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Death's Head of Bhaal

Death's Head of Bhaal

Sample file 1 Also by Anne Gregersen

Credits Design, Writing, and Layout: Anne Gregersen Editing (Introduction): Adam Hancock Cover Graphic & Design: Anne Gregersen & Sergey Arkhipov via. Shutterstock Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen, Louis Flindt Rask, Oskar Sandkvist, & Sindre Urvold Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Games

DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Anne Gregersen and Samplepublished under the Community Content Agreement for Dungeon Masters file Guild. 2 Table of Contents

How To Use This Book? 5 Skull Lasher of Myrkul 14 Smiler the Defiler 14 Killing Enemies 5 Sylvira Savikas 15 Harvesting Checks 5 Thavius Kreeg 15 Harvest Time 6 Thurstwell Vanthampur 15 Time of Death 6 Torogar Steelfist 15 Types of Loot 6 Traxigor 15 Tressym 15 New Monsters Ulder Ravengard 15 Abyssal Chicken 8 White Abishai 15 Amnizu 8 Yeenoghu 15 Amrik Vanthampur 8 Zariel 16 Arkhan the Cruel 8 Baphomet 9 Creatures from the Monster Bel 9 Black Gauntlet of Bane 10 Manual Bone Whelk 10 Acolyte 17 Bulezau 10 Animated Armor 17 Crokek’toeck 10 Arcanaloth 17 Death’s Head of Bhaal 10 Archmage 17 Duke Thalamra Vanthampur 10 Balor 18 Fiendish Flesh Golem 10 Bandit 18 Fist of Bane 11 Bandit Captain 18 Flying Dagger 11 Barbed Devil 18 Gideon Lightward 11 Barlgura 18 Hellwasp 11 Bearded Devil 18 Hollyphant 11 Cambion 18 Iron Consul 11 Chain Devil 19 Kostchtchie 12 Chasme 19 Krull 12 Chimera 19 Liara Portyr 12 Commoner 19 Madcap 12 Crawling Claw 19 Mahadi the Rakshasa 12 Cult Fanatic 20 Master of Souls 13 Cultist 20 Merregon 13 Draft Horse 20 Mortlock Vanthampur 13 Dretch 20 Narzugon 13 20 Necromite of Myrkul 13 Druid 20 Necrotic Centipede 13 Duergar 20 Night Blade 14 Flameskull 20 Nine-Fingers Keene 14 Flying Sword 20 Nupperibo 14 Ghast 20 ReaperSample of Bhaal 14 Ghoul file21 Redcap 14 Giant Centipede 21 Rilsa Rael 14 Giant Crab 21 3 Giant Hyena 21 Night Hag 26 Giant Scorpion 21 Nightmare 26 Glabrezu 21 Noble 26 Gnoll 21 Ogre 26 Gnoll Fang of Yeenoghu 21 Pit Fiend 26 Gnoll Pack Lord 22 Planetar 27 Griffon 22 Priest 27 Guard 22 Quasit 27 Half-Ogre 22 Rat 27 Hell Hound 22 Rug of Smothering 27 Helmed Horror 22 Sahuagin Priestess 28 Hezrou 22 Shadow 28 23 Shadow Demon 28 Hobgoblin Captain 23 Skeleton 28 Hobgoblin Warlord 23 Solar 28 Horned Devil 23 Specter 28 23 Spined Devil 28 Incubus 23 Spy 29 24 Stirge 29 Knight 24 Swarm of Insects 29 Lemure 24 Swarm of Rats 29 Mage 24 Thug 29 Manticore 24 Vampire 29 Marilith 24 Veteran 29 Mastiff 25 Vrock 29 Mezzoloth 25 Warhorse 30 Minotaur 25 Wereboar 30 Mummy 25 Wight 30 Nalfeshnee 25 Will-o’-wisp 30 Zombie 30

Sample file 4 How To Use This Book? Harvesting Checks The work is half the reward, but what if you There are a few ways to harvest the monsters want the whole reward? After braving the found in the worlds of Dungeons & Dragons, dangers of an acid-spewing dragon or the and doing so can impact the nature of the petrifying gaze of a snake-headed medusa, it is game being played. What follows are some reasonable that the adventurers who survived suggestions as to how the characters might be the monster’s onslaught might claim some sort able to harvest a recently deceased creature. of prize. This document supplies a list of items Ability Check and loot that traveling adventurers might find When a character attempts to harvest a on the monsters they encounter and slay on creature, they must first succeed on a specific their fantastical journeys. ability check to successfully harvest the What follows in this section are some light components from it. The nature of the ability mechanics for harvesting dead creatures. check depends on the monster’s type. The There are different types of loot that can following table should be seen as a suggestion be found on a monster, not all of which are for splitting up the checks and can be changed necessarily useful for a group of travelling to better fit the nature of the game at hand. adventures. The supplied loot tied to each monster are simply suggestions that can be Type of Ability Check changed by the DM to fit the circumstances of Creature Type Ability Check the campaign they are running. Beast, dragon, giant, Nature The loot found within this document has monstrosity, plant been designed with the rules below in mind Humanoid Survival for two reasons. First, this prevents characters Celestial, fiend, undead Religion immediately picking something up from a monster and using it seconds later. Second, Aberration, construct, Arcana this document assumes that there is a body , fey, ooze left to harvest once the creature has been killed. This should be considered when the The DC of the check is determined by the adventurers are fighting demons and devils, CR of the creature being harvested, but the which are likely to leave no corpse as they harvesting check DC cannot be lower than 10 respawn on their home plane after being killed and cannot be higher than 30. If a character on the Material Plane. succeeds on