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Single-Use Substances and Spelljunk (Part VI)

See the previous ten items, Part V, here.

But, ya'know with the face of an owl and huge front claws.

Feather Token Great OwlHound 13000

Snapping the dark blue-grey feather, placing the limp feather halves between your lips and whistling summons forth a great magical beast. While it spins forth from the winds as a collection of feathers, it quickly solidifies into a hybrid animal. The Owlhound has the body of a large mastiff with the head of an owl and the front claws of a bear. The Owlhound follows orders like a guard dog and fights best at night, with a +2 to attack and damage. The Owlhound must eat 10 rations, or 10 HD of meat, each day it will become disgruntled. Any failed morale check failed will also disgruntle the Owlhound. If already disgruntled, it instead will desert its summoner at the first opportunity. A disgruntled Owlhound can be calmed with suitable relaxation, pampering, and appreciation. HD 10 Large AC 15 ATK +7×2/+7 (Claw x2/ Bite) DMG 1d8+5/1d10+7. MOV 50 ft. Scent 60 ft. S 21 D 15 C 19 I 4 W 13 C 9.

This is the correct way to use the Owlhound feather token.

 

Feather Token Roc 8000

Shredding the crimson Roc Feather Token and tossing the pieces in the air creates a dense red cloud. From this cloud steps a giant, intelligent bird, suitably mounted for riding. The bird can carry two tons of weight or fight as a decent aerial combatant, but not both at the same time. The summoned Roc must be fed with 5 rations each day and paid 50 sp each day in shiny gems and coins. If it is not repaid for its efforts or it fails a morale check in combat, it will become disgruntled. If an already disgruntled Roc would become disgruntled again, it instead will leave at the first opportunity. A disgruntled Roc can be calmed with suitable relaxation, pampering, and appreciation. HD 5 Huge AC 16 ATK +4×2/+5 (Talon x2/ Beak) DMG 1d4+2/1d8+3. MOV 30 ft. FLY 90 ft. Advantage on Perception. S 13 D 17 C 11 I 12 W 15 C 11.

Ha, its a turkey griffin! Sure why not?!

Feather Token Griffin 9000

Breaking this platinum feather calls forth a griffin. It arrives armored in a feathered scale armor and ready to bear its rider into combat. It can carry up to four tons on the ground and one ton while flying. The griffin must eat 10 rations of meat each day or it will become disgruntled. It will also become disgruntled if it fails a morale check in combat or it witnesses its summoner committing an evil deed. An already disgruntled griffin will instead abandon its summoner at the earliest opportunity. A disgruntled Griffin can be calmed with suitable relaxation, pampering, and appreciation. HD 8 Large AC 18 ATK +5/+7 (Beak/Pounce*) DMG 1d8+3/2d10+5. *Pounce attack is only made after the griffin has moved more than 15 ft in a straight line. MOV 40 ft. FLY 30 ft. S 16 D 12 C 19 I 12 W 11 C 16.   

You want me to go in... there!?!

Feather Token Ostrich 3000

A pack mule ostrich ready with bags and belts appears after the user twists the black and white feather until it snaps. The ostrich is eager and ready to carry up to one ton. The ostrich will flee any combat or dangerous encounter until the danger is out of sight. Failing that, it will cower and hide its head. The ostrich needs 2 rations of food each day or it will become disgruntled. It will also become disgruntled if it is prevented from fleeing combat and fails a morale check. If the ostrich is already disgruntled, it will instead abandon its summoner at the first opportunity. A disgruntled Ostrich can be calmed with suitable relaxation, pampering, and appreciation. HD 3 Medium AC 12 ATK +3 (Beak) DMG 1d4 MOV 80 ft. Jump 20 ft. S 11 D 15 C 8 I 3 W 7 C 8.

Feather Token Pegasus 5000

The Pegasus Feather Token is a silvery feather that will call a pegasus from thin air when kissed. As the silvery, winged horse arrives, the feather turns to glittery dust. The horse can carry up to one ton and is useful for travel but is not trained or willing to engage in combat or bear a rider into combat. The pegasus will retreat from combat, staying out of harms way. The pegasus needs 3 rations each day or it will become disgruntled. It will also become angry if it witnesses its summoner desecrate nature or commit evil acts. If forced into combat, it will become angered if it fails a morale check. A disgruntled Pegasus can be calmed with suitable relaxation, pampering, and charitable donations. HD 4 Large AC 14 ATK +4 (Stomp) DMG 1d6+1 MOV 90 ft. FLY 90 ft. S 12 D 19 C 10 I 15 W 19 C 19.

