Friday, October 19, 2018

Creature Loot: Mordenkainen's Tome of Foes S Part 2

My bugs! My bugs!
Creature Loot is back, and we're doing the rest of Mordankainen's S Monsters today. We're getting very close to the end now!

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!

Star Spawn

Star Spawn Grue (1/4) - aberration (arcana)
  • 1d4 Vials of Star Ichor: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.

Star Spawn Hulk (10) - aberration (arcana)
  • 5d4 Vials of Star Ichor: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 2 Translucent Star Spawn Hide: Acts as a translucent blanket. Can be mastercrafted (leatherworker's tools) into Chain Mail armor that is effectively invisible. While being worn, a creature must succeed on a DC 15 Intelligence (Investigation) check to determine the armor exists.
  • 1 Star Spawn Hulk Brain: When the brain is dealt psychic damage, it takes no damage, and each creature within 10 feet of the brain takes that damage instead. If the source of the damage is a spell with additional effects beyond damage, none of those effects carry over to the other creatures. The brain has AC 5 and 2 hit points.
  • 2d4 Star Spawn Teeth: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Frenzy. For one minute after the potion is consumed, a creature may choose to make up to 3 attacks with their attack action instead of the normal amount. Once the creature uses this ability (no matter how many attacks they choose to make), the potion's effect ends and the creature gains one level of exhaustion.

Star Spawn Larva Mage (16) - aberration (arcana)
Note: When the Larva Mage dies, it breaks into a Swarm of Insects. The Worms of the Larva Mage are only obtainable if the Swarm of insects is destroyed.
  • 6d4 Vials of Star Ichor: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 3d4 Larva Mage's Scrolls: Contains Eldritch Writing on how to become a Star Spawn Larva Mage. A creature with class levels in Warlock can use a scroll to cast Augury, contacting the entity the Larva Mage served. However, when the spell is cast this way, instead of getting a random reading, there is a cumulative 25 percent chance that the entity overtakes the warlock's body and turns it into a Larva Mage. The Larva Mage becomes a hostile creature under the DM's control. Only a Wish spell can undo this transformation.
  • 5d6 Worms of the Larva Mage: A worm can be consumed as an action. For 1 minute, a creature that consumed a worm can use its reaction to gain 10 temporary hit points when another creature within 20 feet of it fails a saving throw.
  • 1 Sigil of an Eldritch Cult: Requires attunement. At the end of a long rest, a creature attuned to the Sigil must make a DC 15 Charisma saving throw. On the first failure, the attuned creature gains a special blessing related to the Elder Evil the cult worshiped (see MToF pg. 237 for examples). On the third failure, the creature is transformed into a Star Spawn Grue under the DM's control. Only a Wish spell can undo this transformation.
  • 1 Mask of an Eldritch Cult: Acts as an arcane focus for a Warlock, which requires attunement. When the attuned creature is reduced to 0 hit points, the mask is destroyed and the creature is transformed into a Swarm of Insects in the same space. If the swarm is not destroyed, the creature reforms from it 24 hours later.

Star Spawn Mangler (5) - aberration (arcana)
  • 2d4 Vials of Star Ichor: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 2d10 Star Spawn Mangler Claws: Acts as a dagger. On a hit, if the attack roll has advantage, the dagger deals an additional 1d6 psychic damage.
  • 1d4 Star Spawn Teeth: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Frenzy. For one minute after the potion is consumed, a creature may choose to make up to 3 attacks with their attack action instead of the normal amount. Once the creature uses this ability (no matter how many attacks they choose to make), the potion's effect ends and the creature gains one level of exhaustion.

