Showing posts with label Trinkets. Show all posts
Showing posts with label Trinkets. Show all posts

Monday, November 5, 2018

Mordenkainen's Tome of Foes PDF

Pictured: Me dealing with scheduling and personal organization
So, this officially starts my hiatus. I'm only going to be posting occasionally, as my work with Multivarious and on my own personal projects is ramping up. But before I go, I wanted to post this PDF of the Creature Loot articles I've been writing for the last few months.

I'm still working on PDFs of the Innate Magic NPCs and the Failed Magic Items. Those are also great article series, and you should definitely check them out.

But for now, everything is closing on the blog. I'll still post recaps of my major games (since my players use those for reference), and if I have some time I might do a Creature Loot article or two for a module. I'm reading through Dragon Heist right now and loving it!

I'm not sure how much of a break I'll need, but I definitely want to return to this project. I'm still interested in writing Creature Loot for some 3rd-Party books like Kobold Press's Tome of Beasts, but that's a huge commitment with over 400 monsters to sift through. It will definitely be better served when I can give it my full attention.

So, without further adieu, the PDF for Mordenkainen's Tome of Foes.

GM Binder Link
Google Drive Link

(Bonus! Google Drive links for my previous PDFs!)
Monster Manual
Volo's Guide to Monsters
Tomb of Annihilation

Until we meet again, thanks for reading!

Friday, November 2, 2018

Creature Loot: Mordenkainen's Tome of Foes T - Z

I like to imagine they talk real slow
Woah... it's the last Creature Loot article for Mordenkainen's Tome of Foes! And also, the last article on this blog that will be occurring at the scheduled time. Of course, I've been working on a PDF of this material, and I'll be releasing it soon... just give me a few more days!

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!

Tortle (1/4) - humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Tattered Light Crossbow
  • 1 Tortle Shell: Acts as a one-person tent. Can be carefully crafted (smith's tools) into Splint Armor.

Tortle Druid (2) - humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Tortle Shell: Acts as a one-person tent. Can be carefully crafted (smith's tools) into Splint Armor.
  • 1 Spellcasting Component Pouch
  • 1 Tribal Token: A small totem that can act as a druidic spell focus

Trolls

Dire Troll (13) - giant (survival)
  • 5d4 Chunks of Troll Meat: Can be consumed as rations. When eaten, the user must succeed on a DC 10 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 3d4 Vials of Troll Blood: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Vitality.
  • 2d10 Troll Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 3 Dire Troll Limbs: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not cooked or cured with acid, regrows into a Troll in 1 hour. If dealt at least 10 acid or fire damage every 10 minutes, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg
At some point you just have too many mouths

Rot Troll (9) - giant (survival)
  • 3d4 Chunks of Rot Troll Meat: Can be consumed as rations. When eaten, the user must succeed on a DC 20 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 2d4 Vials of Troll Blood: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Vitality.
  • 1d10 Troll Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 2 Rot Troll Limbs: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). Any creature that ends its turn within 5 feet of a limb takes 5 (1d10) necrotic damage. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg
  • 1 Rot Troll Hide: Difficult to transport, deals 5 (1d10) necrotic damage to anything organic it touches, though no more than once per round. Can be crafted (leatherworker's tools) into Leather Armor of Necrotic Resistance.

Spirit Troll (11) - giant (survival)
  • 3d4 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 3d4 Pinches of Spirit Dust: Acts as Dust of Disappearance.
  • 2d4 Chunks of Spirit Troll Flesh: Can be consumed as rations. When eaten, the user must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 1d10 Spirit Troll Teeth: 20 of these teeth act as a bag of caltrops that can affect incorporeal creatures. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 2 Spirit Troll Limbs: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not subdued with mental or magic energy, regrows into a Spirit Troll in 1d4 hours. If dealt at least 10 psychic or force damage every hour, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg

Venom Troll (7) - giant (survival)
  • 2d4 Chunks of Venom Troll Meat: Can be consumed as rations. When eaten, the user must succeed on a DC 20 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 3d4 Vials of Venom Troll Blood: Acts as basic poison, but requires a Constitution save of 16 and deals 1d8 poison damage 
  • 1d10 Troll Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 1 Venom Troll Limb: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not cooked or cured with acid, regrows into a Venom Troll in 1d4 hours. If dealt at least 10 acid or fire damage every hour, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg

I know it's hard to tell, but that guy is really tasty
Vampiric Mist (3) - undead (religion)
  • 1d4 Vials of Vampire Dust: If consumed as an action, acts as a Gaseous Form spell cast upon the user. Can be carefully crafted (alchemist’s supplies) into a Poison of Mist, an ingested poison that forces a target to become mist as in a Gaseous Form spell. When used this way, the spell does not require concentration and cannot be willingly ended before the full duration has passed.
  • 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.
  • 1d4 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.

