Friday, September 21, 2018

Creature Loot: Mordenkainen's Tome of Foes M - Q

"How to turn your fantasy romp into a Planescape campaign" by Chris Perkins
The march continues! This week, we're off to distant lands to explore the monsters M through Q. Yes, I know this book has no monsters in the P and Q categories, but next week is R and I don't want people thinking I skipped anything.

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!

Marut (25) - construct (arcana)
  • 4 Marut Armor: Acts as a magic shield +2. Can be mastercrafted (smith's tools) into Plate Armor +2 or Half-Plate armor +2, which require attunement. While attuned to the armor, a creature is immune to any spell or effect that would alter its form.
  • 4 Marut Wings: No immediate use. If 4 of these are attached to a vehicle that is large or smaller (smith's tools), the vehicle gains the ability to fly 30 feet. This flight is considered hovering.
  • 4 Marut Limbs: A creature holding the limb can use their action to make a DC 27 Intelligence (Arcana) check. On a success, a creature within 5 feet of the limb takes 60 force damage, and is pushed up to 5 feet away from the limb if it is large or smaller. The limb then becomes nonmagical.
  • 4 Marut Arcane Cores: A creature holding the arcane core can use their action to make a DC 27 Intelligence (Arcana) check. On a success, Energy emanates from the core in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the user's next turn. The core then becomes nonmagical.
  • 4 Marut Determinism Engines: A creature holding the arcane core can use their action to make a DC 27 Intelligence (Arcana) check. On a success, the engine activates. The next attack roll targeting a creature within 5 feet of the engine automatically hits. Once the attack occurs, the engine becomes nonmagical.
  • 4 Marut Planar Antennae: Acts as a tuning fork for the Plane Shift spell. The spell leads to the Hall of Concordance in Sigil, the City of Doors.
  • 1 Marut Visual Justification Sensor: A creature holding the sensor can use their action to make a DC 27 Intelligence (Arcana) check. on a success, they can point the sensor at a creature they can see within 60 feet. The target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails  automatically if it is incapacitated. The creature that activated the sensor is teleported with the target to the circle. Once used this way, the sensor becomes nonmagical.

Meazel (1) - humanoid (survival)
  • 1 Tattered Garrote: Simple Weapon, Finesse, Two-handed. 1d6 bludgeoning damage on a hit, and the target is grappled (escape DC 8 + Proficiency Modifier + Strength or Dexterity Modifier).
  • 1 Tattered Shortsword
  • 1d4 Wisps of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) by a spellcaster 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 (transmutation) by a spellcaster into a Portable Hole.

Nagpa (17) - humanoid (survival)
  • 1 Staff of the Nagpa: Requires attunement. An attuned creature can use their action to target one creature within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the attuned creature until the start of the attuned creature's next turn . On a successful save, the target becomes immune to the staff for the next 24 hours. Curse. If the attuned creature sees a city that isn't destroyed, they must succeed on a DC 20 Charisma saving throw or become frightened of the city. The attuned creature must wait 7 days before they are able to reattempt the saving throw. If the city is destroyed, the frightened condition ends.
  • 2d4 Healing Potions
  • 1 Arcane Focus
  • 4d4 books (ancient and valuable)
  • 1 Spellbook. Contains 2 random spells of 5th level or less that can be copied by a wizard
  • 2d4 Skill Books. Contain knowledge concerning a certain skill and topic that the Nagpa was interested in. For example: History (The Raven Queen). Using the book for 5 minutes is equivalent on rolling a 15 on the related skill
  • 2 Flasks of Alchemist’s Fire
  • 1 Map to a nearby Nagpa tower
  • 1d2 Nagpa Eyes: No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight (grants truesight out to 60 feet for 1 hour).
  • 2d4 Nagpa Claws: Acts as a magic dagger. On a hit, if the target is a creature, it must succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. Once the dagger scores a hit, even if the creature is not paralyzed, it loses this feature.
This picture raises a lot of questions about the Nagpa's physiology. I've never seen a bird with a hunch before.

