Friday, August 3, 2018

Creature Loot: Mordenkainen's Tome of Foes - Archdevils

He's out on Bael
Last week, we examined the infernal legions of the Nine Hells. Now, let's look at the faces of the Infernal: the Archdevils that are most likely to get mixed up in the affairs of mortals! I like how they did that for this book, leaving room for the greater Archdevils and archdukes. Asmodeus is supposed to be on the level of a God, after all.

As usual, don't forget to check out the index, get the PDFs of the previous creature loot articles, and let me know if you see any items that have typos or could be improved!


Archdevils

Note: Unless the archdevil is killed in the Nine Hells, only the Hellish Ichor is able to be harvested.

Bael (19) - fiend (religion)

  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 5d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1 Hellish Morningstar: Acts as a magic morningstar that deals an additional 3d8 necrotic damage on a hit. 
  • 1 Set of Hellforged Plate Armor: This armor is immune to effects that would deteriorate or weaken it.
  • 2 Horns of an Archdevil: Acts as a magic shortsword. Can be mastercrafted (alchemist's supplies) into a Potion of Infernal Regeneration. For 1 minute, the user regains 20 hit points at the start of their turn. If the creature takes radiant damage, the potion doesn't function at the start of their next turn. For the duration of the potion's effect, the creature cannot lie, as if they were under the effect of a Zone of Truth.
  • 2 Hooves of Bael: Acts as a hammer. Can be carefully crafted (smith's tools) into a magic maul that requires attunement. A creature attuned to the maul can use their action to stamp a Symbol (saved DC 21, stunning effect only) into a flat surface. The Symbol lasts 24 hours before fading away. Once used this way, the maul cannot cast the spell again until the next dawn.
  • 1 Skull of Bael: If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within 10 feet of the skull must make a DC 22 Wisdom saving throw or become frightened for 1 round. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 10 feet of the skull, they must make a DC 22 Wisdom saving throw or become frightened for 1 round. 
  • 1 Duke of Hell's Heart: A creature holding the heart can destroy it as an action. The creature may cast any spell of 8th level or lower. No additional time or material components are required, the spell simply takes effect. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 1d6 Locks of Bael's Hair: A single lock of hair can be spread out on the ground in a line 60 feet long or a circle 20 feet in diameter. The process of placing the hair takes 10 minutes. Once complete, a creature can utter the command word ("Bael" in Infernal) to create a Wall of Fire where the hair lies. The spell is permanent until the hair is removed (which requires entering the wall's space) or the wall is subject the Dispel Magic cast at 4th level or higher.
  • 1 Shroud of Mammon: Requires attunement. An attuned creature can cast Charm Person or Major Image at will. They can only use the spell to appeal to the greed of another creature (as determined by the DM). Otherwise, the spell fails.

Geryon, My Wayward Son
Geryon (22) - fiend (religion)
  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 5d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1 Geryon's Horn: A creature can use an action to blow this horn. In response, 5d4 minotaurs (MM pg. 223) appear in unoccupied spaces of the DM's choice within 60 feet. They return to the Nine Hells after 1 hour or when they drop to 0 hit points. Once the horn has been blown, it can't be used again until 7 days have passed. The minotaurs are hostile to any creature that isn't a devil, or hasn't signed a Contract of Infernal Servitude.
  • 2 Wings of Geryon: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a Cloak of Archdevil Sight, which requires attunement. An attuned creature gains truesight out to 60 feet. An attuned creature can use their action to target one creature they can see within 60 feet of them. If the target can see the attuned creature, the target must succeed on a DC 23 Wisdom saving throw or become frightened of the attuned creature until the end of its next turn. Once this property is used, it cannot be used again until the next dawn.
  • 1 Geryon's Stinger: Acts as a magic dagger. On a hit, the target must succeed on a DC 21 Constitution saving throw or take 2d12 poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.
  • 1 Duke of Hell's Heart: A creature holding the heart can destroy it as an action. The creature may cast any spell of 8th level or lower. No additional time or material components are required, the spell simply takes effect. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 4d6 Scales of Geryon: Acts as a shield that requires attunement. A creature attuned to the shield gains resistance to cold damage, and can use their action to magically teleport, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see. Once they have teleported, the shield can't be used in that manner again until the next dawn.
  • 2d4 Locks of Geryon's Hair: A single lock of hair can be spread out on the ground in a 10 10-foot lines or a circle 20 feet in diameter. The process of placing the hair takes 10 minutes. Once complete, a creature can utter the command word ("Geryon" in Infernal) to create a Wall of Ice where the hair lies. The spell is permanent until the hair is removed (which requires entering the wall's space) or the wall is subject the Dispel Magic cast at 6th level or higher.
  • 2d4 Contracts of Infernal Servitude: A creature can sign the contract as an action. The creature immediately gains 1 level in the Warlock class and must take the Pact of the Fiend, devoted to Geryon. A creature who gains this level has its soul bound to Geryon's service after death. The subclass's expanded spell list is altered as follows:
    • Burning Hands is replaced with Ice Knife (XGtE pg. 157)
    • Scorching Ray is replaced with Snilloc's Snowball Swarm (XGtE pg. 165)
    • Fireball is replaced with Tidal Wave (XGtE pg. 168)
    • Wall of Fire is replaced by Ice Storm
    • Flame Strike is replaced by Cone of Cold