Star Spawn Seer (13) - aberration (arcana)
  • 1 Comet Staff: Requires attunement. Acts as a magic quarterstaff that deals an additional 2d8 psychic damage on a hit. An attuned creature can use the staff to make a Psychic Orb attack. The attack uses the creature's Intelligence modifier for its attack bonus, and deals 5d10 psychic damage on a hit. Once used, the staff cannot produce another Psychic Orb until the next dawn.
  • 5d4 Vials of Star Ichor: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 3d4 Seer's Scrolls: Contains Eldritch Writing on how to become a Star Spawn Seer. A creature with class levels in Warlock can use a scroll to cast Augury, contacting the entity the Seer served. However, when the spell is cast this way, instead of getting a random reading, there is a cumulative 25 percent chance that the entity overtakes the warlock's body and turns it into a Star Spawn Seer. The Seer becomes a hostile creature under the DM's control. Only a Wish spell can undo this transformation.
  • 1 Sigil of an Eldritch Cult: Requires attunement. At the end of a long rest, a creature attuned to the Sigil must make a DC 15 Charisma saving throw. On the first failure, the attuned creature gains a special blessing related to the Elder Evil the cult worshiped (see MToF pg. 237 for examples). On the third failure, the creature is transformed into a Star Spawn Grue under the DM's control. Only a Wish spell can undo this transformation.
  • 1 Star Spawn Seer Brain: A creature holding the brain can destroy it as an action. When they do, they must make a DC 19 Wisdom saving throw. On a success, the creature, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space it can see, and each other creature within 10 feet of the creature's original space take 3d12 psychic damage. On a failure, the creature holding the brain does not teleport, and takes 39 (6d12) psychic damage.
  • 2d4 Chunks of Out-of-Phase Star Spawn Flesh: Difficult to transport, must be held or contained in something that extends into the ethereal plane. A chunk of flesh can be pushed into the body of a creature. The creature takes 5 (1d10) psychic damage, and the chunk of flesh is destroyed.

Steeders
Dwarves and Spiders. Who knew such a beautiful friendship could exist?

Female Steeder (1) - monstrosity (nature)
  • 1d4 Vials of Female Steeder Venom: Acts as a basic poison that deals 2d8 poison damage on a failed save.
  • 1d4 Sticky Legs: Acts as a club. A target hit by the club is stuck to the club and grappled by the wielder of the club.

Male Steeder (1/4) - monstrosity (nature)
  • 1d4 Vials of Male Steeder Venom: Acts as a basic poison that deals 1d8 poison damage on a failed save.

Steel Predator (16) - construct (arcana)
  • 5 Steel Predator Armor Plates: Acts as a shield. 2 of these can be mastercrafted (smith's tools) into Adamantine Plate Armor.
  • 3d10 Steel Predator Teeth: Acts as a magic adamantine dagger. 
  • 4d4 Steel Predator Claws: Acts as a magic adamantine shortsword.
  • 1 Modron Heart: A creature holding the heart can use it to cast Plane Shift as a ritual. The only destinations available to shift to using this spell are the plane of Primus or the city of Sigil. If a creature is already in one of these locations, they can only shift to the other.
  • 1 Extraplanar Tracking Orb: A creature holding the orb can make a DC 20 Intelligence (Arcana) check. On a failure, the Orb is indecipherable. On a success, the creature learns the direction and distance of the Steel Predator's Quarry even if they are not on the same plane of existence, and the location of the Steel Predator's creator. 
  • 1 Steel Predator Tail: Acts as a magic adamantine whip.
  • 1 Steel Predator Throat: No immediate use. Can be mastercrafted (smith's tools) into a Horn of Blasting. This particular horn only has a 10% chance of exploding.

I prefer the term "Stone Inclined"
Stone Cursed (1) - construct (arcana)
  • 1 Obsidian Skull: A small black skull found in the wreckage of a Stone Cursed. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull, which is in response to a verbal question posed by the character to the skull. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again.
  • 1d4 Cursed 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. Curse. At the end of each long rest, an attuned creature must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.

Sword Wraith Commander (8) - undead (religion)
  • 1 Sword Wraith Breastplate: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Shield: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Longsword: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 1 Sword Wraith Longbow: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 2d4 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.
  • 1d4 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 1 Heart of the Sword Wraith Commander: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Sword Wraiths within 30 feet of the heart have advantage on saving throws against effects that turn undead.

Sword Wraith Warrior (3) - undead (religion)
  • 1 Sword Wraith Chain Shirt: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Shield: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Longsword: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 1 Sword Wraith Longbow: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 1 Wisp 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.
  • 1 Vial of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.

Well, that's all for now. And soon, all for forever! Perhaps. We'll see.
What you lookin' at

Thanks for reading!

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