Friday, August 31, 2018

Creature Loot: Mordenkainen's Tome of Foes E - F

This guy's on the cover of the book! He's D&D "famous"!
This week, we're covering two letters: E and F! Fortunately, there's a lot of similar loot here, with a lot of elementals. Due to a busy weekend, it's fortunate that this article came when it did!

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!

Eidolon (12) - undead (religion)
  • 4 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 2d4 Pinches of Spirit Dust: Acts as Dust of Disappearance.
  • 2 Eidolon Eyes: A creature holding the eye can activate it by spending a Cleric or Paladin spell slot. Each creature within 60 feet of the eye that can see it must succeed on a Wisdom saving throw or be frightened of it for one minute. The DC for the saving throw is equal to 10 + the level of the spell slot expended. While frightened in this way, a creature must take the Dash action and move away from the eye by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used in this manner, the eye becomes nonmagical.

Sacred Statue (-) - construct (arcana)
  • 4d6 Hallowed Stones: Any number of stones can be carried by a single creature, but a creature can only be attuned to a single stone at a time. If a creature attuned to the stone is affected by a curse or possessed by a creature, the curse/possession targets the stone instead of the creature. The attunement immediately ends, and the stone loses the ability to attune to a new creature. If the stone becomes possessed by a creature, the creature can end its possession of the stone normally. Can be mastercrafted by a spellcaster (abjuration) into a pair of Dimensional Shackles.

Eladrin

Autumn Eladrin (10) - humanoid (survival)
  • 1 Autumn Longsword: Acts as a magical longsword that deals 2d8 psychic damage on a hit instead of its normal damage. If this damage would reduce a creature to 0 hit points, that creature is unconscious and stable.
  • 1 Autumn Longbow: Acts as a magical longbow that deals 2d8 psychic damage on a hit instead of its normal damage. If this damage would reduce a creature to 0 hit points, that creature is unconscious and stable.
  • 4d4 Strands of Hair from an Autumn Eladrin: A creature can wrap a wound with a strand to cast Cure Wounds on a creature. This breaks the strand. 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 takes no damage and is subject to a Lesser Restoration spell.
  • 1 Set of Eladrin Armor: Acts as magical breastplate armor that requires attunement. An attuned creature can cast Misty Step as a bonus action. Once they have used this ability three times, it can't be used again until the next dawn.
  • 3d4 Autumn Eladrin Leaves: No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Autumn Eladrin Essence. For 1 minute, any non-eladrin creature that starts its turn within 60 feet of the user must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the user for the duration of the potion's effect. On a successful save, the creature becomes immune to this effect for 24 hours. Whenever the user deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.

Spring Eladrin (10) - humanoid (survival)
  • 1 Spring Longsword: Acts as a magical longsword that deals 1d8 psychic damage on a hit instead of its normal damage. A creature struck by this weapon must succeed on a DC 16 Wisdom saving throw or be charmed by the wielder of the sword for 1 minute. The creature can repeat the saving throw at the end of their turn or whenever they take damage to end the effect.
  • 1 Spring Longbow: Acts as a magical longbow that deals 1d8 psychic damage on a hit instead of its normal damage. A creature struck by this weapon must succeed on a DC 16 Wisdom saving throw or be charmed by the wielder of the bow for 1 minute. The creature can repeat the saving throw at the end of their turn or whenever they take damage to end the effect.
  • 4d4 Strands of Hair from an Spring Eladrin: A creature can tie the string around the finger of a charmed, willing, or incapacitated creature while speaking to them to cast Suggestion (save DC 16) on the creature. The spell's duration is now as long as the hair remains tied around the creature' finger. Removing the strand breaks it. 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 takes no damage and is subject to a Confusion (save DC 16) spell.
  • 1 Set of Eladrin Armor: Acts as magical breastplate armor that requires attunement. An attuned creature can cast Misty Step as a bonus action. Once they have used this ability three times, it can't be used again until the next dawn.
  • 3d4 Spring Eladrin Flowers: No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Spring Eladrin Essence. For 1 minute, any non-eladrin creature that starts its turn within 60 feet of the user must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the user for the duration of the potion's effect. On a successful save, the creature becomes immune to this effect for 24 hours. Whenever the user deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.

