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Published by morshu, 2022-11-29 22:08:42

monster loot collection

monster loot collection

On a miss, a patch of green slime covers to move up to 20 feet and entangle a

a randomly determined 5-foot-square Large or smaller creature that you can

section of wall or floor within 5 feet of see. The target must succeed on a DC

the target. 13 Dexterity saving throw or become

• 1d2 Vials of Acid. grappled by the rope (escape DC 13).
Until this grapple ends, the target is

• 1d2 Vials of Alchemist’s Fire. restrained. You can use a bonus action

• 1 Wasp Bag. As an action, you can throw to release the target, which is also freed
this bag up to 20 feet away where it will if you become incapacitated. You can
rupture into a swarm of insects (wasps) only command the rope while it is within
that take up a 5-foot-square where the 30 feet of you. The rope has 20 AC and
bag landed. The swarm rolls initiative, 20 hit points. It regains 1 hit point at
acts independently of you, and has 11 hit the start of each of your turns while it
points. At the end of each of the swarm’s has at least 1 hit point and you are not
turns, there is a 50 percent chance that incapacitated. If the rope drops to 0 hit
the swarm disperses. points, it is destroyed.

Kobold Scale Sorcerer • 1d4 Ounces of Fey Dust. As an action,
you can blow this dust into the face of a
• 1 Broken Dagger. creature standing within 5 feet of you.

• 1 Component Pouch. The creature must succeed on a DC

10 Wisdom saving throw or become

Korred confused as with the confusion spell until
the end of their next turn.
• 1 Broken Greatclub.

• 1d8 Vials of Korred Blood. When
consumed, you gain the benefits of the
meld into stone spell for eight hours.
• 1 Korred Hair Rope. Requires
attunement. As a bonus action, this

_____________________________50-foot-long rope can be commanded

_________S__E_C__T_I_O_N__L__________

Leucrotta • 1 Leucrotta Tongue. When consumed,
you can mimic animal sounds and
• 1d4 Leucrotta Legs. Can be crafted into humanoid voices for one hour. A creature
a maul (10 gp, 2 days). that hears the sounds can tell they are
imitations with a successful DC 14
• 1d10 Leucrotta Teeth. One tooth can Wisdom (Insight) check.
be used as the tip on an arrow or a
crossbow bolt. If you score a critical • 2d6 Rations.
hit while using ammunition made from
these teeth, you roll the damage dice
three times instead of twice.

20


_____________________________

_________S_E__C_T__IO__N__M__________

Meenlock you cast the spell.

• 1d2 Meenlock Claws. Can be crafted • 1d4 Mind Flayer Tentacles. Can be
into a dagger (150 gp, 9 days). Once crafted into a dagger (300 gp, 19 days)
per day, when you hit a creature with or a shortsword (300 gp, 19 days). Once
this weapon you can force it to make a per day, when you hit a creature with this
DC 11 Constitution saving throw. On a weapon you can force it to make a DC
failed save, the creature is paralyzed for 15 Intelligence saving throw. On a failed
one minute. The creature ca repeat the save, the creature is stunned until the
saving throw at the end of each of its end of its next turn.
turns, ending the effect on a itself on a
success. • 1d2 Mind Flayer Eyes. When consumed,
you gain darkvision out to a range of 120
• 1 Meenlock Head. As an action, you can feet for one hour.
throw this head at a creature within
30 feet of you. If the creature can see • 1 Spellbook. It has in it the following
the head, it must succeed on a DC spells: counterspell, detect magic,
11 Wisdom saving throw or become Evard’s black tentacles, mirror image
frightened of the head until the beginning
of its next turn. The head then breaks • 1d6 Vials of Mind Flayer Blood. When
and stops functioning. consumed, you have advantage on saving
throws against spells and other magical
• 1d2 Ounces of Fey Dust. As an action, effects for one hour.
you can blow this dust into the face of a
creature standing within 5 feet of you. • 1d4 Vials of Mind Flayer Brain Matter.
The creature must succeed on a DC When consumed, you can communicate
10 Wisdom saving throw or become with any creature you can see within 60
confused as with the confusion spell until feet of you for 10 minutes. You don’t need
the end of their next turn. to share a language with the creature
for it to understand you, but the creature
• 1 Vial of Meenlock Blood. When must be able to understand at least one
consumed, you can use an action to language.
magically teleport up to 30 feet to
an unoccupied space of dim light or Elder Brain
darkness that you can see. You can do
this once. • 2d8 Chunks of Elder Brain Matter. When
consumed, you can communicate with
Mind Flayers any creature you can see within 60 feet
of you for 10 minutes. You don’t need to
Alhoon share a language with the creature for
it to understand you, but the creature
• 1 Arcane Focus. must be able to understand at least one
language.
• 3d12 Lich Bones. Can be used as an
additional material component when • 1d6 Elder Brain Tentacles. Can be
casting spells that deal necrotic damage. crafted into a whip (150 gp, 9 days). On a
When used in this way, you deal an hit, this weapon deals an additional 1d6
additional 3 (1d6) necrotic damage when psychic damage.

21


• 1d10 Vials of Elder Brain Brine. When but you can’t sense anything else about
consumed, you have advantage on saving it. A creature protected by a mind blank
throws against spells and other magical spell, a nondetection spell, or similar
effects for one hour. magic can’t be perceived in this manner.

• 1d10 Vials of Elder Brain Mind Fluid. Mindwitness
When consumed, you become aware of
the presence of creatures within 5 miles • 1 Large Mindwitness Eye. Can be
of you that have an Intelligence score of crafted into a shield (1000 gp, 30 days).
4 or higher for one hour. You know the Requires attunement. While holding the
distance and direction to each creature, shield, whenever you receive a telepathic
as well as each one’s Intelligence score, message you can telepathically share
but you can’t sense anything else about that message with up to seven other
it. A creature protected by a mind blank creatures within 300 feet of you that you
spell, a nondetection spell, or similar can see.
magic can’t be perceived in this manner.
• 1d4 Mindwitness Eyestalks. Once
Ulitharid per day, the eye stalk can fire one
mindwitness eye ray. The type of ray
• 1 Broken Breastplate (size Medium). being fired depends on the type of eye
stalk it was shot from. The type of eye
• 1d4 Mind Flayer Tentacles. Can be stalk is determined at random when the
crafted into a dagger (300 gp, 19 days) stalk is harvested.
or a shortsword (300 gp, 19 days). Once
per day, when you hit a creature with this • 1d4 Mindwitness Tentacles. Can be
weapon you can force it to make a DC crafted into a dagger (300 gp, 19 days)
15 Intelligence saving throw. On a failed or a shortsword (300 gp, 19 days). Once
save, the creature is stunned until the per day, when you hit a creature with this
end of its next turn. weapon you can force it to make a DC
15 Intelligence saving throw. On a failed
• 1d2 Mind Flayer Eyes. When consumed, save, the creature is stunned until the
you gain darkvision out to a range of 120 end of its next turn.
feet for one hour.
• 1d6 Small Mindwitness Eyes. Can
• 1d6 Vials of Mind Flayer Blood. When be used as an additional material
consumed, you have advantage on saving component when casting spells that
throws against spells and other magical deal psychic damage. When used in this
effects for one hour. way, you may reroll any 1s and 2s rolled
on the damage dice and must keep the
• 1d4 Vials of Mind Flayer Brain Matter. second result.
When consumed, you can communicate
with any creature you can see within 60 Morkoth
feet of you for 10 minutes. You don’t need
to share a language with the creature • 1d2 Morkoth Eyes. As an action, you can
for it to understand you, but the creature point the eye in a direction and crush
must be able to understand at least one it. Each creature in a 30-foot-cone must
language. make a DC 17 Wisdom saving throw. On
a failed save, the creature is charmed
• 1d4 Vials of Ulitharid Mind Fluid. When by you for one minute. While charmed
consumed, you become aware of the in this way, the creature tries to get as
presence of creatures within 5 miles of close to you as possible, using its actions
you that have an Intelligence score of to Dash until it is within 5 feet of you. A
4 or higher for one hour. You know the charmed creature can repeat the saving
distance and direction to each creature,
as well as each one’s Intelligence score,

22


throw at the end of each of its turns and the chosen creature instead of you. If the

whenever it takes damage, ending the spell forced a saving throw, the chosen

effect on itself on a success. creature makes its own save. If the spell

• 1 Morkoth Hide. Two hides can be was an attack, the attack roll is rerolled
crafted into a set of light armor (2000 against the chosen creature.

gp, 60 days). Requires attunement. • 1d4 Morkoth Tentacles. Can be crafted

While wearing this armor, if you make a into a maul (150 gp, 9 days). On a hit,

successful saving throw against a spell you deal an additional 1d6 bludgeoning

or a spell attack misses you, you can damage with this weapon.

choose another creature (including the
spellcaster) you can see within 60 feet

_____________________________of you as a reaction. The spell targets
• 1d10 Vials of Morkoth Essence. When
consumed, you become amphibious for
one hour.

_________S__E_C_T__I_O_N__N__________

Neogi Whenever the charmed target takes
damage, it can repeat the saving throw,
Neogi Hatchling ending the effect on itself on a success.

• 1d6 Neogi Teeth. One tooth can be used • 2d6 Neogi Teeth. One tooth can be used
as the tip on an arrow or a crossbow bolt. as the tip on an arrow or a crossbow bolt.
Ranged attacks that use ammunition Ranged attacks that use ammunition
made from these teeth deal an additional made from these teeth deal an additional
1d6 poison damage on a hit. After the 1d6 poison damage on a hit. After the
ammunition has been fired, it loses this ammunition has been fired, it loses this
property. property.

• 1 Vial of Neogi Mind Fluid. When • 1d4 Vials of Neogi Mind Fluid. When
consumed, you have advantage on consumed, you have advantage on
saving throws against being charmed or saving throws against being charmed or
frightened, and magic can’t put you to frightened, and magic can’t put you to
sleep. This effect lasts for one hour. sleep. This effect lasts for one hour.

Neogi Neogi Master

• 1 Neogi Brain. When consumed, your • 1 Neogi Brain. When consumed, your
mind briefly possesses neogi powers. mind briefly possesses neogi powers.
Once within the next hour, you can use Once within the next hour, you can use
an action to target one creature you can an action to target one creature you can
see within 30 feet of you. The target see within 30 feet of you. The target
must succeed on a DC 14 Wisdom must succeed on a DC 14 Wisdom
saving throw or be magically charmed saving throw or be magically charmed
by you for one day, or until you are by you for one day, or until you are
incapacitated or are more than one mile incapacitated or are more than one mile
from the target. The charmed target from the target. The charmed target
obeys your commands and can’t take obeys your commands and can’t take
reactions, and you and the target can reactions, and you and the target can
communicate telepathically with each communicate telepathically with each
other at a distance of up to one mile. other at a distance of up to one mile.

23


Whenever the charmed target takes • 2d12 Vials of Acid.
damage, it can repeat the saving throw,
ending the effect on itself on a success. • 1d8 Vials of Neothelid Blood. When
consumed, you gain the benefits of the
• 2d8 Neogi Teeth. One tooth can be used levitate spell for 10 minutes.
as the tip on an arrow or a crossbow bolt.
Ranged attacks that use ammunition • 1d4 Vials of Neothelid Mind Fluid. When
made from these teeth deal an additional consumed, you become aware of the
1d6 poison damage on a hit. After the presence of creatures within 5 miles of
ammunition has been fired, it loses this you that have an Intelligence score of
property. 4 or higher for one hour. You know the
distance and direction to each creature,
• 1d6 Vials of Neogi Mind Fluid. When as well as each one’s Intelligence score,
consumed, you have advantage on but you can’t sense anything else about
saving throws against being charmed or it. A creature protected by a mind blank
frightened, and magic can’t put you to spell, a nondetection spell, or similar
sleep. This effect lasts for one hour. magic can’t be perceived in this manner.

Neothelid • 1d10 Vials of Neothelid Slime. When
consumed, you have advantage on saving
• 1 Neothelid Acid Gland. As an action, throws against spells and other magical
you can throw this gland up to 30 feet effects.
away where it will explode in a burst
of acid. Each creature within 10 feet of Nilbog
where the gland landed must succeed on
a DC 18 Dexterity saving throw, taking • 2d6 Arrows.
10d6 acid damage on a failed save, or
half as much damage on a successful • 1 Broken Leather Armor (size Small).
one. The gland is fragile and will
burst 3d6 hours after being harvested, • 1 Broken Shortbow.
regardless of if it was thrown or not.
• 1 Fool’s Scepter. This functions as a
• 1d4 Neothelid Teeth. Can be crafted into simple weapon with the finesse property
a dagger (2000 gp, 60 days). Requires that deals 1d6 bludgeoning damage.
attunement. Once per day, when you hit Requires attunement. This weapon has
a creature with this weapon you can cast 3 charges and it regains 1d2-1 charges
the feeblemind spell on it. The DC for the each day at dawn. As a reaction, in
spell is 16. response to another creature dealing
damage to you, you can reduce the
damage to 0 and regain 1d6 hit points.

