Pip pip cheerio wot wot |
It is! Will, who does the Failed Magic Items articles, asked if I could cover for him for a week. So, We're going to go all the way from G to L in Mordenkainen's Tome of Foes! I know there's not really any L monsters in the book, but it's my blog so I decided to include it. L needs love too.
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!
Giff (3) - humanoid (survival)
- 1 Set of Tattered Breastplate
- 1 Tattered Longsword
- 1 Tattered Musket: DMG pg. 268, requires specialized knowledge to repair.
- 1 Tattered Pistol: DMG pg. 268, requires specialized knowledge to repair.
- 1 Fragmentation Grenade: A creature can only use this item if they have seen another creature use it, or if they succeed on a DC 15 Intelligence check before using the item. Making such a check requires an action, and the grenade detonates immediately on a failure. As an action, a creature can throw the grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.
Gith
Githyanki Gish (10) - humanoid (survival)
- 1 Set of Astral Half Plate: Acts as Half Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
- 1 Astral Longsword: Acts as a magical longsword. On a hit, it deals an additional 2d6 psychic damage.
- 3 Vials of Githyanki Blood: When consumed as an action, acts as a Nondetection spell requiring no other material components.
- 1 Heart of the Githyanki Gish: 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 a Githyanki Astral Brig in the Astral Plane instead of the intended destination.
- 4 Mind Flayer Tentacles: Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
Githyanki Kith'rak (12) - humanoid (survival)
- 1 Set of Astral Plate Armor: Acts as Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
- 1 Astral Greatsword: Acts as a magical greatsword. On a hit, it deals an additional 2d6 psychic damage.
- 3 Vials of Githyanki Blood: When consumed as an action, acts as a Nondetection spell requiring no other material components.
- 1 Heart of the Githyanki Kith'rak: 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 a Githyanki Planar Raider in the Astral Plane instead of the intended destination.
- 6 Mind Flayer Tentacles: Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
I'll take "People Trying to Look Intimidating but Failing" for 12000 exp, Alex. |
- 1 Set of Astral Plate Armor: Acts as Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
- 1 Astral Greatsword: Acts as a magical greatsword. On a hit, it deals an additional 2d6 psychic damage.
- 4 Vials of Githyanki Blood: When consumed as an action, acts as a Nondetection spell requiring no other material components.
- 1 Heart of the Githyanki Supreme Commander: 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 Tu'narath on the Astral Plane instead of the intended destination.
- 6 Mind Flayer Tentacles: Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
- 1 Red Talisman of Tiamat: While held, grants advantage on Charisma checks made to influence Red Dragons.
Githzerai Anarch (16) - humanoid (survival)
- 1 Set of Githzerai Robes: Requires attunement. Cannot be worn with armor, and does not count as armor. While attuned, a creature may cast Feather Fall as a Reaction. Once this ability has been used 3 times, it cannot be used again until the next dawn.
- 4 Vials of Githzerai Blood: When consumed as an action, acts as a See Invisibility spell requiring no other material components.
- 1 Heart of the Githzerai Anarch: 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 an Adamantine Citadel somewhere on the material plane instead of the intended destination.
- 6 Mind Flayer Tentacles: Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
- 1 Sigil of the Anarch: While held by a Githzerai, their word is considered law by other Githzerai. Whenever they make a Charisma check to influence another Githzerai, they can treat a d20 roll of 9 or lower as a 10.
- 3d4 Chaos-Matter Trinkets: These personal effects of the Githzerai Anarch are composed on matter from Limbo. A creature can make a DC 10 Intelligence check to maintain the form of the trinket as long as they are focused on it, as if they were concentrating on a spell. Otherwise, the trinkets dissolve into chaos matter in 1d6 rounds. One of these lumps of chaos matter can be used as a material component to the Creation spell, and can cause the spell to create anything. When used this way, the spell acts as if it were cast at one spell slot higher than the slot used to cast the spell, and the chaos matter is consumed.
When you want to give your players a calm, enlightened butt-kicking. |
- 1 Set of Githzerai Robes: Requires attunement. Cannot be worn with armor, and does not count as armor. While attuned, a creature may cast Feather Fall as a Reaction. Once this ability has been used 3 times, it cannot be used again until the next dawn.
- 3 Vials of Githzerai Blood: When consumed as an action, acts as a See Invisibility spell requiring no other material components.