Moods: Buying hot pockets, eating hot pockets, feeling bad about eating hot pockets.
Summer Eladrin (10) - humanoid (survival)
  • 1 Summer Longsword: Acts as a magical longsword that deals 2d8 fire damage on a hit instead of its normal damage. If this damage would reduce a creature to 0 hit points, that creature is instantly burnt to ashes.
  • 1 Summer Longbow: Acts as a magical longbow that deals 2d8 fire damage on a hit instead of its normal damage. If this damage would reduce a creature to 0 hit points, that creature is instantly burnt to ashes.
  • 4d4 Strands of Hair from an Summer Eladrin: A creature can wrap a strand around the hilt of a weapon. The next time the weapon would damage a creature, the attack automatically becomes a critical hit, and the strand breaks. 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 takes no damage and has disadvantage on its next attack roll.
  • 1 Set of Eladrin Armor: Acts as magical breastplate armor that requires attunement. An attuned creature can cast Misty Step as a bonus action. Once they have used this ability three times, it can't be used again until the next dawn.
  • 3d4 Summer Eladrin Thistles: No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Summer Eladrin Essence. For 1 minute, any non-eladrin creature that starts its turn within 60 feet of the user must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the user for the duration of the potion's effect. 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.

Winter Eladrin (10) - humanoid (survival)
  • 1 Winter Longsword: Acts as a magical longsword that deals no damage on a hit instead of its normal damage. Instead, when swung, the sword casts Gust of Wind in the direction of the attack. The spell lasts only for the duration of the wielder's turn.
  • 1 Winter Longbow: Acts as a magical longbow that deals no damage on a hit instead of its normal damage. Instead, when fired, the bow casts Gust of Wind in the direction of the attack. The spell lasts only for the duration of the wielder's turn.
  • 4d4 Strands of Hair from an Winter Eladrin: A creature can break a strand to cast Fog Cloud centered on themselves. 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 takes no damage, but must succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.
  • 1 Set of Eladrin Armor: Acts as magical breastplate armor that requires attunement. An attuned creature can cast Misty Step as a bonus action. Once they have used this ability three times, it can't be used again until the next dawn.
  • 3d4 Winter Eladrin Pine Needles: No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Winter Eladrin Essence. For 1 minute, any non-eladrin creature that starts its turn within 60 feet of the user must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the user for the duration of the potion's effect. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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. Whenever the user deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.

Elder Elementals

Leviathan (20) - elemental (arcana)
  • 10d2 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.
  • 4 Hearts 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.
  • 2d6 Vial of Sea Foam: Appears to be normal foam, can be detected by magic or if a search is performed to look for sea foam. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Water Elementals.
  • 1 Elder Heart of Water: Appears as a large hunk of glowing ice. If placed in a body of water, it re-forms into the Leviathan in 1d4 hours. The ice is incredibly cold , dealing 21 (6d6) ice damage to any creature that touches it, though no more than once per round. A creature touching the heart can use an action to create a Gate, as per the spell. The gate can lead to anywhere in the elemental plane of water. It cannot draw creatures into it, but it is able to appear in areas within the plane that would normally be denied by a ruler of a deity or planar ruler. Once this power is used, it can't be used again for 7 days. The heart can only be destroyed by bringing it to the elemental plane of fire and allowing it to melt.
  • 2d6 Leviathan Scales: Acts as a shield that requires attunement. An attuned creature gains resistance to acid and poison damage. An attuned creature can use their action while submerged in water to cast Tidal Wave (XGtE pg. 168, save DC 15). Once the spell is cast, it can't be cast again until the next dawn.
  • 1d10 Leviathan Fangs: Acts as a magical longsword that deals double damage to objects and structures. On a hit, both the target and the wielder take 1d10 acid damage (in addition to any other damage the target would take). 