the ability check, they are able to harvest all available loot on the monster. If Killing Humanoid Enemies they fail the check, the character is only able to Many humanoid enemies exist within the harvest half of the items. worlds of Dungeons & Dragons. Some of the more popular include and . Harvesting Check DC = 10 + monster CR Opposing their wicked ways have set brave (not lower than 10 and not higher than 30) adventurers on the path to becoming legends of the realm. If the character fails the check by 5 or more, a When killing a humanoid enemy, the mishap occurs during the harvesting process. adventurers are entitled to any loot the This could be anything from piercing a gland humanoid may carry on their person. of acid to an environmental accident, such as a Weapons, armor, and other sparse items are rock slide covering the creature. Regardless of listed below the humanoid’s name, as with the nature of the mishap, all loot is lost. every other monster. However, harvesting Remember that two characters can help body parts, such as hide and flesh, from one another harvest a creature. This means humanoidSample creatures is not something this that one of them gains advantagefile on their document covers because we don’t encourage roll, thereby increasing their chances of adventurers to tear into the bodies of people. successfully looting the monster. 5 Tool Check The DM should estimate the amount of loot Without the necessary tools, the characters left on a monster if the party stumbles upon a might be unable to fully harvest the monster dead creature. In most cases, it is impossible in question. The set of tools needed, if any, to harvest food from creatures entering a state to harvest the creature is up to the DM and of decay. There are exceptions to this, such can vary from monster to monster. Weapons as a character using the spell purify food and and armor can simply be picked up from the water on the carcass, which might cleanse the ground, while organs and hide need more flesh enough that rations can be harvested. finesse to obtain. Alternatively, the DM can introduce the idea Types of Loot of harvester’s tools, a type of artisan’s tools Some creatures are able to use armor and that are required when harvesting certain weapons, but they don’t always take the resources from a creature, such as hide best care of them. If an item has the broken and organs. The harvester’s tools come in a descriptor, the item was damaged prior leather satchel that can be rolled out for easy to fighting or during the fight in which the use while in the field. The tool set includes a creature died. A broken item does not function bonesaw, a thinly bladed knife, a whetstone, a until it has been repaired by an artisan or by a scraper, and a mincing blade. The price for a creature with proficiency in the required set of set of harvester’s tools is 30 gp. tools. To repair the item, the characters must pay half of the cost of the item. For instance, Harvest Time a broken glaive with an initial cost of 20 gp The size of the creature being harvested can would cost 10 gp to repair. heavily impact how long it takes to completely Other items, such as blood or other liquids, loot the monster. If the adventurers are are harvested in vials. This means that, unless unwilling to harvest for the entire duration, or a character has some sort of container to they are somehow interrupted, they only get a gather the item, they cannot harvest it from portion of the loot. The amount of loot they get the creature. A single vial holds four ounces in such a situation varies and is decided by the of liquid. If items like dust or ash can be DM. harvested, these also need to be stored in some sort of container if the characters wish to Time Spend Harvesting bring it with them. Monster Size Time to Fully Harvest Some creatures, like beasts and Tiny Less than ½ hour monstrosities, might yield rations. This refers Small ½ hour to harvesting meat from the creature that can be eaten as a day’s ration. Whether or not this Medium 1 hour meat needs to be cooked before it is edible Large 2 hours and how long it lasts before it turns rancid is Huge 4 hours determined by the DM. Most meat starts to go bad after 1-2 days, if not cooked or cured. Gargantuan 8+ hours Certain creatures have items that can be used as an additional material component Time of Death for spellcasters. The use of these components must be declared before any saving throws or The amount of loot available on a creature attack rolls are made because of the spell in can vary depending on time since death. If the question. When the item is used in this way, it characters just killed it, all the loot is available is consumed in the process of casting the spell to them if they wish to harvest the creature. and cannot be reused. This is not the case if they stumble upon a carcassSample that has been rotting away in the wild file for several weeks. 