Mind Crawler Loot

NameCategory% ChanceHarvest DCHarvesting TimePrice
Neuro-Parasitic CerebrumM45%DC 16 (Medicine)5 minutes (must be gathered within 10 minutes of death)80 gp
Vial of Psionic StimulantM20%DC 20 (Medicine)30 minutes(must be gathered within an hour of death)120 gp 
Monster Looting Rules

Neuro-Parasitic Cerebrum

Uncommon Wondrous Item, Requires Attunement 

Carefully dissected remnants of a brain from a creature that is capable of telepathically leeching off of the minds of other creatures. It still possesses some remains of their stored psionic energy that can be used if a creature attunes to it, depleting it completely. 

  • While wielding this item in at least one hand, you can use your bonus action to make a creature within 15 feet of you make a DC 12 Intelligence saving throw. On a failure, they take 1d6 psychic damage and gain a -2 penalty to all attack rolls and ability checks until the end of their next turn.
    • Each time after you use this ability, roll a d6, if you roll a 1, the item permanently loses all of its remaining power and disintegrates.  

It’s possible to contain the cerebrum in a special glass orb that can either be held or put on the end of a staff. This container would be infused with psionic energy and filled with special liquid, that would keep the Cerebrum from degrading, allowing it to be occasionally used without risk of depletion.  

  • If orb is created, it allows you to use the item’s ability twice per long rest without needing to roll for the item’s disintegration. 
  • Creating this orb costs 100 gp and requires 2 hours of crafting time and one vial of Psionic Stimulant. It also requires a successful DC 15 Wisdom (Medicine) Check, this check is reduced by 10 if you have the Healer feat. On a failure, you keep all resources, but the Cerebrum is destroyed. 

Psionic Stimulant

Uncommon Consumable 

A viscous purple fluid found in the ganglia of certain creatures with inherent psionic powers. Its release into their nervous system allows them to gain control and empower their natural abilities. With careful preparation, it can be injected into the spine of a non-psionic creature, giving them a short-term psionic capability. 

As an action, you can inject this stimulant into your spine, giving you these benefits for 1 hour. 

  • You can telepathically speak with a creature that you can see within 60 feet of you, but with you both only being able to speak in a language you know. 
  • Once per 10 minutes, you can cast the Levitate spell on yourself without needing any components or spell slots 
  • You can use your action to telekinetically move any object that weighs less than 1 lb.  within 60 feet of you that is not worn or carried up to 30 feet.

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