Nightwalker (20) - undead (religion)
  • 10d4 Wisps of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) by a spellcaster 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 (transmutation) by a spellcaster into a Portable Hole.
  • 5d4 Negative Energy Motes: Any non-undead creature takes 14 (4d6) necrotic damage if it starts its turn within 30 feet of the mote. A creature that takes this damage must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest. A creature that dies within 30 feet of the mote can't be revived by any means short of a wish spell.
  • 5d4 Shards of the Nightwalker: Difficult to hold. Deals 14 (4d6) necrotic damage to any creature holding it, though a creature can't take this damage more than once a round. A creature holding the shard can use it to cause a creature it can see within 300 feet of it make a DC 21 Wisdom saving throw. On a failure, the target takes 26 (4d12) necrotic damage and is frightened of the shard until the end of the user's next turn. If this damage kills the creature, it dies and can't be revived by any means short of a wish spell. The shard is destroyed when used.

Oblex

Oblex Spawn (1/4) - ooze (arcana)
  • 1 Glob of Oblex Jelly: The glob deals 1d4 psychic damage to the first humanoid it comes in direct contact with. The glob can be used as a ranged weapon with a range of 20/60 by using a glove or other throwing mechanism.

Adult Oblex (5) - ooze (arcana)
  • 3d4 Globs of Oblex Jelly: The glob deals 1d4 psychic damage to the first humanoid it comes in direct contact with. The glob can be used as a ranged weapon with a range of 20/60 by using a glove or other throwing mechanism.
  • 1d4+1 Memory Globules: Contains the memories of a creature, including its languages and proficiencies, except saving throw proficiencies. The creature can be communicated with using Detect Thoughts or similar magic. If the memory globule is inserted into a living Oblex, the Oblex gains the memories of the creature within the globule. A creature that is subject to the Oblex's Eat memories action is included in the memory globules.

Voted sexiest ooze by Jubilex itself
Elder Oblex (10) - ooze (arcana)
  • 5d4 Globs of Oblex Jelly: The glob deals 1d4 psychic damage to the first humanoid it comes in direct contact with. The glob can be used as a ranged weapon with a range of 20/60 by using a glove or other throwing mechanism.
  • 2d6+1 Memory Globules: Contains the memories of a creature, including its languages and proficiencies, except saving throw proficiencies. The creature can be communicated with using Detect Thoughts or similar magic. If the memory globule is inserted into a living Oblex, the Oblex gains the memories of the creature within the globule. A creature that is subject to the Oblex's Eat memories action is included in the memory globules.
  • 2d4 Sulfurous Components: Each component can replace up to 25 gp of material components required for an Illusion spell. A creature holding the component can use an action to blow the components into a cloud that fills a 5-foot cube. The cube lasts until the beginning of the creature's next turn. When a creature enters the cube or starts its turn there, it is subject to a Confusion spell (Save DC 18). 

Ogres

Ogre Battering Ram (4) - giant (survival)
  • 1 Battering Ram: acts as a Ram (DMG pg. 255)
  • 2d4 Giant's Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ogre Heart: No immediate use. Can be mastercrafted (transmutation) by a spellcaster into Gauntlets of Ogre Strength.

Ogre Bolt Launcher (2) - giant (survival)
  • 1 Tattered Bolt Launcher: acts as a Ballista (DMG pg. 255)
  • 1d4 Giant's Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ogre Heart: No immediate use. Can be mastercrafted (transmutation) by a spellcaster into Gauntlets of Ogre Strength.

Ogre Chain Brute (3) - giant (survival)
  • 1d4 Thick Chains: Acts as a whip with the heavy property which deals 1d8 damage on a hit.
  • 1d4 Giant's Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ogre Heart: No immediate use. Can be mastercrafted (transmutation) by a spellcaster into Gauntlets of Ogre Strength.

Ogre Howdah (2) - giant (survival)
  • 1 Tattered Howdah: The Howdah is a compact fort that can be carried by a large creature. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the large creature, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the large creature dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the large creature.
  • 1d4 Giant's Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ogre Heart: No immediate use. Can be mastercrafted (transmutation) by a spellcaster into Gauntlets of Ogre Strength.

And with that, the article is finally ogre. Over. I meant over. Tune in next week as we begin working through the massive S section!

The shadowy shade of the shadowfell
Thanks for reading!

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