Hutijin ain't easy
Hutijin (21) - fiend (religion)
  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 5d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1 Mace of Hutijin: Acts as a magic maul that requires attunement. An attuned creature can use their action to release lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one.
  • 2 Wings of Hutijin: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a Cloak of Infernal Despair, which requires attunement. Each creature within 15 feet of the attuned creature that isn't a devil makes saving throws with disadvantage.
  • 2 Infernal Steel Bracers: When worn together, they act as Dimensional Shackles with no additional properties. A single bracer requires attunement. An attuned creature can use the bracer to cast Lightning Bolt, Dispel Magic, and Heal. Once one of these spells has been cast using the bracer, that spell can't be cast again using the bracer until the next dawn.
  • 2d4 Vials of Hutijin's Venom: Can be applied to a weapon or piece of ammunition as an action. A creature hit by the poisoned weapon or ammunition must make a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 3d6 poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 1 Tail of Hutijin: Acts as a magic whip that does 1d10 damage on a hit and requires attunement. An attuned creature can use their action to magically teleport, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see. Once they have teleported, the whip can't be used in that manner again until the next dawn.
  • 1 Hide of Hutijin: Acts as a blanket. Can be mastercrafted (smith's tools) into the equivalent of splint armor that requires attunement. An attuned creature can use their reaction in response to taking damage to speak in the voice of Hutijin. Each creature within 30 feetof the attuned creature that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of the attuned creature for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this ability has been used 3 times, it can't be used again until the next dawn.
  • 1 Duke of Hell's Heart: A creature holding the heart can destroy it as an action. The creature may cast any spell of 8th level or lower. No additional time or material components are required, the spell simply takes effect. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 2d4 Horns of an Archdevil: Acts as a magic shortsword. Can be mastercrafted (alchemist's supplies) into a Potion of Infernal Regeneration. For 1 minute, the user regains 20 hit points at the start of their turn. If the creature takes radiant damage, the potion doesn't function at the start of their next turn. For the duration of the potion's effect, the creature cannot lie, as if they were under the effect of a Zone of Truth.

Moloch, Mo' problems
Moloch (21) - fiend (religion)
  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 6d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1 Moloch's Many-Tailed Whip: Acts as a magic whip with a range of 30 feet. On a hit, the target takes 2d10 lightning damage and must succeed on a Strength saving throw or be pulled up to 30 feet in a straight line towards the whip's wielder. The DC for the saving throw is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
  • 2 Horns of an Archdevil: Acts as a magic shortsword. Can be mastercrafted (alchemist's supplies) into a Potion of Infernal Regeneration. For 1 minute, the user regains 20 hit points at the start of their turn. If the creature takes radiant damage, the potion doesn't function at the start of their next turn. For the duration of the potion's effect, the creature cannot lie, as if they were under the effect of a Zone of Truth.
  • 1 Archduke of Hell's Heart: A creature holding the heart can destroy it as an action to cast the Wish spell. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 2 Hooves of Moloch: Acts as a hammer. Can be carefully crafted (smith's tools) into a magic maul that requires attunement. A creature attuned to the maul can use their action to stamp a Symbol (saved DC 21, stunning effect only) into a flat surface. The Symbol lasts 24 hours before fading away. Once used this way, the maul cannot cast the spell again until the next dawn.
  • 1 Skin of Moloch: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of hooded studded leather armor that requires attunement. While the hood on the armor is raised, the attuned creature can use their action to exhale a 30-foot cube of terrifying gas. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for l minute. While frightened in this way, a creature must take the Dash action and move away from the attuned creature by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the attuned creature, the creature can repeat the saving throw. On a success, the effect ends. Once this ability has been used, it can't be used again until the next dawn.
  • 2d8 Moloch's Fangs: Acts as a magic dagger. Can be mastercrafted (alchemist's supplies) into a Poison of Moloch's Bane. A creature that ingests the poison must succeed on a DC 21 Constitution saving throw or be cursed. A cursed creature polymorphs into an Imp as long as they are within the Nine Hells. Only a Greater Restoration spell or greater magic can end this curse.
  • 2d10 Tomes of Hellish Knowledge: Contains deep lore on forbidden topics, such as History (Asmodeus). Using the book for 5 minutes is equivalent to rolling a 20 on the related skill.

