Friday, March 16, 2018

Creature Loot: Volo's Guide T, U, V, W, X, Y, Z, and Miscellaneous Creatures

Nice of you to drop in
Another week, another batch of Creature Loot. We've gotten through quite a few letters today, which means we're nearly done! You can find the full index of creature loot here, and the entire Monster Manual in PDF form here.

Tlincalli (5) - monstrosity (nature)
  • 1 Tattered Longsword
  • 1 Spiked Chain: Acts as a whip that deals 1d6 piercing damage on a hit. A Medium or smaller creature hit by the spiked chain must succeed on a DC 13 Strength saving throw or be grappled.
  • 1 Tlincalli Shell: Acts as a shield. Can be crafted (smith's tools) into Breastplate armor.
  • 1 Tlincalli Stinger: Acts as a shortsword. Due to the thin channel running through the center of the Stinger, if the Stinger is coated in Injury poison, a target affected by the poison has disadvantage on their saving throw against the poison.
  • 1d4 Vials of Tlincalli Venom: 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 14 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is also paralyzed. The poisoned creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
  • 1d10 Scavenged Tattered Weapons: Chosen by the DM, these weapons are made from metal stolen from other weapons and armor.

Trapper (3) - monstrosity (nature)
  • 1 Trapper Outer Hide: Acts as a blanket. Can be crafted (leatherworker's tools) into a cloak that grants advantage on stealth checks if the creature is motionless and pressed up against a ceiling, wall, or floor. A creature on the floor is considered prone.
  • 1 Trapper Inner Hide: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a set of gloves and boots. A creature wearing the gloves has advantage on saving throws made to avoid being disarmed. A creature wearing the boots has advantage on saving throws made to avoid effects that would move the creature against its will. A creature wearing the gloves and the boots can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • 1d10 Trinkets: Roll on PHB pg. 160. Leftovers from a previous meal.

Vargouille (1) - fiend (religion)
  • 1 Vargouille Head: A humanoid that kisses the head must succeed on a DC 12 Charisma saving throw or become cursed. If the creature is unwilling, they cannot be forced to kiss the head without first being incapacitated. The cursed creature loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a daylight spell. When the cursed creature's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.

Vegepygmy (1/4) - plant (nature)
  • 1 Tattered Sling
  • 1d4 Twigs: Can be used as kindling.

Among his people he is known as horseradish
Vegepygmy Chief (2) - plant (nature)
  • 1 Tattered Spear
  • 1d4 Twigs: Can be used as kindling.
  • 1 Regenerating Root: Acts as a Druidic Focus. A druid using the focus may cast Cure Wounds without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.
  • 1 Vial of Spores: The spores are a powder that can be dispersed into an adjacent 5-foot cube as an action. A creature in the space of the spores must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Thorny (1) - plant (nature)
  • 1d4 Twigs: Can be used as kindling.
  • 1 Regenerating Root: Acts as a Druidic Focus. A druid using the focus may cast Cure Wounds without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.

Wood Woad (5) - plant (nature)
  • 1 Wood Woad Club: Acts as a magical club that deals 2d4 bludgeoning damage on a hit.
  • 1 Wood Woad Shield: Acts as both a shield and a druidic focus.
  • 1 Wood Woad Heart: A creature holding the heart can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.
  • 1 Wood Woad Hide: Acts as the equivalent of half-plate armor. A creature wearing the armor has advantage on Dexterity (Stealth) checks made to hide in terrain with ample obscuring plant life. It retains disadvantage on any other dexterity (Stealth) checks.
  • 1d4 Branches: Acts as a club. Can be crafted (woodcarver's tools) into a staff.

Xvart (1/8) - humanoid (survival)
  • 1 Tattered Shortsword
  • 1 Tattered Sling
  • 1 Tattered Set of Leather Armor
  • 1 Xvart Tongue: Can be consumed as an action to cast Speak with Animals on the user. When cast this way, the spell only affects bats, rats, giant bats, and giant rats.

