have nearly as much lead time on this as I did when I was doing the Monster Manual. Speaking of which, you can find the full index of creature loot here, and the entire Monster Manual in PDF form here.

Neogi Hatchling (1/8) - aberration (arcana)
  • 1 Vial of Neogi Poison: You can use the poison in this vial to coat one slashing or piercing weapon or a piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. The poisoned creature can repeat the saving throw on each of its turns, ending the condition on itself on a success.

Neogi (3) - aberration (arcana)
  • 1d4 Vials of Neogi Poison: You can use the poison in this vial to coat one slashing or piercing weapon or a piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. The poisoned creature can repeat the saving throw on each of its turns, ending the condition on itself on a success.
  • 1 Neogi Heart: Can be destroyed as an action to cast Suggestion without using a spell slot or material components. Can be carefully crafted by a spellcaster (Enchantment) into an Amulet of Improved Suggestion, which requires attunement. When an attuned creature casts the Suggestion spell, they can choose to extend the duration of the spell to 24 hours. When cast this way, the spell does not require concentration. Once the spell has been cast this way, the attuned creature cannot alter a Suggestion spell in this way for the next 7 days.
  • 1d10 Trade Goods: Consists of 1 pound of a Trade Good with a value of at least 1 gp per pound. This is selected from the Trade Goods table (PHB pg. 156) by the DM.

Neogi Master (4) - aberration (arcana)
  • 1d8 Vials of Neogi Poison: You can use the poison in this vial to coat one slashing or piercing weapon or a piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. The poisoned creature can repeat the saving throw on each of its turns, ending the condition on itself on a success.
  • 1 Neogi Heart: Can be destroyed as an action to cast Suggestion without using a spell slot or material components. Can be carefully crafted by a spellcaster (Enchantment) into an Amulet of Improved Suggestion, which requires attunement. When an attuned creature casts the Suggestion spell, they can choose to extend the duration of the spell to 24 hours. When cast this way, the spell does not require concentration. Once the spell has been cast this way, the attuned creature cannot alter a Suggestion spell in this way for the next 7 days.
  • 2d10 Trade Goods: Consists of 1 pound of a Trade Good with a value of at least 1 gp per pound. This is selected from the Trade Goods table (PHB pg. 156) by the DM.
  • 1 Arcane Focus

Neothelid (13) - aberration (arcana)
  • 4 Neothelid Tentacles: Acts as a whip. Can be crafted (alchemist's supplies) into a Potion of Mind Reading with a Save DC of 16.
  • 1 Neothelid Stomach: Acts as a tent that has immunity to acid damage. Can be carefully crafted (leatherworker's tools) into 2 sets of leather armor that grants resistance to acid damage when worn. 
  • 2d4 Hunks of Neothelid Brain Matter: Can be destroyed to cast Levitate as an action. When cast this way, the spell can only target the creature that destroyed the Brain Matter.
  • 3 Neothelid Hides: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of Chain Mail armor which requires attunement. A creature wearing the armor can use an action to cast Detect Thoughts (save DC 16). When cast this way, the spell does not require concentration, but can only be used to detect thinking creatures as described in the spell, not to read their thoughts. Additionally, the range of the spell is increased to 1 mile. Once the armor has cast this spell, it cannot do so again until the next dawn.
  • 2d4 Vials of Neothelid Acid: As an action, can be splashed onto a target within 5 feet or thrown up to 20 feet as a ranged improvised weapon. On a hit, the target takes 18 (5d6) acid damage.
  • 1 Neothelid 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 a d20. On a 1, the bearer is subjected to the effects of a Feeblemind (Save DC 16) spell, and has disadvantage on the saving throw.

Nilbog (1) - humanoid (survival)
  • 1 Tattered Fool's Scepter: acts as a comical mace
  • 1 Tattered Shortbow
  • 1 Tattered Set of Leather Armor
  • 1d2 Goblin Ears: No immediate use. Acts as a trophy for bounty hunters and adventurers.
  • 1 Nilbog Spirit: Cannot be looted unless the Nilbog dies within a Magic Circle or area under a Hallow effect.

Orcs

Someone's best girl
Orc Blade of Ilneval (4) - humanoid (survival)
  • 1 Tattered Longsword
  • 1d4 Javelins
  • 1 Tattered Chain Mail Armor
  • 1 Tattered Shield
  • 2 Orc Trophies (VGtM pg. 90)
  • 1 Orc Holy Symbol of Ilneval: Acts as a Holy Symbol. Requires attunement by an Orc or Half-Orc. As an action, a creature wielding the Holy Symbol can give a command. Up to three creatures within 120 feet of the attuned creature may use their reaction to make one weapon attack. Once this feature has been used, it can't be used again until the next dawn.
  • 1 Orc Map of Conquest: Details settlements and caravans recently raided, and lists at least three that were soon to be attacked. May contain the territory of other Orc tribes.

Orc Claw of Luthic (2) - humanoid (survival)
  • 1 Tattered Set of Hide Armor
  • 1 Holy Symbol of Luthic: Acts as a Holy Symbol. An Orc or Half-Orc devoted to Luthic may use their action to cast Warding Bond, targeting a cave bear or an Orc child. Once the spell has been cast, the amulet cannot be used this way again until the next dawn.
  • 1d4 Claws of Luthic: Acts as a dagger that deals no damage to Orc children.