24


_____________________________

_________S_E__C_T__I_O_N__O__________

Orcs creature, they must make a DC 13
Constitution saving throw. On a failed
Orc Blade of Ilneval save, the creature takes 4d6 poison
damage and becomes poisoned. On a
• 1 Broken Chain Mail Armor (size success, the creature takes half as much
Medium). damage and isn’t poisoned. A creature
poisoned by this effect can repeat the
• 1 Broken Longsword. save at the end of each of its turns,
ending the effect on itself on a success.
• 1 Broken Shield. While poisoned by this effect, a creature
can’t regain hit points.
• 1d6 Javelins.
Orc Red Fang of Shargaas
Orc Claw of Luthic
• 1 Broken Scimitar.
• 1 Broken Hide Armor (size Medium).
• 1 Broken Studded Leather Armor (size
• 1 Holy Symbol. Matches the religious Medium).
beliefs of the orc.
• 1d6 Darts.
• 1d3 Potions of Healing.
Tanarukk
Orc Hand of Yurtrus
• 1 Broken Greatsword.
• 1 Broken Hide Armor (size Medium).
• 1 Tanarukk Hide. Can be crafted into
• 1d6 Vials of White Pus. As an action, a set of light armor (2000 gp, 60 days).
the pus can be used to coat one slashing While wearing this armor, you have
or piercing weapon, or up to three resistance to fire damage.
pieces of ammunition. A creature hit
by the weapon or ammunition takes an • 2d6 Vials of Tanarukk Blood. When
additional 1d6 necrotic damage. Once consumed, you become extremely
applied, the pus retains its potency for aggressive for one minute. As a bonus
one minute before drying. action, you can move up to your speed
toward a hostile creature that you can
Orc Nurtured One of Yurtrus see. In addition, in response to being hit
with a melee attack, you can make one
• 1d8 Vials of Corrupted Blood. As an melee attack with advantage against the
action, you can target a creature within attacker.
30 feet of you and make a ranged
attack at them. You treat the vial as
an improvised weapon. If you hit the

25


_____________________________

_________S_E__C_T__I_O_N__Q__________

Quickling

• 1d3 Broken Daggers.

• 1d4 Ounces of Fey Dust. As an action,
you can blow this dust into the face of a
creature standing within 5 feet of you.
The creature must succeed on a DC
10 Wisdom saving throw or become
confused as with the confusion spell until

_____________________________the end of their next turn.

_________S__E_C_T__I_O_N__R__________

Redcap boots and you are a Small creature,
your size is considered Medium for the
• 1d4 Ounces of Fey Dust. As an action, purposes of grappling other targets. Also,
you can blow this dust into the face of a wielding a heavy weapon doesn’t impose
creature standing within 5 feet of you. disadvantage on your attack rolls. You
The creature must succeed on a DC also have disadvantage on Dexterity
10 Wisdom saving throw or become (Stealth) checks made while moving.
confused as with the confusion spell until

the end of their next turn. • 1 Wicked Sickle. Functions as a martial

weapon that deals 2d4 slashing damage.
• 1 Set of Iron Boots. Requires

_____________________________attunement. While wearing these

_________S__E_C_T__I_O_N__S__________

Sea Spawn Shadow Mastiff

• 2d6 Poisonous Quills. One quill can • 1d6 Rations.
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use • 1d2 Shadow Mastiff Eyes. When
ammunition made from these quills deal consumed, you can see ethereal
an additional 1d6 poison damage on a creatures and objects for one hour.
hit. After the ammunition has been fired,
it loses this property. • 1d8 Vials of Shadow Flux. As an action,
you can throw this vial up to 30 feet
away where it will shatter in a vapor
of darkness. The area within a 15 foot
radius of where the vial landed becomes

26


pitch black, as if affected by the darkness • 2d6 Vials of Living Kyuss Worms. As

spell. When consumed, you have an action, you can throw this vial at a

advantage on Dexterity (Stealth) checks humanoid creature within 20 feet of

made while in dim light or darkness. you, treating the vial as an improvised

weapon. On a hit, the worm inside

Slithering Tracker the vial latch onto the targets skin as
the glass shatters. The worm is a Tiny
• 1d8 Vials of Ooze Digested Blood. undead with AC 6, 1 hit point, 2 (-4) in
When consumed, you have resistance to every ability score, and a speed of 1 foot.
necrotic damage for one hour. While on the target’s skin, the worm can

• 2d6 Vials of Ooze Goop. As an action, be killed by normal means or scraped

you can throw this vial at a creature off using an action. Otherwise, the worm

within 20 feet of you, treating the vial as burrows under the target’s skin at the

an improvised weapon. On a hit, the vial end of the target’s next turn, dealing 1

shatters and covers the creature with piercing damage to it. At the end of each

goop. For the next minute, the creature of its turns thereafter, the target takes

takes 4 (1d8) acid damage at the start of 2d6 necrotic damage per worm infesting

each of its turns. The creature can use it (maximum of 10d6). A worm-infested

an action to scrape the goop off, ending target dies if it drops to 0 hit points,

the effect early. then rises 10 minutes later as a spawn

of Kyuss. If a worm-infested creature is

Spawn of Kyuss target by an effect that cures diseases or
removes a curse, all the worms infesting
• 1d12 Dead Kyuss Worms. When it wither away.
consumed, you regain 1d10 hit points at

the end of each of your turns for the next

_____________________________minute.

_________S__E_C_T__I_O_N__T__________

Tlincalli • 1d6 Vials of Tlincalli Poison. As an
action, the poison can be used to coat
• 1 Broken Longsword. one slashing or piercing weapon, or up to
three pieces of ammunition. A creature
• 2d6 Rations. hit by the weapon or ammunition must
make a DC 14 Constitution saving
• 1 Spiked Chain. Functions as a martial throw or take 4d6 poison damage and
weapon that deals 1d6 piercing damage be poisoned for one minute. If the target
plus 1d6 poison damage. On a hit, you fails the saving throw by 5 or more, the
can choose to forgo doing damage and target is also paralyzed while poisoned.
instead grapple the creature (escape The target can repeat the saving throw
DC 11) if it is Medium or smaller. The at the end of each of its turns, ending the
grappled creature can use its action on effect on itself on a success.
its turn to attempt to free itself from the
grapple. Until this grapple ends, you can’t
use this weapon on another target.

27


Trapper

• 2d6 Rations.

• 1 Trapper Hide. Can be crafted into a set
of light armor (150 gp, 9 days). While
wearing this armor, you have advantage
on Dexterity (Stealth) checks. You also

_____________________________have advantage on climbing checks.

_________S__E_C_T__I_O_N__V__________

Vargouille within 10 feet of where the gland landed
must succeed on a DC 12 Constitution
• 1d4 Tufts of Vargouille Hair. When saving throw or be poisoned. While
consumed, you gain resistance to poison poisoned in this way, a target takes 2d8
damage for one hour. poison damage at the start of each of
its turns. A target can repeat the saving
• 1d10 Vargouille Teeth. One tooth can throw at the end of each of its turns,
be used as the tip on an arrow or a ending the effect on itself on a success.
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal • 2d6 Vegepygmy Leaves. When
an additional 1d6 poison damage on a consumed, you regain 1d4 hit points
hit. After the ammunition has been fired, at the end of each of your turns for the
it loses this property. next minute. 20 leaves can be crafted
into a cloak (100 gp, 7 days). While
• 1d2 Vargouille Wings. When consumed, wearing this cloak, you have advantage
you gain resistance to cold, fire, and on Dexterity (Stealth) checks you make
lightning damage for 10 minutes. in any terrain with ample obscuring plant
life.
Vegepygmies
Thorny
Vegepygmy
• 1 Thorny Hide. Can be crafted into a
• 1 Broken Sling. set of light armor (150 gp, 9 days). At
the start of each of your turns, you deal
• 1d4 Vegepygmy Leaves. When 1d4 piercing damage to any creature
consumed, you regain 1d4 hit points grappling you as long as you are wearing
at the end of each of your turns for the the armor. You also have advantage on
next minute. 20 leaves can be crafted Dexterity (Stealth) checks you make in
into a cloak (100 gp, 7 days). While any terrain with ample obscuring plant
wearing this cloak, you have advantage life.
on Dexterity (Stealth) checks you make
in any terrain with ample obscuring plant • 2d4 Thorny Leaves. When consumed,
life. you regain 1d4 hit points at the end of
each of your turns for the next minute.
Vegepygmy Chief 20 leaves can be crafted into a cloak
(100 gp, 7 days). While wearing this
• 1d4 Broken Spears. cloak, you have advantage on Dexterity
(Stealth) checks you make in any terrain
• 1 Spore Pocket. As an action, you can with ample obscuring plant life.
throw this pocket up to 20 feet away
where it explodes in a cloud of poisonous
gas. Each creature that isn’t a plant

28


_____________________________

_________S_E__C_T__IO__N__W__________

Wood Woad • 1d10 Vials of Wood Woad Sap. When
consumed, you regain 1d10 hit points at
• 1d8 Enchanted Logs. When set on fire, the end of each of your turns for the next
one enchanted log burns for eight hours minute.
and give off as much heat as an average
campfire. The fire is not magical and • 1 Wood Woad Club. This weapon is
can be extinguished in the same ways as magical and it deals an additional 3d4
normal fire can. damage on a hit.

• 1d6 Wood Woad Twigs. As an action,
you can snap a twig and cast the spell

_____________________________treestride.

_________S__E_C_T__I_O_N__X__________

Xvarts Xvart Warlock of Raxivort

Xvart • 1 Broken Scimitar.

• 1 Broken Leather Armor (size Small). • 1 Component pouch.

• 1 Broken Shortsword.

_• _1_Bro_ken_Sl_ing._______________________

_________S__E_C_T__I_O_N__X__________

Yeth Hound feet of you that can hear the baying must
succeed on a DC 13 Wisdom saving
• 1d4 Ounces of Fey Dust. As an action, throw or become frightened of you until
you can blow this dust into the face of a the end of your next turn.
creature standing within 5 feet of you.
The creature must succeed on a DC • 1d10 Yeth Hound Teeth. One tooth
10 Wisdom saving throw or become can be used as the tip on an arrow or a
confused as with the confusion spell until crossbow bolt. Ranged attacks that use
the end of their next turn. ammunition made from these teeth deal
an additional 2d6 psychic damage on a
• 1 Set of Yeth Hound Vocal Cords. Once hit, but only if the target is frightened.
per day, you can blow into these vocal After the ammunition has been fired, it
cords as an action and sound out a loses this property.
horrifying bay. Each creature within 30

29


Yuan-ti this property.

Yuan-ti Anathema Yuan-ti Mind Whisperer

• 4d6 Rations. • 1 Broken Scimitar.

• 1d8 Vials of Shapeshifter Blood. Can • 1d6 Rations.
be used as an additional material
component when casting spells that • 1d8 Vials of Shapeshifter Blood. Can
physically alter a creature’s body. When be used as an additional material
used in this way, the duration of the spell component when casting spells that
is extended by 10 minutes. physically alter a creature’s body. When
used in this way, the duration of the spell
• 1d6 Yuan-ti Anathema Brains. When is extended by 10 minutes.
consumed, you have advantage on
Wisdom (Perception) checks and on • 1 Yuan-ti Hide. Can be crafted into a set
saving throws against being blinded, of light armor (2000 gp, 60 days). While
charmed, deafened, frightened, stunned, wearing this armor, you have resistance
or knocked unconscious for one minute. to poison damage.

• 1 Yuan-ti Anathema Heart. As an action, • 1d2 Yuan-ti Mind Whisperer Teeth. One
you can crush this heart and create an tooth can be used as the tip on an arrow
ophidiophobia aura. Any creature within or a crossbow bolt. Ranged attacks that
30 feet of you that isn’t a snake or a use ammunition made from these teeth
yuan-ti must immediately make a DC deal an additional 1d6 poison damage
17 Wisdom saving throw. On a failed plus an additional 3d10 psychic damage.
save, a creature becomes frightened of After the ammunition has been fired, it
snakes and yuan-ti. A frightened creature loses this property.
can repeat the saving throw at the end
of each of its turns, ending the effect on Yuan-ti Nightmare Speaker
itself on a success.
• 1 Broken Scimitar.
• 1d4 Yuan-ti Claws. Can be crafted into a
dagger (2 gp, 1 day). • 1d6 Rations.

• 1 Yuan-ti Hide. Can be crafted into a set • 1d2 Vials of Nightmare Fuel. When
of light armor (2000 gp, 60 days). While consumed, you begin to feel strangely
wearing this armor, you have resistance and when you fall asleep you have
to poison damage. terrible nightmares. You gain no benefit
from your rest and your hit point
• 1d12 Yuan-ti Teeth. One tooth can maximum is reduced by 5 (1d10). If this
be used as the tip on an arrow or a effect reduces your hit point maximum
crossbow bolt. Ranged attacks that use to 0, you die. The effect can only be
ammunition made from these teeth deal removed by using the protection from
an additional 1d6 poison damage. After good and evil or lesser restoration spells.
the ammunition has been fired, it loses
this property. • 1d8 Vials of Shapeshifter Blood. Can
be used as an additional material
Yuan-ti Broodguard component when casting spells that
physically alter a creature’s body. When
• 1d2 Yuan-ti Teeth. One tooth can used in this way, the duration of the spell
be used as the tip on an arrow or a is extended by 10 minutes.
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal • 1 Yuan-ti Hide. Can be crafted into a set
an additional 1d6 poison damage. After of light armor (2000 gp, 60 days). While
the ammunition has been fired, it loses wearing this armor, you have resistance
to poison damage.

30


Yuan-ti Pit Master it awake. The magical sleep has no effect
on a creature immune to being charmed.
• 1d6 Rations.

• 1d6 Snake Appendages. Three • 1d8 Vials of Shapeshifter Blood. Can

appendages can be crafted into a staff be used as an additional material

of slumber (500 gp, 14 days). Once per component when casting spells that

day, you may use an action to target physically alter a creature’s body. When

up to five creatures that you can see used in this way, the duration of the spell

within 60 feet of you. Each target must is extended by 10 minutes.

succeed on a DC13 Constitution saving • 1 Yuan-ti Hide. Can be crafted into a set

throw of fall into a magical sleep and be of light armor (2000 gp, 60 days). While

unconscious for 10 minutes. A sleeping wearing this armor, you have resistance

target awakens if it takes damage or if

_____________________________someone uses an action to shake or slap
to poison damage.

____A__S_S__O_R__T_E__D__B_E__A_S__T_S_____

Aurochs Dolphin

• 1 Aurochs Hide. Can be crafted into • 1 Dolphin Hide. Two hides be crafted
leather armor (10 gp, 2 days) or studded into leather armor (10 gp, 2 days) or
leather armor (45 gp, 3 days). studded leather armor (45 gp, 3 days).