Talk about coming back to bite you!
Phoenix (16) - elemental (arcana)
  • 10d2 Motes of Elemental Fire: Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.
  • 2 Hearts of Flame: Identical to a Mote of Elemental Fire, 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 Fire. The portal is stationary in the location it is crafted.
  • 2d6 Puffs of Smoke: Appears to be normal smoke, can be detected by magic or if a search is performed to look for a wisp of smoke that does not dissipate. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Fire Elementals.
  • 1 Elder Heart of Fire: Appears as an egg-shaped cinder. If placed in a bonfire, it re-forms into the Phoenix in 1d4 hours. Otherwise, it re-forms into the Phoenix in 1d6 days. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. A creature touching the heart can use an action to create a Gate, as per the spell. The gate can lead to anywhere in the elemental plane of fire. It cannot draw creatures into it, but it is able to appear in areas within the plane that would normally be denied by a ruler of a deity or planar ruler. Once this power is used, it can't be used again for 7 days. The heart can only be destroyed by bringing it to the elemental plane of water and allowing it to fizzle out.
  • 1d10 Phoenix Feathers: No immediate use. Can be mastercrafted by a spellcaster (transmutation) into Phoenix Leather Armor, which requires attunement. An attuned creature gains resistance to fire and poison damage. An attuned creature can use its action to cast Gaseous Form, but the form is fiery rather than gaseous. Any creature that touches or enters the space of the fiery form takes 1d10 fire damage, though no more than once per round. While in this form, a creature gains immunity to fire damage. Once the spell is cast in this way, it can't be cast again until the next dawn.
  • 1d8 Phoenix Claws: Acts as a magical shortsword that deals double damage to objects and structures. On a hit, both the target and the wielder take 1d10 fire damage (in addition to any other damage the target would take). 

Elder Tempest (23) - elemental (arcana)
  • 10d2 Motes of Elemental Air: Appears as a tiny puff of cloud. If held in the hand and blown upon, casts Fog Cloud centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Air. Using either of these abilities destroys the mote.
  • 4 Hearts of Wind: Identical to a Mote of Elemental Air, 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 Air. The portal is stationary in the location it is crafted.
  • 2d6 Gusts of Warm Breeze: Invisible to the eye, can be detected by magic or if a search is performed to look for a small area where wind seems to blow from nowhere. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Air Elementals.
  • 1 Elder Heart of Air: Appears as a large ball of pulsing electricity. If placed in the area of a cloud, it re-forms into the Elder Tempest in 1d4 hours. The ball is made of pure energy, dealing 21 (6d6) lightning damage to any creature that touches it, though no more than once per round. A creature touching the heart can use an action to create a Gate, as per the spell. The gate can lead to anywhere in the elemental plane of air. It cannot draw creatures into it, but it is able to appear in areas within the plane that would normally be denied by a ruler of a deity or planar ruler. Once this power is used, it can't be used again for 7 days. The heart can only be destroyed by bringing it to the elemental plane of earth and letting the energy dissipate into the ground.
  • 3d4 Elder Tempest Feathers: No immediate use. Can be mastercrafted by a spellcaster (transmutation) into Tempest Leather Armor, which requires attunement. An attuned creature gains resistance to lightning and poison damage. An attuned creature can use their action while outdoors to cast Call Lightning (save DC 15). Once the spell is cast, it can't be cast again until the next dawn.
  • 3d6 Elder Tempest Fangs: Acts as a magical longsword that deals double damage to objects and structures. On a hit, both the target and the wielder take 1d10 lightning damage (in addition to any other damage the target would take). 

Zaratan (22) - elemental (arcana)
  • 10d2 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.
  • 4 Hearts 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.
  • 2d6 Vials of Crystalline Powder: Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.
  • 1 Elder Heart of Stone: Appears as a large glowing gemstone. If placed underground, it re-forms into the Zaratan in 1d4 hours. A creature touching the heart can use an action to create a Gate, as per the spell. The gate can lead to anywhere in the elemental plane of earth. It cannot draw creatures into it, but it is able to appear in areas within the plane that would normally be denied by a ruler of a deity or planar ruler. Once this power is used, it can't be used again for 7 days. The heart can only be destroyed by bringing it to the elemental plane of air and dropping it into the endless expanse.
  • 3d8 Zaratan Scales: Acts as a shield that requires attunement. An attuned creature gains resistance to thunder and poison damage. An attuned creature can use their action while in contact with the ground to cast Erupting Earth (XGtE pg. 155, save DC 15). Once the spell is cast, it can't be cast again until the next dawn.
  • 2d4 Zaratan Claws: Acts as a magical shortsword that deals double damage to objects and structures. On a hit, both the target and the wielder take 1d10 thunder damage (in addition to any other damage the target would take). 
Just tell them it's a Torterra