Orc Hand of Yurtrus (2) - humanoid (survival)
  • 1 Tattered Set of Hide Armor
  • 1 Holy Symbol of Yurtrus: Acts as a Holy Symbol. An Orc of Half Orc devoted to Yurtrus may use this Holy Symbol to cast Cleric spells without need for a verbal component.
  • 1d2 White Skin Gloves: A non-elf creature wearing the glove may use its action to cast Inflict Wounds. Once cast this way, the glove becomes nonmagical. If the glove contains tattoos or birthmarks, can be used to identify the original owner of the skin.

Orc Nurtured One of Yurtrus (1/2) - humanoid (survival)
  • 1d4 Vials of Yurtrus' Ichor: A creature that ingests the ichor must make a DC 13 Constitution saving throw or be poisoned. The poisoned creature can repeat the saving throw on each of its turns, ending the condition on itself on a success. While poisoned by this effect, a creature can't regain hit points.

Orc Red Fang of Shargaas (3) - humanoid (survival)
  • 1 Tattered Scimitar
  • 1d10 Darts
  • 1 Tattered Set of Studded Leather Armor
  • 1 Orc Trophy (VGtM pg. 90)
  • 1d2 Eyes of Shargaas: Can be consumed as an action. For 1 hour after consuming an eye, a creature with darkvision can see in magical darkness. This has no effect on a creature without darkvision.
  • 1 Holy Symbol of Shargaas: Acts as a Holy Symbol. An Orc of Half Orc devoted to Shargaas may use this Holy Symbol to cast Darkness as an action, without requiring a spell slot or material components. Once the spell has been cast, it cannot be cast again until the next dawn.

Tanarukk (5) - fiend (religion)
  • 1 Tattered Greatsword
  • 1 Tanaruuk Hide: Acts as a blanket. Can be mastercrafted into the equivalent of Chain Shirt armor that requires attunement. An attuned creature gains resistance to fire and poison damage.
  • 3 Orc Trophies (VGtM pg. 90)
  • 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 Baphomet's layer of the Abyss instead of the intended destination.

Quickling (1) - fey (religion)
  • 1 Tattered Dagger
  • 1 Quickling Heart: Can be consumed as an action. A creature that consumes the heart has its speed increased by 30 feet, and is under the effect of a Blur spell (which doesn't require concentration) for 1 minute. At the end of this time, the creature ages 2d10 years.

Redcap (3) - fey (religion)
  • 1 Tattered Sickle
  • 1 Set of Iron Boots: The boots have the heavy property. A creature wearing the boots can make a weapon attack using their Strength modifier. The creature is proficient in this attack. The boots deal 1d10 bludgeoning damage on a hit.
  • 1 Red Cap: Requires attunement. An attuned creature is considered one size larger when grappling, and if the creature is small, they may use heavy weapons without penalty. Curse. The cap is covered in blood, which must be replenished. If the cap is not coated in fresh blood at least once every three days, it vanishes. If a creature is attuned to the cap, the creature disappears into the Feywild.
  • 1 Redcap Head: If spoken to, speaks the name of the creature responsible for creating it. After it does so, it melts into blood.

Sea Spawn (1) - humanoid (survival)
  • 1 Token of the Deep: a small shell, underwater plant, or fish skeleton found in the pockets of the Sea Spawn's body. Can be carefully crafted (jeweler's tools) into an amulet that requires attunement. While attuned, a creature can breathe underwater, and has a swim speed equal to their walking speed. Curse. At dawn, the creature attuned to the amulet must succeed on a DC 13 Wisdom saving throw or be compelled to swim to the creature that created the Sea Spawn as if under the effects of a Suggestion spell. If the journey takes longer than 8 hours, the creature may attempt the saving throw again to end the effect after 8 hours.

Shadow Mastiff (2) - monstrosity (nature)
  • 1d4 Wisp of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted by a spellcaster (conjuration) 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 by a spellcaster (Transmutation) into a Portable Hole.
  • 1 Heart of the Shadow Mastiff: Can be carefully crafted (Alchemist's Supplies) into a Potion of Shadow Teleportation. A creature who drinks the potion gains the ability to teleport to an unoccupied space within 30 feet of them, provided both the creature's current space and its destination are in dim light or darkness. The effect lasts 10 minutes.

Surprisingly does not come from The Abyss
Slithering Tracker (3) - ooze (arcana)

  • 3 Vials of Slithering Liquid: A creature that ingests this liquid must make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) necrotic damage at the start of its turns and is unable to breathe unless it can breathe water. On each of its turn, it can repeat the saving throw to end the effect.

Spawn of Kyuss (5) - undead (religion)
  • 1 Zombified Hand: Acts as an arcane focus when casting Necromancy spells.
  • 4 Worms of Kyuss: Can be used as a ranged weapon with a range of 10/30. On a hit, the worm attaches to the target's skin. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action. Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a Spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.

Whew! Next week, believe it or not, I'm going to try to finish up the non-NPC creatures in the Guide. There are so many less monsters than in the manual!

I'm getting ahead of the game
Thanks for reading!

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