• 2d6 Rations. • 1d6 Rations.

Cow Swarm of Rot Grubs

• 1 Cow Hide. Can be crafted into leather • 1d6 Rations.
armor (10 gp, 2 days) or studded leather
armor (45 gp, 3 days).

• 2d6 Rations.

31


_____________________________

NONPLAYER
________C_H__A_R__A_C__T_E_R__S________

Abjurer Bard

• 1 Arcane Focus. • 3d6 Arrows.
• 1 Book. • 1 Broken Shortbow.
• 1 Broken Quarterstaff. • 1 Broken Shortsword.
• 1 Spellbook. It has in it the following • 1 Random Musical Instrument.

spells: alarm, arcane lock, flesh to stone, Blackguard
shield, wall of force.
• 1d6 Vials. • 3d6 Arrows.
• 1 Broken Glaive.
Apprentice Wizard • 1 Broken Shortbow.
• 1 Broken Plate Armor.
• 1 Arcane Focus. • 1 Component Pouch.
• 1 Broken Dagger.
• 1 Spellbook. It has in it the following Champion

spells: burning hands, disguise self, • 1 Broken Greatsword.
shield. • 1 Broken Light Crossbow.
• 1 Broken Plate Armor.
Archdruid • 3d6 Crossbow Bolts.

• 1 Broken Hide Armor. Conjurer
• 1 Broken Scimitar.
• 1 Broken Shield. • 1 Arcane Focus.
• 1 Druidic Focus. • 1 Book.
• 1 Broken Dagger.
Archer • 1 Spellbook. It has in it the following

• 3d6 Arrows. spells: mage armor, stoneskin, web,
• 1 Broken Longbow. unseen servant.
• 1 Broken Shortsword. • 1d6 Vials.
• 1 Broken Studded Leather Armor.

32


Diviner Kraken Priest

• 1 Arcane Focus. • 2d6 Vials of Kraken Essence. When
• 1 Book. consumed, you become amphibious for
• 1 Broken Quarterstaff. one hour.
• 1 Spellbook. It has in it the following
Martial Arts Adept
spells: clairvoyance, detect magic, locate
object, Rary’s telepathic bond. • 1d10 Darts.
• 1d6 Vials.
Master Thief
Enchanter
• 1 Broken Light Crossbow.
• 1 Arcane Focus. • 1 Broken Shortsword.
• 1 Book. • 1 Broken Studded Leather Armor.
• 1 Broken Quarterstaff. • 1 Set of Thieves’ Tools.
• 1 Spellbook. It has in it the following
Necromancer
spells: charm person, haste, hold
monster, magic missile. • 1 Arcane Focus.
• 1d6 Vials. • 1 Book.
• 1 Spellbook. It has in it the following
Evoker
spells: animate dead, blight, cloudkill,
• 1 Arcane Focus. false life.
• 1 Book. • 1d6 Vials.
• 1 Broken Quarterstaff.
• 1 Spellbook. It has in it the following Swashbuckler

spells: burning hands, fireball, ice storm, • 1d3 Broken Daggers.
misty step. • 1 Broken Leather Armor.
• 1d6 Vials. • 1 Broken Rapier.

Illusionist Transmuter

• 1 Arcane Focus. • 1 Arcane Focus.
• 1 Book. • 1 Book.
• 1 Broken Quarterstaff. • 1 Broken Quarterstaff.
• 1 Spellbook. It has in it the following • 1 Spellbook. It has in it the following

spells: color spray, major image, spells: alter self, knock, polymorph, slow.
phantasmal force, phantom steed. • 1d6 Vials.
• 1d6 Vials.

33


War Priest Warlock of the Great Old One

• 1 Broken Maul. • 1 Broken Dagger.
• 1 Broken Plate Armor. • 1 Component Pouch.
• 1 Holy Symbol. Matches the religious
Warlord
beliefs of the war priest.
• 1d2 Potions of Healing. • 3d6 Arrows.
• 1 Broken Greatsword.
Warlock of the Archfey • 1 Broken Plate Armor.
• 1 Broken Shortbow.
• 1 Broken Dagger.
• 1 Component Pouch.

Warlock of the Fiend

• 1 Broken Mace.
• 1 Component Pouch.

34


1


Also by Anne Gregersen

Credits

Design, Writing, and Layout: Anne Gregersen
Editing (Introduction): Adam Hancock

Cover Graphic & Design: Anne Gregersen & Olya_Beli_Art via. Shutterstock
Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen, Louis Flindt

Rask, Louisa Smithing, Oskar Sandkvist, and Sindre Urvold
Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron,

the dragon ampersand, Ravnica 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

published under the Community Content Agreement for Dungeon Masters Guild.

2


Table of Contents

How To Use This Book? 9 Demons: Demon Lords 20
Baphomet 20
Killing Humanoid Enemies 9 Demogorgon 20
Harvesting Checks 9 Fraz-Urb’luu 21
Harvest Time 10 Graz’zt 22
Time of Death 10 Juiblex 22
Types of Loot 10 Orcus 22
Yeenoghu 23
Section A Zuggtmoy 23

Allip 12 Derro 24
Astral Dreadnought 12 Derro Servant 24

Section B Devils 24
Black Abishai 24
Balhannoth 13 Blue Abishai 25
Berbalong 13 Green Abishai 25
Boneclaw 13 Red Abishai 25
White Abishai 26
Section C Amnizu 26
Hellfire Engine 27
Cadaver Collector 14 Merregon 27
Choker 14 Narzugon 27
Clockworks 15 Nupperibo 27
Orthon 28
Bronze Scout 15
Iron Cobra 15 Devils: Archdevils 29
Oaken Bolter 15 Bael 29
Stone Defender 15 Geryon 29
Corpse Flower 15 Hutijin 30
Moloch 30
Section D Titivilus 31
Zariel 32
Deathlock 16
Deathlock Mastermind 16 Drow 32
Deathlock Wight 16 Drow Arachnomancer 32
Drow Favored Consort 32
Demons 16 Drow House Captain 32
Alkilith 16 Drow Inquisitor 32
Armanite 17 Drow Matron Mother 33
Bulezau 17 Drow Shadowblade 33
Dybbuk 17
Maurezhi 17 Duergar 33
Molydeus 18 Duergar Despot 33
Nabassu 18 Duergar Hammerer 33
Rutterkin 19 Duergar Kavalrachni 33
Abyssal Wretch 19 Duergar Mind Master 34
Sibriex 19 Duergar Screamer 34
Wastrilith 19

3


Duergar Soulblade 34 Section N
Duergar Stone Guard 34
Duergar Warlord 34 Nagpa 41
Duergar Xarrorn 34 Nightwalker 41

Section E Section O

Eidolon 35 Oblex 42
Sacred Statue 35
Oblex Spawn 42
Eladrin 35
Autumn Eladrin 35 Adult Oblex 42
Spring Eladrin 35
Summer Eladrin 36 Elder Oblex 42
Winter Eladrin 36
Ogres 43
Elder Elementals 36
Leviathan 36 Ogre Battering Ram 43
Phoenix 37
Elder Tempest 37 Ogre Bolt Launcher 43
Zaratan 37
Ogre Chain Brute 43
Elemental Myrmidons 37
Air Elemental Myrmidon 37 Ogre Howdah 43

Section G Section R

Giff 38 Retriever 43
Earth Elemental Myrmidon 38
Fire Elemental Myrmidon 38 Section S
Water Elemental Myrmidon 38
Salamander, Frost 44
Gith 39 Shadar-kai 44
Githyanki Gish 39
Githyanki Kith’rak 39 Gloom Weaver 44
Githyanki Supreme Commander 39 Shadow Dancer 44
Githzerai Anarch 39 Soul Monger 44
Githzerai Enlightened 39 Skulk 44
Skull Lord 44
Gray Render 39 Sorrowsworn 45
The Angry 45
Section H The Hungry 45
The Lonely 45
Howler 40 The Lost 46
The Wretched 46
Section K Star Spawn 46
Star Spawn Grue 46
Kruthiks 40 Star Spawn Hulk 46
Young Kruthik 40 Star Spawn Larva Mage 46
Adult Kruthik 40 Star Spawn Mangler 46
Kruthik Hive Lord 40 Star Spawn Seer 46
Steeders 47
Section M Female Steeder 47
Male Steeder 47
Marut 41 Steel Predator 47
Meazel 41 Stone Cursed 47
Sword Wraith 47
Sword Wraith Commander 47
Sword Wraith Warrior 48

4


Section T

Tortles 48
Tortle 48
Tortle Druid 48

Trolls 48
Dire Troll 48
Rot Troll 48
Spirit Troll 49
Venom Troll 49

Section V

Vampiric Mist 49

Section Y

Yugoloths 50
Canoloth 50
Dhergoloth 50
Hydroloth 50
Merrenoloth 51
Oinoloth 51
Yagnoloth 51

5


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
and loot that traveling adventurers might find Ability Check
on the monsters they encounter and slay on
their fantastical journeys. When a character attempts to harvest a
creature, they must first succeed on a specific
What follows in this section are some light ability check to successfully harvest the
mechanics for harvesting dead creatures. components from it. The nature of the ability
There are different types of loot that can check depends on the monster’s type. The
be found on a monster, not all of which are following table should be seen as a suggestion
necessarily useful for a group of travelling for splitting up the checks and can be changed
adventures. The supplied loot tied to each to better fit the nature of the game at hand.
monster are simply suggestions that can be
changed by the DM to fit the circumstances of Type of Ability Check
the campaign they are running.
Creature Type Ability Check
The loot found within this document has
been designed with the rules below in mind Beast, dragon, giant, Nature
for two reasons. First, this prevents characters monstrosity, plant
immediately picking something up from a
monster and using it seconds later. Second, Humanoid Survival
this document assumes that there is a body
left to harvest once the creature has been Celestial, fiend, undead Religion
killed. This should be considered when the
adventurers are fighting demons and devils, Aberration, construct, Arcana
which are likely to leave no corpse as they elemental, fey, ooze
respawn on their home plane after being killed
on the Material Plane. The DC of the check is determined by the
CR of the creature being harvested, but the
Killing Humanoid Enemies harvesting check DC cannot be lower than 10
and cannot be higher than 30. If a character
Many humanoid enemies exist within the succeeds on the ability check, they are able
worlds of Dungeons & Dragons. Some of to harvest all available loot on the monster. If
the more popular include goblins and orcs. they fail the check, the character is only able to
Opposing their wicked ways have set brave harvest half of the items.
adventurers on the path to becoming legends
of the realm. Harvesting Check DC = 10 + monster CR
(not lower than 10 and not higher than 30)
When killing a humanoid enemy, the
adventurers are entitled to any loot the If the character fails the check by 5 or more, a
humanoid may carry on their person. mishap occurs during the harvesting process.
Weapons, armor, and other sparse items are This could be anything from piercing a gland
listed below the humanoid’s name, as with of acid to an environmental accident, such as a
every other monster. However, harvesting rock slide covering the creature. Regardless of
body parts, such as hide and flesh, from the nature of the mishap, all loot is lost.
humanoid creatures is not something this
document covers because we don’t encourage Remember that two characters can help
adventurers to tear into the bodies of people. one another harvest a creature. This means
that one of them gains advantage on their
roll, thereby increasing their chances of
successfully looting the monster.

6


Tool Check The DM should estimate the amount of loot
left on a monster if the party stumbles upon a
Without the necessary tools, the characters dead creature. In most cases, it is impossible
might be unable to fully harvest the monster to harvest food from creatures entering a state
in question. The set of tools needed, if any, of decay. There are exceptions to this, such
to harvest the creature is up to the DM and as a character using the spell purify food and
can vary from monster to monster. Weapons water on the carcass, which might cleanse the
and armor can simply be picked up from the flesh enough that rations can be harvested.
ground, while organs and hide need more
finesse to obtain. Types of Loot

Alternatively, the DM can introduce the idea Some creatures are able to use armor and
of harvester’s tools, a type of artisan’s tools weapons, but they don’t always take the
that are required when harvesting certain best care of them. If an item has the broken
resources from a creature, such as hide descriptor, the item was damaged prior
and organs. The harvester’s tools come in a to fighting or during the fight in which the
leather satchel that can be rolled out for easy creature died. A broken item does not function
use while in the field. The tool set includes a until it has been repaired by an artisan or by a
bonesaw, a thinly bladed knife, a whetstone, a creature with proficiency in the required set of
scraper, and a mincing blade. The price for a tools. To repair the item, the characters must
set of harvester’s tools is 30 gp. pay half of the cost of the item. For instance,
a broken glaive with an initial cost of 20 gp
Harvest Time would cost 10 gp to repair.

The size of the creature being harvested can Other items, such as blood or other liquids,
heavily impact how long it takes to completely are harvested in vials. This means that, unless
loot the monster. If the adventurers are a character has some sort of container to
unwilling to harvest for the entire duration, or gather the item, they cannot harvest it from
they are somehow interrupted, they only get a the creature. A single vial holds four ounces
portion of the loot. The amount of loot they get of liquid. If items like dust or ash can be
in such a situation varies and is decided by the harvested, these also need to be stored in
DM. some sort of container if the characters wish to
bring it with them.
Time Spend Harvesting
Some creatures, like beasts and
Monster Size Time to Fully Harvest monstrosities, might yield rations. This refers
to harvesting meat from the creature that can
Tiny Less than ½ hour be eaten as a day’s ration. Whether or not this
meat needs to be cooked before it is edible
Small ½ hour and how long it lasts before it turns rancid is
determined by the DM. Most meat starts to go
Medium 1 hour bad after 1-2 days, if not cooked or cured.