Feather Token of Sphynx 18000

Cracking this gleaming aquamarine feather creates a sarcastic, lounging sphinx in front of the user. This combat ready minion is armored in a breastplate and can use magic. Additionally, the sphinx is wise and well versed in magical and historical lore. The sphinx must be fed 5 rations and paid 200 sp in gems, magic, and gold each day or it will become angry. It will also become angry if it fails a morale check in combat or if made to fight in more than one combat between long rests. If already angry, the sphinx will instead leave at the earliest opportunity. HD 12 Huge AC 16 ATK +8/+9/+7 (Claw/Bite/Spells*) DMG 1d8+3/1d12+5 Spells: Acid Splash cantrip 3d6 acid, Burning hands 5d6 fire in 20ft cone (x3 each day), Lighting Bolt 6d6 electricity in 60 ft. line (x1 each day). Identify, Knock, (plus a few other miscellaneous spells) MOV 30 ft. FLY 40 ft. S 16 D 14 C 12 I 17 W 15 C 14.

Feather Token Quetzalcoatl 30000

Crushing the rainbow Quetzalcoatl feather token causes it to explode in a thunderous cacophony. As the smoke clears, the flying, coiled snake Quetzalcoatl appears. It is a loyal, telepathic servant of its summoner that will bring its powerful good magics to help. While it will not harm non-evil creatures, it is a powerful aerial combatant. Additioinally, it can grant up to a dozen creatures the ability to wind walk at will. The sphinx must be fed 20 rations each day or it will become disgruntled. It will also become angry if it fails a morale check in combat or if its summoner does not complete a massive charitable undertaking each month. If already angry, the sphinx will instead leave at the earliest opportunity. HD 16 Gargantuan AC 19 ATK +10/+12 (Bite/Bolt) DMG 2d8+6/1d20+5 positive energy Spells: Heal 5d8+10 hp (x5), Mass heal 3d8+5 to up to 10 targets in 30 ft. (x3), Restoration (x3), Raise Dead (x1).  MOV 20 ft. FLY 120 ft. S 18 D 21 C 15 I 19 W 25 C 17.

Feather Token Willow 500

Snapping the brown feather brings to life a giant, feathery, willow tree. The leaves can be eaten to nourish people as a full ration and water ration. The willow produces enough for 6 people each day, less based on the hostility of the environment. In hostile environments such as those lacking sunlight, sufficient warmth, or enough water, the tree only provides enough for 30 rations total as it wastes away.

Fighting Button 500

Crack the black, chalky button, which can be disguised as any number of tiny objects, and the user receives a powerful but short lived boon from inhaling the bitter salts. A Fighting Button grants two temporary hit points per hit die, advantage on strength based weapon attacks, proficiency with strength based weapons, and it sets the user’s strength to a minimum of 16. These bonuses last as long as the user has the associated temporary hit points. Each attack made reduces the user’s temporary hit points by 2. As the Fighting Button’s effects fade the user gains one level of exhaustion. The user must make a Constitution save (DC 10) or become addicted to Fighting Buttons.

Flying Caltrops 1500

A bag of bladed, cast-iron caltrops that disperse into the air when thrown. At a point as far as 60 ft away, the Flying Caltrops form a 50 square foot plane of evenly spaced points perpendicular to the thrower. Once fully dispersed, the caltrops connect to each other with thin, garrot-like strands of force. Anything attempting to cross the caltrop wall must make a Dexterity save (DC 15). A failure means the creature takes 3d6+6 damage and ends its movement without crossing the barrier. Success means the creature can end its movement taking no damage or move through the wall, taking 3d6+6 damage. Damage anything that tries to cross the barrier and is hard to see. After one hour or after dealing a total of 100 damage, the caltrops fall to the ground as non-magical caltrops.

The next 10 over here, Part VII.

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