Monster Loot - Spelljammer: Adventures in Space
I want to loot all the aliens! When brave adventurers face the dangers of the world¸ they want something to show for it. This supplement provides individual loot for each monster in the Spelljammer: Adventures in Space¸ as well as a basic crafting and harvesting system that works well with 5th Edition Dungeons & Dragons.
With this supplement¸ these brave adventurers will be able to craft the hide¸ teeth¸ and claws of their enemies into dangerous weapons and equipment that is sure to mark them as legendary heroes of the realm.
Examples of Loot Cosmic Horror
4d8 Cosmic Horror Brain Chunks. When consumed¸ you have advantage on saving throws against being charmed¸ frightened¸ and poisoned for 1 hour. 3d10 Cosmic Horror Claws. One claw can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d6 psychic damage. After the ammunition has been fired¸ it loses this property. 1d10 Cosmic Horror Eyes. When consumed¸ you gain darkvision out to a range of 240 feet for 1 hour. 1d2 Cosmic Horror Wings. Can be crafted into a cloak of protection (DMG p. 159) (200 gp¸ 14 days). Two cloaks can be crafted from one wing. 3d12 Small Cosmic Horror Teeth. One tooth can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d10 damage. After the ammunition has been fired¸ it loses this property. 2d10 Vials of Cosmic Horror Poison. As an action¸ the poison can be applied to a weapon that deals piercing or slashing damage. For one minute¸ when the weapon hits a target¸ it deals an additional 1d6 poison damage. The poison then evaporates. Space Clown
1 Ray Gun. The ray gun has 4d4 shots remaining. As an action¸ you can fire a shot from the ray gun as a ranged spell attack from this gun (using Dexterity as your spellcasting modifier). The ray gun has a range of 120 feet. On a hit¸ the ray gun deals 2d6 psychic damage. If the target is a Humanoid with an Intelligence score of 3 or higher¸ it must make a DC 12 Wisdom saving throw. On a failed save¸ the target perceives everything it sees or hears as hilariously funny and is incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns¸ ending the effect on itself on a success. 2d6 Vials of Space Clown Ichor. When consumed¸ you are under the effects of the Tasha's hideous laughter spell for 10 minutes or until you take damage.
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