Large 2 hours Certain creatures have items that can be
used as an additional material component
Huge 4 hours for spellcasters. The use of these components
must be declared before any saving throws or
Gargantuan 8+ hours attack rolls are made because of the spell in
question. When the item is used in this way, it
Time of Death is consumed in the process of casting the spell
and cannot be reused.
The amount of loot available on a creature
can vary depending on time since death. If the
characters just killed it, all the loot is available
to them if they wish to harvest the creature.
This is not the case if they stumble upon a
carcass that has been rotting away in the wild
for several weeks.

7


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
for to successfully make the item. It takes 10
minutes to make one piece of ammunition.

8


_____________________________

_________S__E_C_T__I_O_N__A__________

Allip Astral Dreadnought

• 1d4 Ounces of Phantom Dust. As an • 4d8 Astral Dreadnought Brain Chunks.
action, you can blow this dust into the When consumed, you have advantage on
face of a creature standing within 5 feet saving throws against being charmed,
of you. The creature must succeed on frightened, paralyzed, and poisoned for
a DC 13 Wisdom saving throw or be one hour.
frightened of you for one minute for one
minute on a failed save. A frightened • 1 Astral Dreadnought Eye. Can be
creature can repeat the saving throw at crafted into an antimagic shield (2500
the end of each of its turns, ending the gp, 75 days). Requires attunement. Once
effect on a success. per day, you can use an action to cast
the antimagic field spell using the shield
• 1 Spirit Cloth. Can be crafted into a bag with the following changes: the duration
of holding (DMG p. 153) (200 gp, 14 of the spell is one minute and the effects
days). of the spell only exist in a 60 foot cone
originating from the shield. Two shields
• 1d6 Strips of Allip Essence. As an can be crafted from this eye.
action, you can wrap this strip of essence
around a melee weapon. For one minute, • 1d4 Astral Dreadnought Fangs. Can be
each successful attack made with that crafted into a greatsword (2000 gp, 30
weapon deals an additional 1d8 psychic days). On a hit, this weapon deals an
damage. The essence then turns into additional 2d6 damage.
black mist and vanishes.
• 1 Astral Dreadnought Hide. Can be
• 1d6 Vials of Ectoplasm. When crafted into a set of light armor (3000 gp,
consumed, you can see into the Ethereal 75 days). Requires attunement. While
Plane for one hour. wearing the armor, you are resistant
to bludgeoning, piercing, and slashing
• 1d6 Vials of Shadow Flux. As an action, damage from nonmagical attacks. Six
you can throw this vial up to 30 feet sets of armor can be crafted from this
away where it will shatter in a vapor hide.
of darkness. The area within a 15 foot
radius of where the vial landed becomes • 30d6 Rations
pitch black, as if affected by the darkness
spell for one minute. When consumed, • 3d12 Small Astral Dreadnought Teeth.
you have advantage on Dexterity One tooth can be used as the tip on
(Stealth) checks made while in dim light an arrow or a crossbow bolt. Ranged
or darkness. attacks that use ammunition made from
these teeth deal an additional 1d10
damage. After the ammunition has been
fired, it loses this property.

• 3d12 Vials of Astral Dreadnought
Blood. When consumed, you can’t leave
nor can you be banished or otherwise

9


transported out of the plane you were coat one slashing or piercing weapon,

in when the blood was consumed. This or up to three pieces of ammunition. A

effect lasts for eight hours. creature hit by such a weapon takes an

additional 1d10 psychic damage. Once
applied, the saliva retains its potency for
one minute before drying.
• 2d10 Vials of Astral Dreadnought Saliva.

_____________________________As an action, the saliva can be used to

_________S__E_C_T__I_O_N__B__________

Balhannoth 4 or higher for one hour. You can sense
the desires of the creatures and identify
• 1 Balhannoth Heart. As an action, you images of places where they expect
can crush this heart and magically those desires to be met, but you do not
teleport, along with any equipment you know the exact location of the creature
are wearing or carrying and with any or of the places shown to you. A creature
creatures you have grappled, up to 60 protected by a mind blank spell, a
feet to an unoccupied space you can see. nondetection spell, or similar magic can’t
be perceived in this manner.
• 1d4 Balhannoth Tentacles. Can be
crafted into a whip (200 gp, 14 days). Berbalong
When attacking with this weapon, you
can try to grapple a creature you’re • 1d3 Berbalong Bones. As an action, you
fighting. On a hit, you can choose to forgo can crush one of these bones and cast
doing damage and instead grapple the the spell speak with dead on corpse of
creature (escape DC 15) if it is Medium your choice within 10 feet of you.
or smaller. The grappled creature can
use its action on its turn to attempt to • 1 Berbalong Brain. When consumed, you
free itself from the grapple. Until this create one spectral duplicate of yourself
grapple ends, you can’t use this weapon in an unoccupied space you can see
on another target. within 60 feet of you. While the duplicate
exists, you are unconscious. You can only
• 2d10 Balhannoth Teeth. One tooth have one of these duplicates at a time.
can be used as the tip on an arrow or a The duplicate disappears if it or you drop
crossbow bolt. Ranged attacks that use to 0 hit points or when you dismiss it.
ammunition made from these teeth deal The duplicate has the same statistics
an additional 5 (1d10) damage. After the and knowledge as you, and everything
ammunition has been fired, it loses this experienced by the duplicate is known
property. by you. All damage dealt by the duplicate
attacks is psychic damage.
• 1d6 Vials of Balhannoth Blood. When
consumed, you become invisible for ten • 1d2 Berbalong Wings. Two wings can be
minutes. If you attack or cast a spell, the crafted into a cloak of the bat (DMG p.
invisibility ends. 159) (2000 gp, 60 days).

• 1d4 Vials of Balhannoth Mind Fluid. Boneclaw
When consumed, you become aware of
the presence of creatures within 100 feet • 3d12 Boneclaw Bones. Can be used as
of you that have an Intelligence score of an additional material component when
casting spells that deal necrotic damage.

10


When used in this way, you deal an • 2d10 Vials of Shadow Flux. As an action,

additional 1d6 necrotic damage when you can throw this vial up to 30 feet

you cast the spell. away where it will shatter in a vapor

• 1d4 Boneclaw Claws. Can be crafted into of darkness. The area within a 15 foot
a shortsword (150 gp, 9 days). On a hit, radius of where the vial landed becomes
you deal an additional 1d6 damage with pitch black, as if affected by the darkness
this weapon. spell for one minute. When consumed,
you have advantage on Dexterity

_____________________________(Stealth) checks made while in dim light
or darkness.

_________S__E_C_T__I_O_N__C__________

Cadaver Collector minute. A paralyzed creature can repeat
the saving throw at the end of each of
• 1d2 Broken Glaives. its turns, ending the effect on itself on a
success.
• 1d2 Broken Longswords.
• 1d6 Vials of Ectoplasm. When
• 1 Broken Half-Plate Armor (size consumed, you can see into the Ethereal
Medium). Plane for one hour.

• 1d3 Broken Shields. Choker

• 1d2 Broken Shortswords. • 1d2 Choker Feet. Two feet can be crafted
into a pair of boots of spider climbing
• 1d4 Broken Spears. (1000 gp, 30 days). Requires attunement.
While wearing these boots, you are
• 1 Broken Studded Leather Armor (size under the effects of the spider climb
Medium). spell.

• 1d4 Ounces of Phantom Dust. As an • 1d2 Choker Tentacles. Can be crafted
action, you can blow this dust into the into a whip (200 gp, 14 days). When
face of a creature standing within 5 feet attacking with this weapon, you can try
of you. The creature must succeed on to grapple a creature you’re fighting.
a DC 13 Wisdom saving throw or be On a hit, you can choose to forgo
frightened of you for one minute on a doing damage and instead grapple the
failed save. A frightened creature can creature (escape DC 15) if it is Medium
repeat the saving throw at the end of or smaller. The grappled creature can
each of its turns, ending the effect on a use its action on its turn to attempt to
success. free itself from the grapple. Until this
grapple ends, you can’t use this weapon
• 2d6 Vials of Paralyzing Gas. As an on another target.
action, you can throw this vial up to
20 feet away where it will shatter into • 1d4 Vials of Choker Slime. When
a cloud of gas. Each creature within consumed, you can take an extra action
10 feet of where the vial landed must on your next turn.
succeed on a DC 18 Constitution saving
throw, or become paralyzed for one

11


Clockworks 3. Paralysis. The target is paralyzed
until the end of its next turn.
Bronze Scout
Oaken Bolter
• 1d4 Lightning Flares. As an action, you
can smash this flare into the ground • 1d6 Explosive Bolts. As an action, you
where it crackles lightning. Each can hit this bolt with a weapon or piece
creature in contact with the ground of ammunition and cause it to explode.
within 15 feet of you must make a DC The bolt has an AC of 15. When it
13 Dexterity saving throw, taking 4d6 explodes, each creature within 20 feet
lightning damage on a failed save, or half of the bolt must make a DC 15 Dexterity
as much damage on a successful one. saving throw, taking 5d6 fire damage on
a failed save, or half as much damage on
• 1d6 Ounces of Arcane Dust. Can be used a successful one.
as an additional material component
when casting spells that deal damage. • 2d8 Ounces of Arcane Dust. Can be used
When used in this way, you can choose to as an additional material component
reroll one of the rolled damage dice and when casting spells that deal damage.
must keep the second result. When used in this way, you can choose to
reroll one of the rolled damage dice and
Iron Cobra must keep the second result.

• 2d6 Ounces of Arcane Dust. Can be used Stone Defender
as an additional material component
when casting spells that deal damage. • 2d8 Ounces of Arcane Dust. Can be used
When used in this way, you can choose to as an additional material component
reroll one of the rolled damage dice and when casting spells that deal damage.
must keep the second result. When used in this way, you can choose to
reroll one of the rolled damage dice and
• 1d4 Vials of Iron Cobra Poison. As an must keep the second result.
action, the poison can be used to coat
one slashing or piercing weapon, or • 1d2 Stone Shields. Functions as a +1
up to three pieces of ammunition. A magical shield.
creature hit by the poisoned weapon
or ammunition must make a DC 13 Corpse Flower
Constitution saving throw or suffer one
random poison effect. Once applied, the • 1d10 Blight Buds. Can be used as an
poison retains its potency for one minute additional material component when
before drying. casting spells that deal acid damage.
When used in this way, you deal 1d4
1. Poison Damage. The target takes additional acid damage with the spell.
3d8 poison damage.
• 1 Broken Chain Shirt (size Medium).
2. Confusion. On its next turn, the
target must use its action to make • 1 Broken Leather Armor (size Medium).
one weapon attack against a random
creature it can see within 30 feet of • 1 Broken Longbow.
it, using whatever weapon it has in
hand moving beforehand if necessary • 1d2 Broken Longswords.
to get in range. If it’s holding no
weapon, it makes an unarmed strike. • 1 Broken Shield.
If no creature is visible within 30
feet, it takes the Dash action, moving • 1 Broken Shortbow.
toward the nearest creature.
• 1d2 Broken Shortswords.

• 1d8 Corpse Flower Flowers. As an
action, you can crush this flower and
release the horrible stench trapped

12


within. Each creature within 10 feet the poisoned condition automatically

of the flower must make a DC 14 succeed on this saving throw. On a

Constitution saving throw, unless the successful save, the creature is immune

creature is a construct or undead. On a to the stench of all corpse flowers for 24

failed save, the creature is incapacitated hours.

until the end of its next turn. Creatures

_____________________________that are immune to poison damage or
• 1d4 Corpse Flower Tentacles. Can be
crafted into a maul (10 gp, 2 days).

_________S_E__C_T__I_O_N__D__________

Deathlock Deathlock Wight

• 1d2 Deathlock Eyes. When consumed, • 1d2 Deathlock Eyes. When consumed,
you can change your appearance as if you can change your appearance as if
casting the disguise self spell. This effect casting the disguise self spell. This effect
lasts for one hour. lasts for one hour.

• 1 Deathlock Heart. When consumed, you • 1 Deathlock Heart. When consumed, you
gain the benefits of the detect magic spell gain the benefits of the detect magic spell
for one hour. for one hour.

• 1 Deathly Claw. Requires attunement by • 1d2 Ounces of Phantom Dust. As an
a spellcaster. Whenever you cast a spell action, you can blow this dust into the
that deal necrotic damage, you may reroll face of a creature standing within 5 feet
any 1s rolled on the damage die and of you. The creature must succeed on
must keep the second result. a DC 13 Wisdom saving throw or be
frightened of you for one minute on a
Deathlock Mastermind failed save. A frightened creature can
repeat the saving throw at the end of
• 1d2 Deathlock Eyes. When consumed, each of its turns, ending the effect on a
you can change your appearance as if success.
casting the disguise self spell. This effect
lasts for one hour. • 1d6 Vials of Deathlock Blood. Can
be used as an additional material
• 1 Deathlock Heart. When consumed, you component when casting spells that
gain the benefits of the detect magic spell deal necrotic damage. When used in this
for one hour. way, you deal an additional 2d8 necrotic
damage when you cast the spell.
• 1 Deathly Claw. Requires attunement by
a spellcaster. Whenever you cast a spell • 1d4 Vials of Ectoplasm. When
that deal necrotic damage, you may reroll consumed, you can see into the Ethereal
any 1s rolled on the damage die and Plane for one hour.
must keep the second result.
Demons
• 1d6 Vials of Deathlock Blood. Can
be used as an additional material Alkilith
component when casting spells that
deal necrotic damage. When used in this • 1d10 Vials of Alkilith Spores. As an
way, you deal an additional 2d8 necrotic action, you can throw this vial up to 30
damage when you cast the spell. feet away where it shatters in a vapor
of green spores. Any creature that isn’t


13


a demon within 20 feet of where the the target of this effect is a creature, it
vial landed must succeed on a DC 18 must succeed on a DC 13 Constitution
Wisdom saving throw, or it hears a faint saving throw against disease or become
buzzing in its head for a moment and poisoned until the disease ends. While
has disadvantage on its next attack roll, poisoned in this way, the target sports
saving throw, or ability check. If the festering boils, coughs up flies, and
creature fails the saving throw by 5 or sheds rotting skin, and the target must
more, the creature is instead subjected repeat the saving throw after every 24
to the confusion spell for one minute. hours that elapse. On a successful save,
the disease ends. On a failed save, the
• 2d6 Vials of Demon Ichor. When target’s hit point maximum is reduced
consumed, you gain resistance to poison by 1d8. The target dies it its hit point
damage for one hour. maximum is reduced to 0.