Yeah, I'm not making puns on this guy's name. Pro tip: pronounce it "ti-TI-vil-us" or you'll never hear the end of the ridicule
Titivilus (16) - fiend (religion)
  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 5d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1 Titivilus's Silver Sword: Acts as a magic longsword that deals an additional 3d10 necrotic damage on a hit. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.
  • 1 Tongue of Titivilus: Requires attunement. A creature attuned to the Tongue can cast Fear and Charm Person (save DC 21) using the tongue. Once each spell has been cast three times, that spell can't be cast again until the next dawn. Additionally, the attuned creature can cause their voice to emanate from any point within 60 feet of them.
  • 1 Duke of Hell's Heart: A creature holding the heart can destroy it as an action. The creature may cast any spell of 8th level or lower. No additional time or material components are required, the spell simply takes effect. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 2 Horns of an Archdevil: Acts as a magic shortsword. Can be mastercrafted (alchemist's supplies) into a Potion of Infernal Regeneration. For 1 minute, the user regains 20 hit points at the start of their turn. If the creature takes radiant damage, the potion doesn't function at the start of their next turn. For the duration of the potion's effect, the creature cannot lie, as if they were under the effect of a Zone of Truth.
  • 2 Wings of Titivilus: Acts as a blanket. 2 of these can be mastercrafted (leatherworker's tools) into a Cloak of Invisibility.

Girl you're my angel, you're my fallen angel...
Zariel (26) - fiend (religion)
  • 2 Devil Eyes: If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 6d4 Vials of Hellish Ichor: No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Devil Claws: Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1 Zariel's Longsword: Acts as a magical longsword that deals an additional 8d8 fire damage upon a hit. If wielded by a creature that isn't lawful evil, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except by a Wish spell. The creature transforms into Zariel if she is dead, or a Pit Fiend in service to Zariel otherwise. The transformation takes 1d10 minutes, and kills the original creature.
  • 1d4 Infernal Javelins: These javelins are immune to effects that would deteriorate or weaken it. The weapons can be destroyed with a DC 20 Strength check.
  • 3 Horns of an Archdevil: Acts as a magic shortsword. Can be mastercrafted (alchemist's supplies) into a Potion of Infernal Regeneration. For 1 minute, the user regains 20 hit points at the start of their turn. If the creature takes radiant damage, the potion doesn't function at the start of their next turn. For the duration of the potion's effect, the creature cannot lie, as if they were under the effect of a Zone of Truth.
  • 4d4 Flaming Feathers of Zariel: Acts as a Holy Symbol of Asmodeus. They deal 1d4 fire damage to any creature that touches them that isn't lawful evil, but no more than once per round. Each can replace 500 GP of diamonds for the material component of a Resurrection or True Resurrection spell.
  • 1 Archduke of Hell's Heart: A creature holding the heart can destroy it as an action to cast the Wish spell. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 2 Hands of Zariel: Can be used as an improvised melee weapon. On a hit, the target takes 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the hand has dealt damage, it becomes nonmagical.
  • 1 Head of Zariel: The head continually whispers prayers of blood and vengeance. The creature who killed Zariel can always hear these prayers, no matter what distance they are from the head or what measures are taken to stop the sound. After 1d6 days, a Pit Fiend arrives at the killer's location to collect the head. If they do not have the head, the Pit Fiend will become hostile. If killed, another will come in 1d6 days. If the killer has the head and gives it to the Pit Fiend, the Pit Fiend returns to the Nine Hells to resurrect Zariel. Looking into the eyes of the head causes an epileptic fit of terror (as the spell Tasha's Hideous Laughter but without the opportunity to save and end the effect) in any creature that isn't a devil. The fit lasts 1d4 hours and cannot be stopped except by a Wish spell or divine intervention. A creature may make a DC 25 Wisdom saving throw to avert its gaze before looking directly into the eyes. The head can be traded for a major boon from an angel of Mount Celestia. It can be used as a Holy Symbol and will double the effect of any hit points healed or damage dealt by a cleric spell cast by a cleric that worships Asmodeus. If the head is buried under a castle, the walls of that castle gain immunity to any damage dealt by any non-devil creature.
  • 1 Fallen Angel's Sash: Requires attunement. An attuned creature can cast Create Undead once per day. If the sash is wrapped around a corpse or other remains, the creature can be communicated with as if affected by a Speak with Dead spell.
  • 2d4 Vials of Fallen Angel Blood: When ingested, a creature must succeed on a DC 26 Constitution saving throw or take 22 (4d10) fire damage.

Whew! All done. Now, let's finish up the D's. That means all those pesky Drow and Duergar. Seriously, why does the letter D always take the longest? Just because it's in the title or something.

D is for Depths of my Despair
Thanks for reading!

1 comment:

  1. This might be kind of a ridiculous request, but would it be possible for you to do creature loot from The Tome of Beasts?

    ReplyDelete