Yugoloths

Canoloth (8) - fiend (religion)
  • 2d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Canoloth Tongue: Acts as a magic whip that deals 1d12 piercing damage on a hit.
  • 2d6 Canoloth Teeth: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Alertness. For 1 hour after drinking the potion, a creature cannot be surprised while is isn't incapacitated.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Canoloth Hide: Acts as a blanket. Can be carefully crafted into Chain Mail armor of Acid Resistance.
  • 1 Chunk of Canoloth Brain Matter: Creatures can't teleport to or from 1 space within 60 feet of the brain matter. Any attempt to do so is wasted.

Dhergoloth (7) - fiend (religion)
  • 2d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 2d2+1 Dhergoloth Arms: Acts as a magic flail. A creature holding the flail can use an action to cast Sleep from it as a 1st-level spell. Once the spell is cast, the arm cannot be used this way again until the next dawn.
  • 1 Dhergoloth Carapace: No immediate use. Can be carefully crafted into the equivalent of Scale Mail armor that requires attunement. An attuned creature can cast Darkness, centered on themselves. Once the spell is cast, the armor cannot be used this way again until the next dawn.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.

Hydroloth (9) - fiend (religion)
  • 2d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 2d4 Hydroloth Claws: Acts as a magic dagger that is well-suited to use underwater. While the user is submerged in liquid, attack rolls made with the dagger have advantage.
  • 1d2 Eyes of the Hydroloth: A creature can use its action to consume the eye and target a creature within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this effect for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5. they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A Greater Restoration or Remove Curse spell cast on the target ends this effect early.
  • 2d10 Hydroloth Teeth: Acts as a magic shortsword that requires attunement. While attuned to the sword, a creature is under the effect of a Water Walk spell. 
  • 1 Hydroloth Hide: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a cloak that requires attunement. While attuned to the cloak, a creature is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.

Proooooooud Mary keep on turnin'!
Merrenoloth (3) - fiend (religion)
  • 1 Oar of the Merrenoloth: Acts as an arcane focus for a warlock that requires attunement. While attuned to the oar, the warlock may cast Control Water or Control Weather without expending a spell slot. Once Control Water has been cast, it cannot be cast again until the next dawn. Once Control Weather has been cast, the oar becomes nonmagical.
  • 1d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Merrenoloth Skull: A creature can use their action to point the skull at a creature they can see within 60 feet. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the skull for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The skull then becomes nonmagical. The skull can be carefully crafted (carpenter's tools) into the figurehead of a ship. The ship gains the following benefits as long as the skull remains on the figurehead. Removing the skull causes it to become nonmagical.
    • The ship doesn't sink even if its hull is breached.
    • The ship always stays on course to the destination the captain names.
    • Creatures the captain chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage.

Oinoloth (12) - fiend (religion)

  • 3d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 2d4 Plague Seeds: When the Oinoloth is slain, these plague seeds are scattered in random locations (chosen by the DM) within 60 feet of the body. The area within 30 feet of a plague seed is blighted for 24 hours. The area moves with the seed, and if two or more seeds overlap areas on blight, only one effect occurs within the overlap. After 24 hours have elapsed, the seeds wither and become nonmagical. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the effects of the plague seeds for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (ld10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.
  • 2d4 Oinoloth Claws: Acts as a magic dagger that deals an additional 1d10 necrotic damage on a hit.
  • 1d2 Oinoloth Eyes: A creature can use its action to consume the eye and target a creature within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of their next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to this effect for the next 24 hours.
  • 2 Oinoloth Horns: No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Corrupted Healing. A creature that drinks the potion regains all its hit points, and can end one condition on themselves: blinded, deafened, paralyzed, or poisoned. The creature then gains 1 level of exhaustion, and their hit point maximum is reduced by 1d6 per class level they have, or a number of d6s equal to their CR. This reduction can be removed only by a Wish spell or by casting Greater Restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0
  • 1 Oinoloth Skin: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a cloak that requires attunement. An attuned creature is immune to disease, has advantage on saving throws against being poisoned, and has resistance to poison damage.