• 1d12 Wisps of Alkilith Skin. Can be used • 1d6 Vials of Bulezau Rot. As an action,
as an additional material component the rot can be used to coat one slashing
when casting spells that deal acid or piercing weapon, or up to three pieces
damage. When used in this way, you deal of ammunition. A creature hit by the
an additional 1d6 acid damage when you weapon or ammunition must make a DC
cast the spell. 13 Constitution saving throw or take 1d6
necrotic damage. Once applied, the rot
Armanite sticks for one minute before flaking off.

• 1 Armanite Hide. Can be crafted into • 1d6 Vials of Demon Ichor. When
a set of light armor (4000 gp, 90 days). consumed, you gain resistance to poison
Requires attunement. This armor grants damage for one hour.
resistance to cold, fire, and lightning
damage. Dybbuk

• 1d12 Aramanite Claws. One claw can • 1d6 Ounces of Phantom Dust. As an
be used as the tip on an arrow or a action, you can blow this dust into the
crossbow bolt. Ranged attacks that use face of a creature standing within 5 feet
ammunition made from these claws deal of you. The creature must succeed on
an additional 1d10 damage. After the a DC 13 Wisdom saving throw or be
ammunition has been fired, it loses this frightened of you for one minute on a
property. failed save. A frightened creature can
repeat the saving throw at the end of
• 1d4 Lightning Lances. This functions as each of its turns, ending the effect on a
a javelin of lightning (DMG p. 178). success.

• 1 Serrated Armanite Tail. Can be crafted • 2d6 Vials of Demon Ichor. When
into a greatsword (1000 gp, 14 days). consumed, you gain resistance to poison
On a hit, this weapon deals an additional damage for one hour.
1d6 damage.
• 1d6 Vials of Ectoplasm. When
• 1d6 Vials of Demon Ichor. When consumed, you can see into the Ethereal
consumed, you gain resistance to poison Plane for one hour.
damage for one hour.
Maurezhi
Bulezau
• 1d10 Maurezhi Teeth. One tooth can
• 1 Bulezau Tail. Can be crafted into be used as the tip on an arrow or a
a lance (150 gp, 10 days). Once per crossbow bolt. Ranged attacks that use
day when you hit a creature with this ammunition made from these teeth
weapon, you can activate the demonic deal an additional 1d10 damage. If the
disease resting within the lance. If

14


target is a humanoid, its Charisma score up to three pieces of ammunition. A
is reduced by 1d4. This reduction lasts creature hit by the poisoned weapon
until the target finishes a short or long or ammunition must make a DC 22
rest. The target dies if this reduces its Constitution saving throw or have its hit
Charisma score to 0, and it rises 24 point maximum reduced by the amount
hours later as a ghoul, unless it has been of damage taken from the attack. This
revived or its corpse has been destroyed. reduction lasts until the target finished
After the ammunition has been fired, it a long rest. The target transforms into
loses these properties. a manes if this reduces its hit point
maximum to 0 and this transformation
• 1d4 Maurezhi Claws. Can be crafted can be ended only by a wish spell. Once
into a dagger (150 gp, 10 days.). Once applied, the poison retains its potency for
per day when you hit a creature with one minute before drying.
this weapon, you can force the creature
to make a DC 12 Constitution saving Nabassu
throw. On a failed save, the creature is
paralyzed for one minute. The target • 1d2 Nabassu Eyes. Two eyes can be
can repeat the saving throw at the end crafted into a set of eyes of soul-stealing
of each of its turns, ending the effect on (2000 gp, 30 days). Requires attunement.
itself on a success. These glasses have three charges which
recharge each day at dawn. While
• 2d6 Vials of Demon Ichor. When wearing these glasses, you can use an
consumed, you gain resistance to poison action to target one creature within 30
damage for one hour. feet of you and spend one of the glasses’
charges. If the target can see you and
Molydeus isn’t a construct or undead, it must
succeed on a DC 16 Charisma saving
• 1d8 Molydeus Claws. When consumed, throw or reduce its hit point maximum
you can cast the spell telekinesis once by 2d12 and give you an equal amount
within the next minute. Your spellcasting of temporary hit points. This reduction
ability for this spell is Charisma. lasts until the target finishes a short or
long rest. The target dies if its hit point
• 1d2 Molydeus Eyes. When consumed, maximum is reduced to 0, and if the
you can cast the spell teleport once target is a humanoid, it immediately rises
within the next minute. as a ghoul under your control.

• 1 Molydeus Hide. Can be crafted into • 1 Nabassu Hide. Can be crafted into a
a set of light armor (4000 gp, 90 days). set of light armor (4000 gp, 90 days).
Requires attunement. This armor grants Requires attunement. This armor grants
resistance to cold, fire, and lightning resistance to cold, fire, and lightning
damage. damage.

• 1d12 Tufts of Molydeus Fur. As an • 2d6 Vials of Demon Ichor. When
action, you can light one of these tufts consumed, you gain resistance to poison
on fire and cast the spell dispel magic. damage for one hour.
Your spellcasting ability for this spell is
Charisma. • 2d10 Vials of Shadow Flux. As an action,
you can throw this vial up to 30 feet
• 4d6 Vials of Demon Ichor. When away where it will shatter in a vapor
consumed, you gain resistance to poison of darkness. The area within a 15 foot
damage for one hour. radius of where the vial landed becomes
pitch black, as if affected by the darkness
• 2d6 Vials of Molydeus Poison. As an spell for one minute. When consumed,
action, the poison can be used to coat
one slashing or piercing weapon, or

15


you have advantage on Dexterity ground becomes difficult terrain for
(Stealth) checks made while in dim light other creatures. Any creature that starts
or darkness. its turn in the area must succeed on a
DC 20 Constitution saving throw or take
Rutterkin 4d6 poison damage. A creature that
succeeds on the save is immune to the
• 2d10 Rutterkin Teeth. One tooth can contamination for 24 hours. All these
be used as the tip on an arrow or a effects last for one hour.
crossbow bolt. Creatures that are hit
with ranged attacks that use ammunition • 1d4 Vials of Sibriex Saliva. When
made from these teeth must succeed consumed, you must succeed on a DC 21
on a DC 13 Constitution saving throw Intelligence saving throw or be affected
against disease or become poisoned. At by the feeblemind spell. On a successful
the end of each long rest, the poisoned save, you take 4d6 psychic damage and
target can repeat the saving throw, you are not affected by the spell.
ending the effect on itself on a success. If
the target is reduced to 0 hit points while Wastrilith
poisoned in this way, it dies and instantly
transforms into a living abyssal wretch. • 4d10 Vials of Corrupted Water.
The transformation of the body can be A creature that consumes this
undone only by a wish spell. corrupted water must succeed on a
DC 18 Constitution saving throw. On a
• 1d6 Vials of Demon Ichor. When successful save, the creature is immune
consumed, you gain resistance to poison to the corrupted water’s effects for 24
damage for one hour. hours. On a failed save, the creature
takes 4d6 poison damage and is
Abyssal Wretch poisoned for one minute. At the end of
this time, the poisoned creature must
• 1d2 Vials of Demon Ichor. When repeat the saving throw. On a failure, the
consumed, you gain resistance to poison creature takes 4d8 poison damage and is
damage for one hour. poisoned until it finishes a long rest. If a
demon uses an action to drink this water,
Sibriex it gains 2d10 temporary hit points.

• 1d4 Chains. Functions as a melee • 1d6 Vials of Demon Ichor. When
martial weapon that deals 1d10 consumed, you gain resistance to poison
bludgeoning damage. This weapon as damage for one hour.
the reach property.
• 1d2 Wastrilith Claws. Can be crafted into
• 3d6 Vials of Demon Ichor. When a greatsickle (50 gp, 2 days). Functions
consumed, you gain resistance to poison as a melee martial weapon that deals
damage for one hour. 2d6 slashing damage. It has the heavy
and two-handed properties.
• 2d10 Vials of Sibriex Bile. Can be used
as an additional material component • 1 Wastrilith Hide. Can be crafted into a
when casting spells that deal acid set of heavy armor (4000 gp, 90 days).
damage. When used in this way, you deal Requires attunement. This armor grants
an additional 3d6 acid damage when you resistance to cold, fire, and lightning
cast the spell. damage.

• 2d6 Vials of Sibriex Ooze. As an action, • 2d10 Wastrilith Teeth. One tooth can
you can throw this vial up to 30 feet be used as the tip on an arrow or a
away where it will shatter into a pool crossbow bolt. Ranged attacks that use
of ill-smelling ooze. The area within 15 ammunition made from these teeth deal
feet of where the vial landed become
contaminated. Plants that aren’t
creatures wither in the area, and the

16


an additional 1d12 damage. After the into a necklace of the beastlord which
ammunition has been fired, it loses this lets you cast the spell hunter’s mark once
property. per day.

Demons: Demon Lords • 2d12 Tufts of Baphomet’s Fur. As an
action, you can light one of these tufts
Baphomet on fire and cast the spell dispel 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, Demogorgon
you deal an additional 1d6 bludgeoning
damage with this weapon. • 1d4 Eyes of Demogorgon. Two eyes be
crafted into a set of eyes of maddening
• 1 Skull of Baphomet. Can be crafted into gaze (2000 gp, 60 days). Requires
a helmet (500 gp, 30 days). Requires attunement. As an action, you can turn
attunement. When worn, you can use your eyes toward one creature you can
a bonus action to strike fear into those see within 60 feet of you. The target
close to you by activating a fear aura that must make a DC 23 Wisdom saving
lasts for one minute. Any hostile creature throw. Unless the target is incapacitated,
to you that starts its turn within 20 feet of it can avert its eyes to avoid the gaze and
you must make a DC 18 Wisdom saving to automatically succeed on the save.
throw. On a failed save, the creature is If the target does so, it can’t see you
frightened until the start of its next turn. until the start of your next turn. If the
On a success, the creature is immune to target looks at you in the meanwhile, it
the fear aura for the next 24 hours. must immediately make the save. If the
target fails the save, it suffers one of the
• 3d10 Teeth of Baphomet. One tooth following random effects:
can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use 1. Beguiling Gaze. The target is
ammunition made from these teeth deal stunned until the beginning of your
an additional 1d10 damage. After the next turn or until you are no longer
ammunition has been fired, it loses this within its line of sight.
property. 12 of these teeth can be crafted

17


2. Hypnotic Gaze. The target is • 2d6 Vials of Demogorgon’s Mind Fluid.
charmed by you until the start of When consumed, you can cast the
your next turn. You choose how the spell fear once within the next minute.
charmed target uses its actions, Charisma is your spellcasting ability for
reactions, and movement. this spell.

3. Insanity Gaze. The target suffers the • 4d6 Vials of Demon Ichor. When
effect of the confusion spell without consumed, you gain resistance to poison
making a saving throw. The effect damage for one hour.
lasts until the start of your next turn.
You don’t need to concentrate on the Fraz-Urb’luu
spell.
• 1d4 Brain Chunks of Fraz-Urb’luu.
Whenever you successfully use these Can be used as an additional material
eyes against a target, you must make a component when casting the spells
DC 23 Wisdom saving throw. On a failed mirage arcane, modify memory, or
save, you suffer a random case of long- project image. When used in this way,
term madness. you don’t expel a spellslot when casting
the spell.
• 1 Hide of Demogorgon. Can be crafted
into a set of light armor (4100 gp, 90 • 1d2 Eyes of Fraz-Urb’luu. As an action,
days). Requires attunement. This armor you can crush one of these eyes and
grants resistance to cold, fire, and cast the spell seeming. Charisma is your
lightning damage. Two sets of armor spellcasting ability for this spell.
can be crafted from this hide. You also
gain a swimming speed of 50 feet while • 1 Hide of Fraz-Urb’luu. Can be crafted
wearing this armor. into a set of light armor (4000 gp, 90
days). Requires attunement. This armor
• 3d10 Teeth of Demogorgon. One tooth grants resistance to cold, fire, and
can be used as the tip on an arrow or a lightning damage. Two sets of armor can
crossbow bolt. Ranged attacks that use be crafted from this hide.
ammunition made from these teeth deal
an additional 1d10 damage. After the • 3d10 Teeth of Fraz-Urb’luu. One tooth
ammunition has been fired, it loses this can be used as the tip on an arrow or a
property. crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
• 1d4 Tentacles of Demogorgon. Can be an additional 1d10 damage. After the
crafted into a maul (500 gp, 30 days). ammunition has been fired, it loses this
If you hit a target with this weapon, it property.
must succeed on a DC 23 Constitution
saving throw or its hit point maximum • 4d6 Vials of Demon Ichor. When
is reduced by an amount equal to the consumed, you gain resistance to poison
damage taken. This reduction lasts until damage for one hour.
the target finishes a long rest. The target
dies if its hit point maximum is reduced • 3d6 Vials of Fraz-Urb’luu’s Mind Fluid.
to 0. When consumed, you can’t be targeted
by divination magic or be perceived
• 2d12 Tufts of Demogorgon’s Fur. As an through magical scrying sensors.
action, you can light one of these tufts
on fire and cast the spell dispel magic. • 1d2 Wings of Fraz-Urb’luu. One wing
Charisma is your spellcasting ability for can be crafted into a cloak of flying (2000
this spell. gp, 60 days). Requires attunement. While
wearing this cloak, you have a flying
speed of 40 feet.