6 The same is the case for items that need to be consumed by a character. As an action, these items are eaten or drunk to gain their benefits and cannot be reused. To consume these items, they first need to be treated using a specific tool set. The consumable can be turned into a potion using alchemist’s supplies, cooked using cook’s utensils, or distilled into a type of alcohol using brewer’s supplies. Creating one consumable takes an hour and the DC for creating the finished consumable is equal to 5 + monster CR (not lower than 10 and not higher than 30). Consuming the item before it has been treated results in the character having to make a DC 15 Constitution saving throw. If they fail, the character spends their next turn incapacitated as they start throwing up. Whether they succeed or fail, they gain no benefit from consuming the item. Some things, such as teeth and hide, need to be crafted before they can be used. To craft an item from harvested monster parts, the materials need to be taken to an artisan who knows how to craft magic items. Items that can be crafted have a cost in gold pieces attached to them. This cost represents the purchasing of additional materials needed for the crafting process and also the the hired artisan’s time working on the item. The amount of time it would take the trained artisan to craft the item is also noted. If an item has been crafted in this way, it is considered magical for the purpose of overcoming resistances and immunities. The cost and designated time allotted to these items should be seen as a suggestions and can be changed to fit the nature of the game being played. An exception to this is when a character is using monster loot to make ammunition, such as arrows and crossbow bolts. When making ammunition, the character only needs to have proficiency in the weapon the ammunition is forSample to successfully make the item. It takes 10 file minutes to make one piece of ammunition. 7 ______NEW MONSTERS Abyssal Chicken chooses which one to target. If the saving throw is successful, the attacker is • 1d4 Abyssal Chicken Talons. One talon immune to the effects of the robe for 24 can be used as the tip on an arrow or a hours. crossbow bolt. Ranged attacks that use ammunition made from these feathers • 1 Taskmaster Whip. Functions as a have an increased range of 10 feet. After martial weapon that deals 2d4 slashing the ammunition has been fired, it loses damage plus 1d10 force damage. this property. • 2d10 Vials of Devil Blood. This functions • 1d2 Vials of Demon Ichor. When as a vial of acid. Can be used as an consumed, you gain resistance to poison additional material component when damage for one hour. casting spells that deal acid damage. When used in this way, you deal an Amnizu additional 1d6 acid damage when you cast the spell. • 1d2 Amnizu Hands. Requires attunement by a spellcaster. Can be used as an arcane focus. When you cast spells Amrik Vanthampur that deal necrotic damage, you can reroll • 1 Broken Dagger. any 1s and 2s on your damage dice and • 1 Broken Leather Armor (size Medium). must keep the second result. • 1d4 Smoke Bombs. As an action, you • 1d2 Amnizu Wings. Two wings can be can throw this smoke bombs up to 20 crafted into a cloak of flying (2000 gp, feet away. It explodes on impact, creating 60 days). Requires attunement. While a cloud of black smoke that fills a 10-foot- wearing this cloak, you have a flying radius sphere. The area within the speed of 40 feet. cloud is heavily obscured. A strong wind • 1d2 Devil Eyes. When consumed, you disperses the cloud, which otherwise gain out to a range of 60 feet remains until the end of your next turn. for one hour. Magical darkness does not impede this darkvision. Arkhan the Cruel • 1 Robe of Charms. Requires attunement. • 1 Broken Shield. While wearing this robe, you can use • 1 Fane-Eater. your reaction to target a creature within 60 feet of you that makes an attack roll • 1 Hand of (DMG p. 224). against you and another creature is • 1d8 Javelins. within the attack’s range. The creature must make a DC 19 Wisdom saving • 1 Obsidian Flint Dragon Plate. throw. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple Samplecreatures are closest, the attacker file 8 Baphomet on fire and cast the spelldispel magic. Charisma is your spellcasting ability for • 1 Heart of Baphomet. When consumed, this spell. you can cast the spell teleport once within the next minute. • 2d6 Vials of Baphomet’s Mind Fluid. When consumed, you can perfectly recall • 1 Hide of Baphomet. Can be crafted into any path you have traveled within the a set of light armor (4000 gp, 90 days). past seven days. This effect lasts for one Requires attunement. This armor grants month. resistance to cold, fire, and lightning damage. Two sets of armor can be • 4d6 Vials of Demon Ichor. When crafted from this hide. consumed, you gain resistance to poison damage for one hour. • 1d2 Hooves of Baphomet. Can be crafted into a set of boots of charging (250 gp, • 2d6 Vials of Minotaur Essence. When 30 days). Requires attunement. While consumed, you gain advantage on all wearing these boots, if you move at least melee weapon attack rolls you make, but 10 feet straight toward a target and then attack