Yagnoloth (11) - fiend (religion)
  • 3d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Electrified Hand: Acts as a magic club that deals as additional 2d8 lightning damage on a hit. 
  • 1 Massive Arm: Acts as a magic greatclub that deals 1d12 damage on a hit.
  • 1 Book of Contracts: Contains information on Yugoloth contracts the Yagnoloth has written and adjudicated. A creature studying the book for an hour can use it to craft a nearly perfect contract, which contains loopholes only able to be located by powerful magic or godlike entities. However, a creature is under no compulsion to honor the contract if they sign it.
  • 2 Yagnoloth Eyes: A creature can use its action to consume the eye and target an incapacitated creature within 15 feet of it. The target takes 36 (7d8+4) necrotic damage, and the creature using the eye gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
  • 1 Yagnloth Hide: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a cloak that requires attunement. An attuned creature can use their action to direct up to two allied creatures within 60 feet that can hear them to use their reactions to make one melee attack each. Once the cloak has been used this way, it can't be used again until the next dawn.
  • 1d2 Yagnoloth Wings: Requires attunement by a warlock. Acts as a Wand of Lightning Bolts that does not regain charges.

That's it. That's all there is. And there isn't any more.

Say goodbye, you ugly jerk!
Until I decide to do all the adventure modules or Wizards comes out with another monster book or I decide to get started on the third-party manuals like Tome of Beasts or Fifth Edition Foes.

Thanks for reading!

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!

Friday, October 5, 2018

Creature Loot: Mordenkainen's Tome of Foes - R and S Part 1

Spider-demon! Spider-demon! Does whatever a spider-demon does!
It's Creature Loot week again! Hooray! This week we run through the lone R monster, then start to dig in to the first half of the S's.

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!

Retriever (14) - construct (arcana)
  • 1 Demon Heart: 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 random location in the Abyss instead of the intended destination.
  • 2 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 3d4 Vials of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2d4 Retriever Legs: Acts as a longsword that can't be damaged or corroded.
  • 1 Retriever Force Beam: A creature holding the beam can use their action to fire it at a creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one. Once used, the force beam loses this property.
  • 1 Retriever Paralyzing Beam: A creature holding the beam can use their action to fire it at a creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for l minute . The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, the force beam loses this property.
  • 1 Retriever Web Sac: A creature holding the sac can squeeze it to cast the Web (save DC 13) spell. Once the sac has been used in this way three times, it becomes nonmagical.
  • 1 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 Retriever's Quarry if they are on the same plane of existence, and the location of the Retriever's master. 
  • 2d4 Retriever Plates: Acts as a shield +1. 6 of these can be mastercrafted (smith's tools) into Armor of Invulnerability. 

Frost Salamander (9) - elemental (arcana)
  • 3 Frost Salamander Hides: No immediate use. Can be carefully crafted (leatherworker's tools) into the equivalent of Studded Leather, Scale Mail, or Chain Mail armor, which requires attunement. An attuned creature wearing the armor gains immunity to cold damage and vulnerability to fire damage.
  • 2d6 Frost Salamander Fangs: Acts as a longsword that does an additional 1d10 cold damage on a hit. 
  • 3d4 Motes of Elemental Ice: Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon water or air elementals when cast this way.
  • 1 Frost Salamander Ice Gullet: A creature holding the gullet can use it to cast Cone of Cold (save DC 17). Once used in this way, the gullet loses this property.

Shadar-Kai

Gloom Weaver (9) - humanoid (survival)
  • 1 Shadow Spear: Acts as a magic spear. The first time the spear hits a creature, that creature takes an additional 26 (4d12) necrotic damage. The spear then loses this ability.
  • 1 Set of Shadar-Kai Shrouded Robes: Requires attunement. When the attuned creature takes damage, it can turn invisible and teleport up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell. Once used three times, this property of the cloak can't be used again until the next dusk.
  • 2d4 Strands of Shadar-Kai Hair: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Necrotic Resistance. 
  • 1 Heart of the Gloom Weaver: Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the heart.
  • 3d4 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.
  • 1 Sigil of the Raven Queen: Acts as a Holy Symbol of the Raven Queen. A creature holding the Sigil will receive strange omens and visions at the whim of the Raven Queen.