Xvart Warlock of Raxivort (1) - humanoid (survival)
  • 1 Tattered Scimitar
  • 1 Xvart Tongue: Can be consumed as an action to cast Speak with Animals on the user. When cast this way, the spell only affects bats, rats, giant bats, and giant rats.
  • 1 Sigil of Raxivort: Requires attunement. A creature attuned to the sigil can take the Disengage action as a bonus action. Curse. While a creature is attuned to the sigil, they must make a DC 11 Charisma saving throw at the end of each long rest. On a failed save, an Aspect of Raxivort (using the stats of a Xvart Warlock of Raxivort) appears to the attuned creature, offering fiendish power in exchange for servitude. If Raxivort is turned down, he becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the character's next level must be a level in the Warlock Class, using the Fiend Patron subclass.

Yeth Hound (4) - fey (religion)
  • 1d4 Yeth Hound Teeth: 20 teeth act as a bag of caltrops. A set of caltrops consisting of at least 10 Yeth Hound Teeth deals an additional 14 (4d6) psychic damage to a target if they are frightened.
  • 1 Yeth Hound Hide: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into hide armor that requires attunement. A creature attuned to the armor gains resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks not made with silvered weapons.
  • 1 Yeth Hound Heart: No immediate use. Can be carefully crafted by a spellcaster (evocation) into an Amulet of Dark Etherealness, which requires attunement. An attuned creature in the Border Ethereal can use its action to return to the material plane. Curse. An attuned creature that starts its turn in sunlight is transported to the Ethereal Plane. While the sun shines on the spot from which the attuned creature vanished, it remains in the Deep Ethereal. After the sun has set that day, the creature can return to the Border Ethereal at the same spot. The creature is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. 
  • 1 Yeth Hound Head: No immediate use. Can be carefully crafted (leatherworker's tools) into a Yeth Hound Horn. A creature holding the horn can use its action to blow the horn. Each hostile creature within 300 feet of the horn that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the horn blower's next turn or until the horn is destroyed. The horn has AC 13 and 5 hit points. A frightened creature that starts its turn within 30 feet of the horn must use all its movement on that turn to get as far from the hound as possible, must finish its move before taking an action, and must take the most direct route possible, even if hazards lie that way. A target that successfully saves is immune to the horn's effects for the next 24 hours.

Six heads? Must be a great kisser!
Yuan-Ti Anathema (12) - monstrosity (survival)
  • 4d4 Snake Skin: No immediate use. Can be crafted (leatherworker's tools) into a pouch or carefully crafted (leatherworker's tools) into a water skin.
  • 4 Fangs of the Yuan -Ti: Acts as a dagger that deals an additional 7 (2d6) poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1 Immortal Heart of the Reptile God: Requires attunement. While attuned, a creature gains advantage on saving throws against spells and other magical effects, and any creature that starts its turn within 30 feet of the attuned creature must succeed on a DC 17 Wisdom saving throw or become frightened of the attuned creature. A frightened target 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. 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 17 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 meat and eggs, no other food.
    4. The creature's alignment becomes Neutral Evil, and they become an NPC controlled by the DM.
  • 3d6 Vials of Yuan-Ti Blood: A creature that ingests the blood 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 Broodguard (2) - monstrosity (survival)
  • 1d4 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 Vial of Broodguard Blood: No immediate use. 5 of these can be mastercrafted (alchemist's supplies) into a Potion of Broodguard Transformation. A humanoid that drinks the potion must make a DC 15 Constitution saving throw. On a failure, the creature is incapacitated for 1d6 + 6 days, and slowly transforms into a Yuan-Ti Broodguard over that time. On a success, the creature takes 14 (4d6) poison damage and isn't otherwise affected. A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a wish spell can reverse the effect.