18


Graz’zt taking any damage, any metal armor
worn by the creature takes a permanent
• 1d2 Eyes of Graz’zt. When consumed, –1 penalty to the AC it offers, and any
you gain truesight out to a range of 120 metal weapon it is carrying or wearing
feet for 10 minutes. takes a permanent –1 penalty to damage
rolls. The penalty worsens each time
• 1 Heart of Graz’zt. Can be crafted into a creature is subjected to this effect. If
an amulet of the hardened heart (1500 the penalty on an object drops to –5, the
gp, 40 days). Requires attunement. object is destroyed.
While wearing this amulet, you are
immune to the charmed condition and • 5d6 Vials of Demon Ichor. When
you have advantage on saving throws consumed, you gain resistance to poison
against being controlled, compelled, or damage for one hour.
convinced to do something against your
will. • 4d8 Vials of Ooze Essence. Can be used
as an additional material component
• 1 Hide of Graz’zt. Can be crafted into when casting spells that deal acid
a set of light armor (4000 gp, 90 days). damage. When used in this way, you deal
Requires attunement. This armor grants an additional 1d6 acid damage when you
resistance to cold, fire, and lightning cast the spell.
damage.
• 5d6 Vials of Ooze Goop. As an action,
• 2d12 Locks of Graz’zt’s Hair. Can you can throw this vial at a creature
be used as an additional material within 20 feet of you, treating the vial as
component when casting the spells an improvised weapon. On a hit, the vial
charm person, crown of madness, or shatters and covers the creature with
dissonant whispers. When used in this goop. For the next minute, the creature
way, you don’t expel a spellslot when takes 1d8 acid damage at the start of
casting the spell. each of its turns. The creature can use
an action to scrape the goop off, ending
• 4d6 Vials of Demon Ichor. When the effect early.
consumed, you gain resistance to poison
damage for one hour. Orcus

• 2d10 Vials of Shapeshifter Blood. • 1d2 Eyes of Orcus. When consumed, you
Can be used as an additional material gain truesight out to a range of 120 feet
component when casting spells that for 10 minutes.
physically alter a creature’s body. When
used in this way, the duration of the spell • 1 Heart of Orcus. As an action, you can
is extended by 10 minutes. crush this heart and cast the spell time
stop. Charisma is your spellcasting
• 1 Wave of Sorrow. This functions as a ability for this spell.
magical greatsword. On a hit, you deal
an additional 3d6 acid damage with this • 1 Hide of Orcus. Can be crafted into a
weapon. set of light armor (4000 gp, 90 days).
Requires attunement. This armor grants
Juiblex resistance to cold, fire, and lightning
damage. Two sets of armor can be
• 4d10 Vials of Corrosive Slime. As an crafted from this hide.
action, you can throw this vial up to 30
feet away where it will shatter in a slimy • 1 Tail of Orcus. Can be crafted into a
explosion. Each creature within 10 feet maul (150 gp, 9 days). On a hit, you deal
of where the vial landed must succeed an additional 1d6 poison damage with
on a DC 21 Dexterity saving throw. On this weapon.
a failure, a creature takes 5d10 acid
damage. Unless the creature avoids

19


• 3d8 Vials of Death Gas. Can be used crossbow bolt. Ranged attacks that use
as an additional material component ammunition made from these teeth deal
when casting spells that deal necrotic an additional 1d10 damage. After the
damage. When used in this way, you deal ammunition has been fired, it loses this
an additional 2d6 necrotic damage when property.
you cast the spell.
• 3d12 Tufts of Yeenoghu’s Fur. As an
• 4d6 Vials of Demon Ichor. When action, you can light one of these tufts
consumed, you gain resistance to poison on fire and cast the spell dispel magic.
damage for one hour. Charisma is your spellcasting ability for
this spell.
• 1 Wand of Orcus. Requires attunement.
The wand has 7 charges, and any of its • 4d6 Vials of Demon Ichor. When
properties that require a saving throw consumed, you gain resistance to poison
have a save DC of 18. While holding it, damage for one hour.
you can use an action to cast animate
dead or speak with dead. Alternatively, • 4d6 Vials of Yeenoghu Bile. When
you can expend 1 or more of the wand’s consumed, you become afflicted by the
charges to cast one of the following savagery of Yeenoghu for one minute.
spells from it: circle of death (1 charge), At the beginning of your first turn after
finger of death (1 charge), or power word the savagery ends, you immediately gain
kill (2 charges). The wand regains 1d4 one level of exhaustion and become
+ 3 charges every day at dawn. While incapacitated until the start of your next
holding the wand, you can use an action turn. When you hit a creature with a
to conjure undead creatures whose melee attack, one of the following effects
combined average hit points don’t exceed occur at random.
500. These undead magically rise up
from the ground or otherwise form in 1. The attack deals an extra 2d12
unoccupied spaces within 300 feet of you damage.
and obey your commands until they are
destroyed or until you dismiss them as 2. The target must succeed on a DC
an action. Once this property of the wand 17 Constitution saving throw or be
is used, the property can’t be used again paralyzed until the start of your next
until the next dawn. turn.

Yeenoghu 3. The target must succeed on a DC 17
Wisdom saving throw or be affected
• 1d2 Eyes of Yeenoghu. When consumed, by the confusion spell until the start
you gain truesight out to a range of 120 of your next turn.
feet for 10 minutes.
Zuggtmoy
• 1 Heart of Yeenoghu. When consumed,
you can cast the spell teleport once • 1 Heart of Zuggtmoy. When consumed,
within the next minute. you can cast the spell teleport once
within the next minute.
• 1 Hide of Yeenoghu. Can be crafted into
a set of light armor (4000 gp, 90 days). • 1 Hide of Zuggtmoy. Can be crafted
Requires attunement. This armor grants into a set of medium armor (4000 gp,
resistance to cold, fire, and lightning 90 days). Requires attunement. This
damage. Two sets of armor can be armor grants resistance to cold, fire, and
crafted from this hide. lightning damage.

• 4d10 Teeth of Yeenoghu. One tooth • 3d10 Ounces of Mind Control Spores.
can be used as the tip on an arrow or a As an action, you can blow these spores
into the face of a humanoid or beast
within 5 feet of you. The creature must

20


make a DC 19 Wisdom saving throw Derro
against disease. On a successful save,
the creature becomes immune to the • 1 Broken Leather Armor (size Small).
effects of these spores for 24 hours. On a
failed save, the creature is infected with a • 1 Broken Light Crossbow.
disease called influence of Zuggtmoy for
24 hours. While infected in this way, the • 2d6 Crossbow Ammunition.
creature is charmed by you.
• 1 Hooked Spear. Functions as a martial
• 4d6 Ounces of Spore Dust. As an weapon that deals 1d6 piercing damage.
action, you can blow this dust into the If the target of an attack made with this
face of a creature within 5 feet of you. weapon is Medium or smaller, you can
The creature must succeed on a DC 19 choose to deal no damage and knock it
Constitution saving throw or take 5d10 prone.
poison damage on a failed save.
Derro Servant
• 4d8 Vials of Charm Pheromones.
Can be used as an additional material • 1 Broken Leather Armor (size Small).
component when casting spells that
attempts to charm, convince, or compel • 1 Broken Quarterstaff.
another creature. When used in this way,
the creature has disadvantage on its Devils
saving throw against the spell.
Black Abishai
• 1d4 Vials of Infestation Spores. As an
action, you can throw this vial up to 30 • 1 Black Abishai Hide. Can be crafted into
feet away where it will shatter in a cloud a set of light armor (2000 gp, 60 days).
of spores. Each flesh-and-blood creature Requires attunement. While wearing the
within 20 feet of where the vial landed armor, you are resistant to acid damage.
must make a DC 19 Constitution saving
throw. On a successful save, the creature • 1d12 Black Abishai Teeth. One tooth
can’t be infected by these spores for 24 can be used as the tip on an arrow or a
hours. On a failed save, the creature crossbow bolt. Ranged attacks that use
is infected with a disease called the ammunition made from these teeth deal
spores of Zuggtmoy and also gains a an additional 1d8 acid damage. After the
random form of long term madness that ammunition has been fired, it loses this
lasts until the creature is cured of the property.
disease or dies. While infected in this
way, the creature can’t be reinfected, • 1d2 Devil Eyes. When consumed, you
and it must repeat the saving throw at gain darkvision out to a range of 60 feet
the end of every 24 hours, ending the for one hour. Magical darkness does not
infection on a success. On a failure, the impede this darkvision.
infected creature’s body is slowly taken
over by fungal growth, and after three • 1d2 Magic Scimitars.
such failed saves, the creature dies and
is reanimated as a spore servant if it’s a • 1d8 Vials of Devil Blood. This functions
type of creature that can be. as a vial of acid. Can be used as an
additional material component when
casting spells that deal acid damage.
When used in this way, you deal an
additional 1d6 acid damage when you
cast the spell.

• 1d4 Vials of Shadow Flux. As an action,
you can throw this vial up to 30 feet
away where it will shatter in a vapor
of darkness. The area within a 15 foot

21


radius of where the vial landed becomes • 2d10 Green Abishai Teeth. One tooth
pitch black, as if affected by the darkness can be used as the tip on an arrow or a
spell for one minute. When consumed, crossbow bolt. Ranged attacks that use
you have advantage on Dexterity ammunition made from these teeth deal
(Stealth) checks made while in dim light an additional 1d8 poison damage. After
or darkness. the ammunition has been fired, it loses
this property.
Blue Abishai
• 1 Magic Longsword.
• 1 Blue Abishai Hide. Can be crafted into
a set of light armor (2000 gp, 60 days). • 1d12 Vials of Devil Blood. This functions
Requires attunement. While wearing as a vial of acid. Can be used as an
the armor, you are resistant to lightning additional material component when
damage. casting spells that deal acid damage.
When used in this way, you deal an
• 2d12 Blue Abishai Teeth. One tooth additional 1d6 acid damage when you
can be used as the tip on an arrow or a cast the spell.
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal Red Abishai
an additional 1d8 lightning damage.
After the ammunition has been fired, it • 1d2 Devil Eyes. When consumed, you
loses this property. gain darkvision out to a range of 60 feet
for one hour. Magical darkness does not
• 1 Component Pouch. impede this darkvision.

• 1d2 Devil Eyes. When consumed, you • 1 Magic Morningstar.
gain darkvision out to a range of 60 feet
for one hour. Magical darkness does not • 1d4 Red Abishai Claws. Can be crafted
impede this darkvision. into a dagger (150 gp, 9 days). On a hit,
this weapon deals an additional 1d6 fire
• 1 Magic Quarterstaff. damage.

• 2d12 Vials of Devil Blood. This functions • 1 Red Abishai Heart. When consumed,
as a vial of acid. Can be used as an you become infused with the power of
additional material component when the Dragon Queen for one minute. As
casting spells that deal acid damage. an action, you can target one dragon you
When used in this way, you deal an can see within 120 of you. The dragon
additional 1d6 acid damage when you must make a DC 18 Charisma saving
cast the spell. throw. A chromatic dragon makes this
save with disadvantage. On a successful
Green Abishai save, the target is immune to the power
of the Dragon Queen for one hour. On a
• 1d2 Devil Eyes. When consumed, you failed save, the target is charmed by you
gain darkvision out to a range of 60 feet for one hour. While charmed in this way,
for one hour. Magical darkness does not the target regards you as a trusted friend
impede this darkvision. to be heeded and protected. This effect
ends if your or your companions deal
• 1d4 Green Abishai Claws. Can be crafted damage to the target.
into a dagger (150 gp, 9 days). On a hit,
this weapon deals an additional 1d6 • 1 Red Abishai Hide. Can be crafted into
poison damage. a set of light armor (2000 gp, 60 days).
Requires attunement. While wearing the
• 1 Green Abishai Hide. Can be crafted armor, you are resistant to fire damage.
into a set of light armor (2000 gp, 60
days). Requires attunement. While
wearing the armor, you are resistant to
poison damage.

22


• 1 Red Abishai Skull. Can be crafted into days). Requires attunement. While
a helmet (500 gp, 30 days). Requires wearing the armor, you are resistant to
attunement. When worn, you can use cold damage.
a bonus action to strike fear into those
close to you by activating a fear aura that • 2d8 White Abishai Teeth. One tooth
lasts for one minute. Any hostile creature can be used as the tip on an arrow or a
to you that starts its turn within 20 feet of crossbow bolt. Ranged attacks that use
you must make a DC 18 Wisdom saving ammunition made from these teeth deal
throw. On a failed save, the creature is an additional 1d8 cold damage. After the
frightened until the start of its next turn. ammunition has been fired, it loses this
On a success, the creature is immune to property.
the fear aura for the next 24 hours.
Amnizu
• 3d10 Red Abishai Teeth. One tooth
can be used as the tip on an arrow or a • 1d2 Amnizu Hands. Requires
crossbow bolt. Ranged attacks that use attunement by a spellcaster. Can be used
ammunition made from these teeth deal as an arcane focus. When you cast spells
an additional 1d8 fire damage. After the that deal necrotic damage, you can reroll
ammunition has been fired, it loses this any 1s and 2s on your damage dice and
property. must keep the second result.