rolls against you have advantage. hit it with a melee attack on the same This effect lasts until the beginning turn, the target takes an extra 2d10 of your next turn. This item can be damage from the attack. consumed as a bonus action instead of the usual action. • 1d2 Horns of Baphomet. Can be crafted into a maul (150 gp, 9 days). On a hit, you deal an additional 1d6 bludgeoning Bel damage with this weapon. • 1d2 Devil Eyes. When consumed, you • 1 Skull of Baphomet. Can be crafted into gain darkvision out to a range of 60 feet a helmet (500 gp, 30 days). Requires for one hour. Magical darkness does not attunement. When worn, you can use impede this darkvision. a bonus action to strike fear into those • 1 Hide of Bel. Can be crafted into a close to you by activating a fear aura that set of light armor (3000 gp, 70 days). lasts for one minute. Any hostile creature Requires attunement. This armor grants to you that starts its turn within 20 feet of resistance to cold and fire damage. you must make a DC 18 Wisdom saving • 1 Heart of Bel. As an action, you can throw. On a failed save, the creature is crush this heart and summon a storm frightened until the start of its next turn. of falling rocks as if casting the meteor On a success, the creature is immune to storm spell. The DC for this instance of the fear aura for the next 24 hours. the spell is 23. • 3d10 Teeth of Baphomet. One tooth • 1 Skull of Bel. Can be crafted into a helm can be used as the tip on an arrow or a of magic detection (1000 gp, 14 days). crossbow bolt. Ranged attacks that use Requires attunement. While wearing this ammunition made from these teeth deal helmet, you can innately cast the detect an additional 1d10 damage. After the magic spell. ammunition has been fired, it loses this property. 12 of these teeth can be crafted • 2d12 Vials of Devil Blood. This functions into a necklace of the beastlord which as a vial of acid. Can be used as an lets you cast the spell hunter’s mark once additional material component when per day. casting spells that deal acid damage. When used in this way, you deal an • 2d12 Tufts of Baphomet’s Fur. As an Sampleadditional 1d6 acid damagefile when you action, you can light one of these tufts cast the spell. 9 • 3d6 Vials of Fire Essence. This liquid weapon or ammunition must make a DC glows in the dark, shedding bright light 13 Constitution saving throw or take 1d6 in a 10-foot radius and dim light for an necrotic damage. Once applied, the rot additional 10 feet if not covered. As an sticks for one minute before flaking off. action, the essence can be applied to • 1d6 Vials of Demon Ichor. When a weapon made of metal and imbue it consumed, you gain resistance to poison with magical fire. For one minute, when damage for one hour. the weapon hits a target it deals an additional 1d6 fire damage. The essence then evaporates Crokek’toeck • 1 Crokek’toeck Hide. Can be crafted into Black Gauntlet of Bane a set of light armor (4000 gp, 90 days). Requires attunement. This armor grants • 1 Broken Chain Mail (size Medium). resistance to cold, fire, and lightning • 1 Broken Mace. damage. Three sets of armor can be crafted from this hide. Bone Whelk • 4d12 Crokek’toeck Teeth. One tooth • 2d6 Rations. can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use • 1 Vial of Adhesive Glue. This glue can ammunition made from these teeth deal be rubbed on a set of armor as an action. an additional 1d6 damage. After the For the next minute, when a Medium or ammunition has been fired, it loses this smaller creature touches the armor, it property. adheres to it and is grappled (escape DC 10). • 3d8 Vials of Crokek’toeck Mind Fluid. When consumed, your mind Bulezau is strengthened for one hour. You are immune to the waters of the River Styx • 1 Bulezau Tail. Can be crafted into as well as any effect that would steal or a lance (150 gp, 10 days). Once per modify your memories or detect or read day when you hit a creature with this your thoughts. weapon, you can activate the demonic disease resting within the lance. If • 1d2 Vials of Demon Ichor. When the target of this effect is a creature, it consumed, you gain resistance to poison must succeed on a DC 13 Constitution damage for one hour. saving throw against disease or become poisoned until the disease ends. While Death’s Head of Bhaal poisoned in this way, the target sports • 1d4 Broken Daggers. festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 Duke Thalamra Vanthampur hours that elapse. On a successful save, • 1 Component Pouch. the disease ends. On a failed save, the target’s hit point maximum is reduced Fiendish Flesh Golem by 1d8. The target dies it its hit point • 1d8 Flesh Golem Strips. When maximum is reduced to 0. consumed, you gain resistance to • 1d6 Vials of Bulezau Rot. As an action, lightning damage for one hour. the rot can be used to coat one slashing • 2d6 Ounces of Arcane Dust. Can be used Sampleor piercing weapon, or up to three pieces file as an additional material component of ammunition. A creature hit by the when casting spells that deal damage. 10