- 1 Heart of the Githzerai Enlightened: 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 a Shra'kt'lor on the Plane of Limbo instead of the intended destination.
- 4 Mind Flayer Tentacles: Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
- 1 Sigil of Enlightenment: While held by a Githzerai, grants advantage on Charisma checks made to influence other Githzerai.
Grey Render (12) - monstrosity (nature)
- 2d3 Grey Render Eyes: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Darkvision (grants the user darkvision out to 60 feet for 1 hour).
- 2d4 Grey Render Claws: Acts as a shortsword.
- 2d8 Grey Render Teeth: Acts as a dagger.
- 1 Grey Render Heart: No immediate use. Can be carefully crafted (alchemist's supplies) into a Poison of the Grey Render. A creature that ingests the poison must succeed on a DC 17 Constitution saving throw or gain the quirk of the Grey Render the poison was made from. Additionally, their Intelligence score becomes 3, their Wisdom score becomes 6, and their Charisma score becomes 8, causing them to act in an animalistic manner. These effects last for up to 8 hours, though the target can re-roll the saving throw at the end of each hour to end the effect.
- 1 Grey Render Hide: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into +1 Studded Leather Armor.
- 2d4 Bones of the Grey Render: No immediate use. Can be carefully crafted (alchemist's supplies) into a potion of Bloody Rampage. For 1 minute after a creature drinks the potion, whenever they take damage, they may use their reaction to make one attack with their claws against a random creature within their reach.
- 2 Grey Render Nodules: Over the course of 1d4 weeks, the nodule grows into a Grey Render. After 1d4 days, the Grey Render is conscious and functional enough to begin to seek out an intelligent creature to bond to, preferring the creature with the highest Intelligence that is immediately available. The Grey Render's quirk is determined randomly, and until it is fully grown the creature will do its best not to participate in combat. During this growth period, the Grey Render effectively has AC 18 and 25 hit points. Creatures who are aware of the abilities of a fully-grown Grey Render may attempt to attack the creature, or steal it and attempt to re-bond the Render to themselves.
It's already pretty disturbing before you realize these things are the size of horses |
- 1 Howler Hide: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into one of the following items: Leather Armor of Fire Resistance, Leather Armor of Cold Resistance, or Leather Armor of Lightning Resistance.
- 1 Howler Throat: Acts as a waterskin. Can be carefully crafted (Leatherworker's Tools) into a Howler Horn. A creature can use their action to blow the horn in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the horn blower's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to this effect for the next 24 hours.
- 2 Howler Eyes: Acts as an arcane focus for warlocks of the Fiend pact. Can be mastercrafted (alchemist’s supplies) into a Potion of Damage Resistance (when consumed, a creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for 10 minutes).
- 2d4 Howler Spines: Acts as a dagger. Damage dealt by the dagger ignores damage resistance.
- 1d6 Howler Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Can be carefully crafted (smith's tools) into any weapon that deals piercing damage. On a hit, a creature takes an additional 1d10 psychic damage from the weapon if it is frightened.
- 1 Howler Tail: Acts as a whip that radiates abyssal energy. A creature holding the whip has advantage on saving throws made against the Mad Winds of Pandemonium (DMG pg. 62).
Kruthiks
Young Kruthik (1/8) - monstrosity (nature)
- 1d4 Small Kruthik Spikes: Acts as a dagger.
Adult Kruthik (2) - monstrosity (nature)
- 1d6 Kruthik Spikes: Acts as a dagger.
- 1 Kruthik Carapace: Acts as a shield. 2 of these can be crafted (Smith's Tools) into a set of Plate Armor.
Kruthik Hive Lord (5) - monstrosity (nature)
- 2d4 Large Kruthik Spikes: Acts as a dagger.
- 2 Kruthik Carapace: Acts as a shield. 2 of these can be crafted (Smith's Tools) into a set of Plate Armor.
- 1 Kruthik Acid Sac: A creature holding the sac can use their action to spray acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. Once this ability has been used, the sac is dried up and acts as a waterskin.
And, that's it! Next week will likely be a Failed Magic Items article, so Creature Loot will resume on the 21st. At that point, we'll be doing another batch of creatures in the lead-up to the big "S" category.
Unless I get the Meazels, of course |
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