• 2d10 Vials of Devil Blood. This functions • 1d2 Amnizu Wings. Two wings can be
as a vial of acid. Can be used as an crafted into a cloak of flying (2000 gp,
additional material component when 60 days). Requires attunement. While
casting spells that deal acid damage. wearing this cloak, you have a flying
When used in this way, you deal an speed of 40 feet.
additional 1d6 acid damage when you
cast the spell. • 1d2 Devil Eyes. When consumed, you
gain darkvision out to a range of 60 feet
White Abishai for one hour. Magical darkness does not
impede this darkvision.
• 1d2 Devil Eyes. When consumed, you
gain darkvision out to a range of 60 feet • 1 Robe of Charms. Requires attunement.
for one hour. Magical darkness does not While wearing this robe, you can use
impede this darkvision. your reaction to target a creature within
60 feet of you that makes an attack roll
• 1 Magic Longsword. against you and another creature is
within the attack’s range. The creature
• 1d10 Vials of Devil Blood. This functions must make a DC 19 Wisdom saving
as a vial of acid. Can be used as an throw. On a failed save, the attacker must
additional material component when target the creature that is closest to it,
casting spells that deal acid damage. not including you or itself. If multiple
When used in this way, you deal an creatures are closest, the attacker
additional 1d6 acid damage when you chooses which one to target. If the saving
cast the spell. throw is successful, the attacker is
immune to the effects of the robe for 24
• 1d4 White Abishai Claws. Can be crafted hours.
into a dagger (150 gp, 9 days). On a hit,
this weapon deals an additional 1d6 cold • 1 Taskmaster Whip. Functions as a
damage. martial weapon that deals 2d4 slashing
damage plus 1d10 force damage.
• 1 White Abishai Hide. Can be crafted
into a set of light armor (2000 gp, 60

23


• 2d10 Vials of Devil Blood. This functions • 1 Merregon Mask. Requires attunement.
as a vial of acid. Can be used as an While wearing this mask and an ally
additional material component when within 5 feet of you is hit by an attack,
casting spells that deal acid damage. you can use a reaction to take the
When used in this way, you deal an damage from the attack instead of the
additional 1d6 acid damage when you targeted ally.
cast the spell.
• 1d10 Vials of Devil Blood. This functions
Hellfire Engine as a vial of acid. Can be used as an
additional material component when
• 1d3 Lightning Flails. Functions as a flail casting spells that deal acid damage.
which deals an additional 1d8 lightning When used in this way, you deal an
damage on a hit. additional 1d6 acid damage when you
cast the spell.
• 2d10 Ounces of Arcane Dust. Can
be used as an additional material Narzugon
component when casting spells that deal
damage. When used in this way, you can • 1d2 Devil Eyes. When consumed, you
choose to reroll one of the rolled damage gain darkvision out to a range of 60 feet
dice and must keep the second result. for one hour. Magical darkness does not
impede this darkvision.
• 1d2 Thunder Cannons. Functions as
a ranged martial weapon that deals • 1 Fireforged Plate Armor. Requires
2d12 thunder damage. It has 2d10 attunement. While wearing this armor,
charges and when they run out, it stops you have resistance to fire damage.
functioning.
• 1 Fireforged Shield. Requires
• 2d12 Vials of Bonemelting Fluid. This attunement. While equipped with
liquid glows in the dark, shedding bright this shield, you have resistance to fire
light in a 10-foot radius and dim light damage.
for an additional 10 feet if not covered.
As an action, the fluid can be applied • 1 Hellfire Lance. Functions as a lance
to a weapon made of metal and imbue that deals an additional 1d10 fire
it with magical fire. For one minute, damage.
when the weapon hits a target it deals
an additional 1d8 acid damage plus • 1 Infernal Tack (MToF, p. 167).
1d10 fire damage. The essence then
evaporates. • 1 Narzugon Helmet. Requires
attunement by a creature with at least 16
• 2d8 Vials of Golem Grease. When Strength. While wearing this helmet, you
consumed, you become immune to any have advantage on saving throws against
spell or effect that would alter your form being charmed and frightened.
for one hour.
• 2d10 Vials of Devil Blood. This functions
Merregon as a vial of acid. Can be used as an
additional material component when
• 1 Broken Halberd. casting spells that deal acid damage.
When used in this way, you deal an
• 1 Broken Heavy Crossbow. additional 1d6 acid damage when you
cast the spell.
• 3d6 Crossbow Ammunition.
Nupperibo
• 1d2 Devil Eyes. When consumed, you
gain darkvision out to a range of 60 feet • 1d2 Devil Eyes. When consumed, you
for one hour. Magical darkness does not gain darkvision out to a range of 60 feet
impede this darkvision. for one hour. Magical darkness does not
impede this darkvision.

24


• 1d4 Vials of Devil Blood. This functions save, and half as much damage on a
as a vial of acid. Can be used as an successful one. After the ammunition
additional material component when has been fired, it loses this property.
casting spells that deal acid damage.
When used in this way, you deal an • 1d4 Orthon Crossbow Bolts
additional 1d6 acid damage when you (Entanglement). This piece of
cast the spell. ammunition is fired using a crossbow.
If you hit a creature with a ranged
Orthon attack using this piece of ammunition,
the creature must succeed on a DC 17
• 1 Infernal Dagger. Once per day, you Dexterity saving throw or be restrained
can force a creature you hit with this for one hour by strands of sticky
weapon to make a DC 17 Constitution webbing. A restrained creature can
saving throw. The creature takes 4d10 escape by using an action to make a
poison damage on a failed save, and half successful DC 17 Dexterity or Strength
as much damage on a successful one. check. Any creature that touches the
On a failure, the target is also poisoned restrained creature must make a
for one minute. The poisoned target successful DC 17 Dexterity saving throw
can repeat the saving throw at the end or become similarly restrained. After the
of each of its turns, ending the effect on ammunition has been fired, it loses this
itself on a success. property.

• 1d4 Orthon Crossbow Bolts (Acid). • 1 Orthon Crossbow Bolt (Paralysis).
This piece of ammunition is fired using This piece of ammunition is fired
a crossbow. If you hit a creature with using a crossbow. If you hit a creature
a ranged attack using this piece of with a ranged attack using this piece
ammunition, the creature must make a of ammunition, the creature takes an
DC 17 Constitution saving throw. It takes additional 4d10 lightning damage and
5d6 acid damage on a failed save, and must succeed on a DC 17 Constitution
half as much damage on a successful saving throw or be paralyzed for one
one. After the ammunition has been minute. The paralyzed target can repeat
fired, it loses this property. the saving throw at the end of each of
its turns, ending the effect on itself on a
• 1 Orthon Crossbow Bolt (Blindness). success. After the ammunition has been
This piece of ammunition is fired fired, it loses this property.
using a crossbow. If you hit a creature
with a ranged attack using this piece • 1d4 Orthon Crossbow Bolts (Tracking).
of ammunition, the creature takes an This piece of ammunition is fired using
additional 1d10 radiant damage and a crossbow. If you hit a creature with
all other creatures within 20 feet of it a ranged attack using this piece of
must make a successful DC 17 Dexterity ammunition, you know the direction and
saving throw or be blinded until the end distance to the creature you hit for the
of your next turn. After the ammunition next 24 hours, as long as it’s on the same
has been fired, it loses this property. plane of existence. If the creature is on
a different plane, you know which one,
• 1d4 Orthon Crossbow Bolts but not the exact location there. After the
(Concussion). This piece of ammunition ammunition has been fired, it loses this
is fired using a crossbow. If you hit a property.
creature with a ranged attack using this
piece of ammunition, the creature and • 1d6 Vials of Devil Blood. This functions
each creature within 20 feet of it must as a vial of acid. Can be used as an
make a DC 17 Constitution saving throw. additional material component when
It takes 2d12 thunder damage on a failed casting spells that deal acid damage.

25


When used in this way, you deal an suggestion. When used in this way, you
additional 1d6 acid damage when you don’t expel a spellslot when casting the
cast the spell. spell.

Devils: Archdevils • 2d10 Vials of Devil Blood. This functions
as a vial of acid. Can be used as an
Bael additional material component when
casting spells that deal acid damage.
• 1 Broken Plate Armor (size Large). When used in this way, you deal an
additional 1d6 acid damage when you
• 1d2 Devil Eyes. When consumed, you cast the spell.
gain darkvision out to a range of 60 feet
for one hour. Magical darkness does not Geryon
impede this darkvision.
• 1d4 Claws of Geryon. Can be crafted
• 1 Heart of Bael. As an action, you can into a shortsword (150 gp, 9 days). After
crush this heart and magically teleport, hitting a creature with this weapon, you
along with any equipment you are can use your bonus action to deal an
wearing or carrying up to 120 feet to an additional 1d8 damage to it.
unoccupied space you can see.
• 1d2 Devil Eyes. When consumed, you
• 1 Hellish Morningstar. Functions as gain darkvision out to a range of 60 feet
a magic morningstar that deals an for one hour. Magical darkness does not
additional 1d8 fire damage on a hit. impede this darkvision.

• 1d10 Nails of Bael. When consumed, • 1 Heart of Geryon. As an action, you can
you regain 1d8 hit points at the end of crush this heart and magically teleport,
each of your turns for the next minute. If along with any equipment you are
you take cold or radiant damage, you no wearing or carrying up to 120 feet to an
longer regain any hit points, even if the unoccupied space you can see.
minute is not over yet.
• 1 Hide of Geryon. Can be crafted into a
• 1 Skull of Bael. Can be crafted into set of medium armor (3000 gp, 70 days).
a dreadful helm (2000 gp, 60 days). Requires attunement. This armor grants
Requires attunement. As a bonus resistance to cold and fire damage.
action, you can make yourself appear
dreadful until the start of your next turn. • 1 Horn of Geryon. Once per day as an
Each creature, others than a devil, that action, you can blow into this war horn
starts its turn within 10 feet of your and summon a group of 5d4 minotaurs.
must succeed on a DC 22 Wisdom The minotaurs appear in random
saving throw or be frightened until the unoccupied spaces within 600 feet of you
beginning of its next turn. and they remain until they die or until
the horn is destroyed. The minotaurs are
• 1 Tongue of Bael. Requires attunement aggressive against anything they see that
by a spellcaster. Can be used as an isn’t a devil, including you and your allies.
arcane focus. Once per day, you can cast
each of the spells charm person and • 2d12 Scales of Geryon. Can be used as
major image once without expending a an additional material component when
spellslot. You use your own spellcasting casting the spells detect magic, locate
ability and spell save DC when casting object, or suggestion. When used in this
these spells. way, you don’t expel a spellslot when
casting the spell.
• 2d8 Tufts of Bael’s Fur. Can be used as
an additional material component when • 1 Stinger of Geryon. Can be crafted into
casting the spells dispel magic, fly, or a glaive (1000 gp, 30 days). Requires

26


attunement. This weapon has 3 charges creature can repeat the saving throw at
which recharge every day at dawn. When the end of each of its turns, ending the
you hit a creature with this weapon, effect on itself on a success.
you can expend a charge and force the
creature to make a DC 21 Constitution • 1 Skull of Hutijin. Can be crafted into
saving throw. On a failed save, the a helm of infernal despair (1500 gp, 50
creature takes 2d12 poison damage days). Requires attunement. Once per
and is poisoned until it finishes a short day, you can use an action to activate an
or long rest. On a successful save, the aura of despair which moves with the
creature takes half damage and isn’t helmet for one minute. Each creature
poisoned. within 15 feet of the helmet that isn’t
a devil makes saving throws with
• 2d10 Vials of Devil Blood. This functions disadvantage.
as a vial of acid. Can be used as an
additional material component when • 2d10 Teeth of Hutijin. One tooth can
casting spells that deal acid damage. be used as the tip on an arrow or a
When used in this way, you deal an crossbow bolt. Ranged attacks that use
additional 1d6 acid damage when you ammunition made from these teeth deal
cast the spell. an additional 3d6 poison and a creature
that is hit by it must succeed on a DC
Hutijin 22 Constitution saving throw or become
poisoned. While poisoned in this way,
• 1d2 Devil Eyes. When consumed, you the creature can’t regain hit points. The
gain darkvision out to a range of 60 feet poisoned target can repeat the saving
for one hour. Magical darkness does not throw at the end of each of its turns,
impede this darkvision. ending the effect on a success. After the
ammunition has been fired, it loses these
• 1 Heart of Hutijin. As an action, you can properties.
crush this heart and magically teleport,
along with any equipment you are • 2d10 Vials of Devil Blood. This functions
wearing or carrying up to 120 feet to an as a vial of acid. Can be used as an
unoccupied space you can see. additional material component when
casting spells that deal acid damage.
• 1 Hide of Hutijin. Can be crafted into When used in this way, you deal an
a set of light armor (3000 gp, 70 days). additional 1d6 acid damage when you
Requires attunement. This armor grants cast the spell.
resistance to cold and fire damage.
• 1d2 Wings of Hutijin. One wing can be
• 1 Magic Mace. crafted into a cloak of flying (2000 gp,
60 days). Requires attunement. While
• 1d12 Scales of Hutijin. When consumed, wearing this cloak, you have a flying
you regain 1d8 hit points at the end of speed of 40 feet.
each of your turns for the next minute. If
you take radiant damage, you no longer Moloch
regain any hit points, even if the minute
is not over yet. • 1d4 Claws of Moloch. Can be crafted
into a shortsword (175 gp, 4 days). This
• 1 Set of Hutijin’s Vocal Cords. Once per weapon deals an additional 1d8 damage
day, in response to taking damage, you on a hit.
can use a reaction to blow into these
vocal cords and let out a horrible sound • 1d2 Devil Eyes. When consumed, you
of dread. Each creature within 15 feet of gain darkvision out to a range of 60 feet
you that isn’t a devil must succeed on a for one hour. Magical darkness does not
DC 18 Wisdom saving throw or become impede this darkvision.
frightened of you for one minute. A

27


• 1 Heart of Moloch. As an action, you can along with any equipment you are
crush this heart and magically teleport, wearing or carrying up to 120 feet to an
along with any equipment you are unoccupied space you can see.
wearing or carrying up to 120 feet to an
unoccupied space you can see. • 1 Hide of Titivilus. Can be crafted into
a set of light armor (3000 gp, 70 days).
• 1 Hide of Moloch. Can be crafted into Requires attunement. This armor grants
a set of light armor (3000 gp, 70 days). resistance to cold and fire damage.
Requires attunement. This armor grants
resistance to cold and fire damage. • 1 Silver Longsword. This magic silvered
weapon deals an additional 1d10
• 1 Many-Tailed Whip. This magic weapon necrotic damage on a hit. If the target
functions as a martial weapon that deals is a creature, its hit point maximum is
2d4 slashing damage plus 2d10 lightning reduced by an amount equal to half the
damage on a hit. necrotic damage it takes.