Elemental Myrmidons

Air Elemental Myrmidon (7) - elemental (arcana)
  • 1 Set of Air Elemental Plate Armor: Requires attunement. Acts as Plate Armor of Lightning Resistance, but an attuned creature can also speak, read, and write Auran.
  • 1 Flail of Elemental Air: Acts as a magical flail. On a hit, the wielder of the flail can choose to make a Lightning Strike. The target takes 4d8 additional lightning damage, and must succeed on a DC 12 Constitution saving throw or be stunned until the end of the wielder's next turn. Once used, the Lightning Strike cannot be used again until the next dawn.
  • 3d2 Motes of Elemental Air: Appears as a tiny puff of cloud. If held in the hand and blown upon, casts Fog Cloud centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Air. Using either of these abilities destroys the mote.
  • 1 Heart of Wind: Identical to a Mote of Elemental Air, 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 Air. The portal is stationary in the location it is crafted.
  • 1 Gust of Warm Breeze: Invisible to the eye, can be detected by magic or if a search is performed to look for a small area where wind seems to blow from nowhere. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Air Elementals.

Earth Elemental Myrmidon (7) - elemental (arcana)
  • 1 Set of Earth Elemental Plate Armor: Requires attunement. Acts as Plate Armor of Poison Resistance, but an attuned creature can also speak, read, and write Terran.
  • 1 Maul of Elemental Earth: Acts as a magical maul. On a hit, the wielder of the maul can choose to make a Thunderous Strike. The target takes 3d10 additional thunder damage, and must succeed on a DC 14 Strength saving throw or be knocked prone. Once used, the Lightning Strike cannot be used again until the next dawn.
  • 3d2 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 Vial of Crystalline Powder: Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.

Fire Elemental Myrmidon (7) - elemental (arcana)
  • 1 Set of Fire Elemental Plate Armor: Requires attunement. Acts as Plate Armor of Fire Resistance, but an attuned creature can also speak, read, and write Ignan.
  • 2 Scimitars of Elemental Fire: Acts as a magical scimitar. On a hit, the wielder of the scimitar can choose to make a Fiery Strike. The target takes 1d10 additional fire damage. Once used, the Fiery Strike cannot be used again until the next dawn.
  • 3d2 Motes of Elemental Fire: Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.
  • 1 Heart of Flame: Identical to a Mote of Elemental Fire, 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 Fire. The portal is stationary in the location it is crafted.
  • 1 Puff of Smoke: Appears to be normal smoke, can be detected by magic or if a search is performed to look for a wisp of smoke that does not dissipate. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Fire Elementals.

Water Elemental Myrmidon (7) - elemental (arcana)
  • 1 Set of Water Elemental Plate Armor: Requires attunement. Acts as Plate Armor of Acid Resistance, but an attuned creature can also speak, read, and write Aquan.
  • 1 Trident of Elemental Water: Acts as a magical trident. On a hit, the wielder of the trident can choose to make a Freezing Strike. The target takes 1d10 additional cold damage, and must has its speed reduced by 10 feet until the end of the wielder's next turn. Once used, the Freezing Strike cannot be used again until the next dawn.
  • 3d2 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 Water: 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.
  • 1 Vial of Sea Foam: Appears to be normal foam, can be detected by magic or if a search is performed to look for sea foam. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Water Elementals.

And that's all! Next time, we'll dig through quite a few letters. Look forward to it!

Lots of cool monsters, and also.... this thing...
Thanks for reading!

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