The perfect industrial goth DJ collective
Shadow Dancer (7) - humanoid (survival)
  • 1 Shadar-Kai Spiked Chain: Acts as a magic whip. The first time the whip hits a creature, that creature takes an additional 22 (4d10) necrotic damage. The whip then loses this ability.
  • 1 Set of Shadar-Kai Studded Leather: Acts as magic Studded Leather that dissolves in direct sunlight.
  • 1d4 Strands of Shadar-Kai Hair: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Necrotic Resistance. 
  • 1 Heart of the Shadow Dancer: As a bonus action, a creature can crush the heart to teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The creature can use this ability between the weapon attacks of another action it takes.
  • 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.
  • 1 Sigil of the Raven Queen: Acts as a Holy Symbol of the Raven Queen. A creature holding the Sigil will receive strange omens and visions at the whim of the Raven Queen.

Soul Monger (11) - humanoid (survival)
  • 1 Phantasmal Dagger: Acts as a magic dagger. The first time the dagger hits a creature, that creature takes an additional 19 (3d12) necrotic damage and has disadvantage on saving throws until the end of its next turn. The dagger then loses this ability.
  • 1 Set of Shadar-Kai Studded Leather: Acts as magic Studded Leather that dissolves in direct sunlight.
  • 2d4 Strands of Shadar-Kai Hair: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Necrotic Resistance. 
  • 1 Heart of the Soul Monger: Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the heart has its speed reduced by 20 feet until the start of that creature's next turn.
  • 3d4 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.
  • 1 Sigil of the Raven Queen: Acts as a Holy Symbol of the Raven Queen. A creature holding the Sigil will receive strange omens and visions at the whim of the Raven Queen.
  • 2d4 Stolen Souls: Each soul is held in a trinket or body part taken from the creature who once owned the soul. A creature can use their action to destroy the object to release the soul in a 30-foot sphere centered on the object. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers l level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage.

Skulk (1/2) - humanoid (survival)
  • 1d4 Skulk Fingers: A creature can use their action to consume a finger. For the next 10 minutes, that creature is invisible. However, the invisibility can be seen through by the following methods:
    • The creature's reflection can be seen in a mirror
    • The creature appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown
    • Humanoid children, aged 10 and under, can see the creature

Skull Lord (15) - undead (religion)
  • 1 Set of Skull Lord Plate Armor: Acts as a set of Plate Armor of Necrotic Resistance. 
  • 1 Bone Staff: Acts as a magic quarterstaff that deals an additional 2d6 necrotic damage on a hit.
  • 1 Cloak of the Skull Lord: Requires attunement. If the attuned creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the attuned creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Curse. The attuned creature has its personality split into three voices, who argue constantly in its head, imposing disadvantage on Wisdom saving throws the attuned creature makes.
  • 1 Tabbard of the Skull Lord: Requires attunement. An attuned creature can cast Animate Dead as a 5th-level spell. The creatures only remain under the attuned creature's control while they are attuned to the tabbard. Once used, the tabbard cannot cast the spell again until the next dusk.
  • 1 Crown of the Skull Lord: Requires attunement. While within 30 feet of the attuned creature wearing the crown, any undead ally of the attuned creature makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
  • 3 Skulls of the Skull Lord: The remains of a warlord of Vecna, can reveal lore about the Lich God if spoken to via Speak With Dead. If more than one skull is spoken to together, they can be targeted by the spell as a group, but will argue and fight instead of answering questions. Acts as an arcane focus for necromancy spells. 
  • 3d6 Bones of the Skull Lord: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Necrotic Resistance. During the duration of the potion, if the creature fails a saving throw, it can choose to succeed instead. Once used, this ability can't be used again for the duration of the potion.
  • 1 Desiccated Heart: If the heart is placed in the chest of a corpse that died within the past 10 days, the corpse regains its soul and turns into a Ghoul. It retains the personality it had while alive, but its alignment becomes evil if it wasn't already. The creature is driven by hunger and will do anything to feed constantly. This affect can affect even unwilling souls, although a God or master of a plane can prevent the soul from leaving its domain, in which case the ghoul is mindless. If the ghoul is killed, the soul goes to Vecna's secret lair instead of the plane it would have traveled to.
  • 1 Left Hand of the Skull Lord: A creature holding the hand can use it to cast Finger of Death (save DC 18). Once used, the hand becomes nonmagical.
  • 2d4 Wisps of Shadows: 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.
Three for the price of one!
Sorrowsworn