Yuan-Ti Mind Whisperer (4) - monstrosity (survival)
  • 1 Tattered Scimitar
  • 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 7 (2d6) poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1d4 Vials of Yuan-Ti Blood: A creature that ingests the blood 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.
  • 1 Sigil of Sseth: Requires attunement. A creature attuned to the sigil can choose to deal an extra 3d10 psychic damage when they hit with a melee attack. Once this ability has been used twice, it cannot be used again until the next dawn. Curse. While a creature is attuned to the sigil, they must make a DC 13 Charisma saving throw at the end of each long rest, or when they choose to deal psychic damage with the amulet. This saving throw is rolled with disadvantage if made due to the psychic damage being dealt. On a failed save, an Aspect of Sseth (using the stats of a Yuan-Ti Mind Whisperer) appears to the attuned creature, offering fiendish power in exchange for servitude. If Sseth is turned down, he becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the character's next level must be a level in the Warlock Class, using the Fiend Patron subclass.

Yuan-Ti Nightmare Speaker (4) - monstrosity (survival)
  • 1 Tattered Scimitar
  • 1d4 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 7 (2d6) poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1d4 Vials of Yuan-Ti Blood: A creature that ingests the blood 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.
  • 1 Sigil of Dendar: Requires attunement. A creature attuned to the sigil can choose to deal an extra 3d10 necrotic damage when they hit with a melee attack. Once this ability has been used twice, it cannot be used again until the next dawn. Curse. While a creature is attuned to the sigil, they must make a DC 13 Charisma saving throw at the end of each long rest, or when they choose to deal necrotic damage with the amulet. This saving throw is rolled with disadvantage if made due to the necrotic damage being dealt. On a failed save, an Aspect of Dendar (using the stats of a Yuan-Ti Nightmare Speaker) appears to the attuned creature, offering otherworldly power in exchange for servitude. If Dendar is turned down, he becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the character's next level must be a level in the Warlock Class, using the Old One Patron subclass.

Yuan-Ti Pit Master (5) - monstrosity (survival)
  • 1 Tattered Scimitar
  • 2d4 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 7 (2d6) poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1d4 Vials of Yuan-Ti Blood: A creature that ingests the blood 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.
  • 1 Sigil of Merrshaulk: Requires attunement. A creature attuned to the sigil can choose to deal an extra 3d10 poison damage when they hit with a melee attack. Once this ability has been used twice, it cannot be used again until the next dawn. Curse. While a creature is attuned to the sigil, they must make a DC 13 Charisma saving throw at the end of each long rest, or when they choose to deal poison damage with the amulet. This saving throw is rolled with disadvantage if made due to the poison damage being dealt. On a failed save, an Aspect of Merrshaulk (using the stats of a Yuan-Ti Pit Master) appears to the attuned creature, offering strange power in exchange for servitude. If Merrshaulk is turned down, he becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the character's next level must be a level in the Warlock Class, using the Archfey Patron subclass.

Aurochs (2) - beast (nature)
  • 1 Aurochs Hide: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a cloak that grants resistance to cold damage.
  • 1d2 Aurochs Horns: Acts as a handaxe. 

Cow (1/4) - beast (nature)
  • 1 Cow Hide: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a cloak that grants resistance to cold damage.

Dolphin (1/8) - beast (nature)
  • 1 Dolphin Hide: No immediate use. Can be crafted (leatherworker's tools) into a pouch or carefully crafted (leatherworker's tools) into a water skin.

Swarm of Rot Grubs (1/2) - beast (nature)
  • 1d4 Rot Grubs: Difficult to handle, requires thick gloves or tongs. On the start of a creature's turn, if they are in contact with the Rot Grub, the creature takes 1d6 piercing damage per Rot Grub in contact with it as the Rot Grubs burrow into their skin. Applying fire to the bite wound before the end of the creature's next turn deals 1 fire damage to the creature and kills that Rot Grub. After this time, the Rot Grub is too far under the skin to be burned. If a creature infested by Rot Grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the creature.

Not much left now! Next week, we'll dive into the Volo's Guide NPCs. There's a lot of them!

A face that says "I'm sure you'll be paying me for joining you on this adventure..."
Thanks for reading!

2 comments:

  1. Will you ever be compiling the Volo's guide edition into a pdf?

    I know the MM one was compiled by another person though

    ReplyDelete
    Replies
    1. I'd like to! I've been getting better at the Homebrewery stuff. It's quite a bit of work, though, so it may not be out as quickly as the MM was.

      Delete