The Angry (13) - monstrosity (nature)
  • 4d4 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.
  • 4d4 Flesh of the Sorrowsworn: No immediate use. Can be crafted (alchemist's supplies) into a Draught of the Sorrowsworn. A creature that drinks this potion gains resistance to nonmagical bludgeoning, slashing, and piercing damage while in dim light or darkness, but gains vulnerability to nonmagical bludgeoning, slashing, and piercing damage in bright light for 10 minutes.
  • 2 Heads of the Angry: Continues to bicker even after being severed. Can substitute for 500gp of material components required for an evocation spell.
  • 2 Hooks of the Angry: Acts as a Greataxe that deals piercing damage instead of slashing.
  • 1 Heart of Anger: No immediate use. Destroyed if exposed to bright light. Can be mastercrafted (alchemist's supplies) into a Potion of The Angry. For 10 minutes, a creature that uses the potion has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. If a creature deals damage to it, its attack rolls have advantage until the end of its next turn.

The Hungry (11) - monstrosity (nature)
  • 3d4 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.
  • 4d4 Flesh of the Sorrowsworn: No immediate use. Can be crafted (alchemist's supplies) into a Draught of the Sorrowsworn. A creature that drinks this potion gains resistance to nonmagical bludgeoning, slashing, and piercing damage while in dim light or darkness, but gains vulnerability to nonmagical bludgeoning, slashing, and piercing damage in bright light for 10 minutes.
  • 2 Claws of the Hungry: Absorbs liquids it is placed into. Can substitute for 500gp of material components required for an necromancy spell.
  • 1d10 Teeth of the Hungry: Acts as a dagger that deals an additional 1d6 necrotic damage on a hit.
  • 1 Heart of Hunger: No immediate use. Destroyed if exposed to bright light. Can be mastercrafted (alchemist's supplies) into a Potion of The Hungry. For 10 minutes, a creature that uses the potion has advantage on attack rolls until the end of its next turn if it sees another creature regain hit points.

The Lonely (9) - monstrosity (nature)
  • 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.
  • 4d4 Flesh of the Sorrowsworn: No immediate use. Can be crafted (alchemist's supplies) into a Draught of the Sorrowsworn. A creature that drinks this potion gains resistance to nonmagical bludgeoning, slashing, and piercing damage while in dim light or darkness, but gains vulnerability to nonmagical bludgeoning, slashing, and piercing damage in bright light for 10 minutes.
  • 2 Harpoons of the Lonely: Acts as dart that deals 1d8 damage on a hit. On a hit, a creature is grappled (escape DC is equal to the wielder's Strength modifier + the wielder's proficiency bonus + 8) if it is a Large or smaller creature.
  • 1 Heart of Loneliness: No immediate use. Destroyed if exposed to bright light. Can be mastercrafted (alchemist's supplies) into a Potion of The Lonely. For 10 minutes, a creature that uses the potion has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.

The Lost (7) - monstrosity (nature)
  • 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.
  • 3d4 Flesh of the Sorrowsworn: No immediate use. Can be crafted (alchemist's supplies) into a Draught of the Sorrowsworn. A creature that drinks this potion gains resistance to nonmagical bludgeoning, slashing, and piercing damage while in dim light or darkness, but gains vulnerability to nonmagical bludgeoning, slashing, and piercing damage in bright light for 10 minutes.
  • 2d3 Arms of the Lost: Acts as a War Pick that deals 1d10 damage on a hit.
  • 1 Heart of Loss: No immediate use. Destroyed if exposed to bright light. Can be mastercrafted (alchemist's supplies) into a Potion of The Lost. For 10 minutes, a creature that uses the potion deals 9 (2d8) psychic damage at the start of its turn to any creature it has grappled.

The Wretched (1/4) - monstrosity (nature)
  • 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 Heart of the Wretched: No immediate use. Destroyed if exposed to bright light. Can be mastercrafted (alchemist's supplies) into a Potion of The Wretched. For 10 minutes, a creature that uses the potion has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the creature and the ally isn't incapacitated. The creature otherwise has disadvantage on attack rolls.

That's all for this week! Next time, we'll finish off the S's. There's certainly enough of them left to fill an article.

Footballs with legs... of horror!
Thanks for reading!

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!

Friday, September 7, 2018

Creature Loot: Mordenkainen's Tome of Foes G - L

Pip pip cheerio wot wot
What's that? Two creature loot articles in a row? Is this real life?

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.
Githyanki Supreme Commander (14) - 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.
  • 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.
Githzerai Enlightened (10) - 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.
  • 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
Howler (8) - fiend (religion)

  • 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
Thanks for reading!