• 3d12 Small Teeth of Moloch. One tooth • 1 Skull of Titivilus. Can be crafted into
can be used as the tip on an arrow or a a helm of ventriloquism (1000 gp, 30
crossbow bolt. Ranged attacks that use days). Requires attunement. Whenever
ammunition made from these teeth deal you speak, you can choose a point within
an additional 1d8 damage. After the 60 feet; your voice emanates from that
ammunition has been fired, it loses this point.
property.
• 2d10 Teeth of Titivilus. When consumed,
• 2d12 Small Horns of Moloch. Can you regain 1d8 hit points at the end of
be used as an additional material each of your turns for the next minute. If
component when casting the spells you take radiant damage, you no longer
detect magic, stinking cloud, or regain any hit points, even if the minute
suggestion. When used in this way, you is not over yet.
don’t expel a spellslot when casting the
spell. • 1 Tongue of Titivilus. Requires
attunement. Once per day, you can use
• 2d10 Vials of Devil Blood. This functions an action to target one creature you can
as a vial of acid. Can be used as an see within 60 feet of you. The target
additional material component when must succeed on a DC 21 Charisma
casting spells that deal acid damage. saving throw or become charmed by you
When used in this way, you deal an for one minute. The charmed target can
additional 1d6 acid damage when you repeat the saving throw it you deal any
cast the spell. damage to it.

• 2d8 Vials of Moloch’s Saliva. When • 2d12 Vials of Devil Blood. This functions
consumed, you regain 1d8 hit points at as a vial of acid. Can be used as an
the end of each of your turns for the next additional material component when
minute. If you take radiant damage, you casting spells that deal acid damage.
no longer regain any hit points, even if When used in this way, you deal an
the minute is not over yet. additional 1d6 acid damage when you
cast the spell.
Titivilus
• 1d2 Wings of Titivilus. Two wings can
• 1d2 Devil Eyes. When consumed, you be crafted into a cloak of flying (2000 gp,
gain darkvision out to a range of 60 feet 60 days). Requires attunement. While
for one hour. Magical darkness does not wearing this cloak, you have a flying
impede this darkvision. speed of 40 feet.

• 1 Heart of Titivilus. As an action, you can
crush this heart and magically teleport,

28


Zariel Drow

• 1d2 Devil Eyes. When consumed, you Drow Arachnomancer
gain darkvision out to a range of 60 feet
for one hour. Magical darkness does not • 1 Broken Studded Leather Armor (size
impede this darkvision. Medium).

• 1 Heart of Zariel. As an action, you can • 1d6 Vials of Basic Poison.
crush this heart and magically teleport,
along with any equipment you are Drow Favored Consort
wearing or carrying up to 120 feet to an
unoccupied space you can see. • 1 Broken Hand Crossbow.

• 1 Hellish Longsword. Functions as a • 1 Broken Scimitar.
magic longsword that deals an additional
1d8 fire damage on a hit. • 4d6 Poisoned Crossbow Bolts. When
you hit a creature using this piece of
• 1 Hide of Zariel. Can be crafted into a ammunition, the target must succeed on
set of light armor (3000 gp, 70 days). a DC 13 Constitution saving throw or
Requires attunement. This armor grants be poisoned for one hour. If the saving
resistance to cold and fire damage. throw fails by 5 or more, the target is
also unconscious while poisoned in
• 1d4 Infernal Javelins. This functions as a this way. The target wakes up if it takes
javelin of lightning (DMG p. 178) except damage or if another creature uses an
it deals fire damage instead of lightning action to shake it awake.
damage.
• 1 Spellbook. It has in it the following
• 1d10 Nails of Zariel. Can be used as an spells: cone of cold, gust of wind, misty
additional material component when step, shatter.
casting spells that deal necrotic damage.
When used in this way, you deal an Drow House Captain
additional 4d10 necrotic damage when
you cast the spell. • 1 Broken Chain Mail (size Medium).

• 2d12 Vials of Devil Blood. This functions • 1 Broken Hand Crossbow.
as a vial of acid. Can be used as an
additional material component when • 1 Broken Scimitar.
casting spells that deal acid damage.
When used in this way, you deal an • 1 Broken Whip.
additional 1d6 acid damage when you
cast the spell. • 2d6 Poisoned Crossbow Bolts. When
you hit a creature using this piece of
• 3d6 Vials of Fire Essence. This liquid ammunition, the target must succeed on
glows in the dark, shedding bright light a DC 13 Constitution saving throw or
in a 10-foot radius and dim light for an be poisoned for one hour. If the saving
additional 10 feet if not covered. As an throw fails by 5 or more, the target is
action, the essence can be applied to also unconscious while poisoned in
a weapon made of metal and imbue it this way. The target wakes up if it takes
with magical fire. For one minute, when damage or if another creature uses an
the weapon hits a target it deals an action to shake it awake.
additional 1d6 fire damage. The essence
then evaporates. Drow Inquisitor

• 1 Broken Breastplate (size Medium).

• 1 Death Lance. Functions as a martial
weapon that deals 1d6 piercing damage
plus 1d8 necrotic damage on a hit. The
target’s hit point maximum is reduced by
an amount equal to the necrotic damage

29


is takes. This reduction lasts until the Duergar
target finishes a long rest. The target
dies it its hit point maximum is reduced Duergar Despot
to 0.
• 2d4 Vials of Duergar Blood. Can be used
Drow Matron Mother as an additional material component
when casting the spell enlarge/reduce.
• 1 Broken Half Plate Armor (size When using the spell to enlarge a
Medium). creature, the creature deals an additional
1d8 damage with its enlarged weapons
• 1 Demon Staff. Requires attunement instead of the written 1d4 damage.
by a creature with an evil alignment.
Functions as a martial weapon that • 2d6 Vials of Fire Essence. This liquid
deals 1d6 bludgeoning damage, or 1d8 glows in the dark, shedding bright light
bludgeoning damage if used with two in a 10-foot radius and dim light for an
hands, plus 2d6 psychic damage. In additional 10 feet if not covered. As an
addition, if hit the target must succeed action, the essence can be applied to
on a DC 19 Wisdom saving throw or a weapon made of metal and imbue it
become frightened of you for one minute. with magical fire. For one minute, when
The frightened target can repeat the the weapon hits a target it deals an
saving throw at the end of each of its additional 1d6 fire damage. The essence
turns, ending the effect on itself on a then evaporates.
success.
Duergar Hammerer
Drow Shadowblade
• 1d4 Duergar Hammerer Claws. Can be
• 1 Broken Studded Leather Armor (size crafted into a shortsword (10 gp, 2 days).
Medium).
• 1 Duergar Hammerer Shell. Can be
• 1 Broken Hand Crossbow. crafted into a set of plate armor (1500
gp, 4 days).
• 3d6 Poisoned Crossbow Bolts. When
you hit a creature using this piece of • 1 Hammer. Functions as a martial
ammunition, the target must succeed on weapon that deals 2d6 bludgeoning
a DC 13 Constitution saving throw or damage.
be poisoned for one hour. If the saving
throw fails by 5 or more, the target is Duergar Kavalrachni
also unconscious while poisoned in
this way. The target wakes up if it takes • 1 Broken Heavy Crossbow.
damage or if another creature uses an
action to shake it awake. • 1 Broken Scale Mail (size Medium).

• 1 Shadow Sword. Requires attunement. • 1 Broken Shield.
This functions as a shortsword that deals
an additional 1d6 necrotic damage plus • 1 Broken War Pick.
1d6 poison damage on a hit. When you
hit a target with this weapon, you can • 3d6 Crossbow Ammunition.
fill an unoccupied 5-foot cube within 5
feet of the target with magical darkness, • 1d4 Vials of Duergar Blood. Can be used
which remains for one minute. as an additional material component
when casting the spell enlarge/reduce.
When using the spell to enlarge a
creature, the creature deals an additional
1d8 damage with its enlarged weapons
instead of the written 1d4 damage.

30


Duergar Mind Master When using the spell to enlarge a
creature, the creature deals an additional
• 1 Broken Leather Armor (size Medium). 1d8 damage with its enlarged weapons
instead of the written 1d4 damage.
• 1 Mind-Poison Dagger. Requires
attunement. Functions as a dagger that Duergar Warlord
deals an additional 1d6 psychic damage.
• 1 Broken Plate Armor (size Medium).
• 1d6 Vials of Duergar Blood. Can be used
as an additional material component • 1 Broken Shield.
when casting the spell enlarge/reduce.
When using the spell to enlarge a • 1d6 Javelins.
creature, the creature deals an additional
1d8 damage with its enlarged weapons • 1 Psychic-Attuned Hammer. Requires
instead of the written 1d4 damage. attunement. Functions as a martial
melee weapon that deals 1d10
Duergar Screamer bludgeoning damage plus 1d10 psychic
damage.
• 1 Duergar Screamer Drill. Functions
as a martial weapon that deals 1d12 • 1d8 Vials of Duergar Blood. Can be used
piercing damage. as an additional material component
when casting the spell enlarge/reduce.
• 1 Duergar Screamer Shell. Can be When using the spell to enlarge a
crafted into a set of plate armor (1500 creature, the creature deals an additional
gp, 4 days). 1d8 damage with its enlarged weapons
instead of the written 1d4 damage.
Duergar Soulblade
Duergar Xarrorn
• 1 Broken Leather Armor (size Medium).
• 1 Broken Plate Armor (size Medium).
• 1d4 Vials of Duergar Blood. Can be used
as an additional material component • 1d4 Vials of Duergar Blood. Can be used
when casting the spell enlarge/reduce. as an additional material component
When using the spell to enlarge a when casting the spell enlarge/reduce.
creature, the creature deals an additional When using the spell to enlarge a
1d8 damage with its enlarged weapons creature, the creature deals an additional
instead of the written 1d4 damage. 1d8 damage with its enlarged weapons
instead of the written 1d4 damage.
Duergar Stone Guard
• 2d4 Vials of Fire Essence. This liquid
• 1 Broken Chain Mail (size Medium). glows in the dark, shedding bright light
in a 10-foot radius and dim light for an
• 1 Broken Shield. additional 10 feet if not covered. As an
action, the essence can be applied to
• 1d6 Javelins. a weapon made of metal and imbue it
with magical fire. For one minute, when
• 1 King’s Knife. Functions as a the weapon hits a target it deals an
shortsword which deals 2d6 piercing additional 1d6 fire damage. The essence
damage when it’s enlarged. then evaporates.

• 1d6 Vials of Duergar Blood. Can be used
as an additional material component
when casting the spell enlarge/reduce.

31


_____________________________

_________S__E_C_T__I_O_N__E__________

Eidolon creature that starts its turn within
60 feet of you must make a DC 16
• 3d6 Ounces of Phantom Dust. As an Wisdom saving throw. On a failed save,
action, you can blow this dust into the the creature becomes charmed by you
face of a creature standing within 5 feet for one minute. On a successful save,
of you. The creature must succeed on the creature becomes immune to the
a DC 13 Wisdom saving throw or be enchanting qualities of eladrin locks for
frightened of you for one minute on a 24 hours. Whenever you deal damage to
failed save. A frightened creature can the charmed creature, the creature can
repeat the saving throw at the end of repeat the saving throw, ending the effect
each of its turns, ending the effect on a on itself on a success.
success.
• 2d8 Ounces of Fey Dust. As an action,
• 1d3 Spirit Cloths. Can be crafted into a you can blow this dust into the face of a
bag of holding (DMG p. 153) (200 gp, 14 creature standing within 5 feet of you.
days). The creature must succeed on a DC
10 Wisdom saving throw or become
• 3d6 Vials of Ectoplasm. When confused as with the confusion spell until
consumed, you can see into the Ethereal the end of their next turn.
Plane for one hour.
• 2d8 Vials of Eladrin Blood. When
Sacred Statue consumed, you can use a bonus action
within the next minute to teleport up to
• 1 Ounce of Phantom Dust. As an action, 30 feet to an unoccupied space you can
you can blow this dust into the face of a see.
creature standing within 5 feet of you.
The creature must succeed on a DC 13 Spring Eladrin
Wisdom saving throw or be frightened
of you for one minute for one minute on • 3d6 Arrows.
a failed save. A frightened creature can
repeat the saving throw at the end of • 1 Broken Longbow.
each of its turns, ending the effect on a
success. • 1 Broken Longsword.

Eladrin • 2d10 Locks of Spring Eladrin Hair. Over
the course of one minute, you can weave
Autumn Eladrin this lock into your own hair. For the next
10 minutes, any non-eladrin creature that
• 3d6 Arrows. starts its turn within 60 feet of you must
make a DC 16 Wisdom saving throw.
• 1 Broken Longbow. On a failed save, the creature becomes
charmed by you for one minute. On a
• 1 Broken Longsword. successful save, the creature becomes
immune to the enchanting qualities of
• 2d10 Locks of Autumn Eladrin Hair. eladrin locks for 24 hours. Whenever you
Over the course of one minute, you can deal damage to the charmed creature,
weave this lock into your own hair. For
the next 10 minutes, any non-eladrin

32


the creature can repeat the saving throw, Winter Eladrin
ending the effect on itself on a success.
• 3d6 Arrows.
• 2d8 Ounces of Fey Dust. As an action,
you can blow this dust into the face of a • 1 Broken Longbow.
creature standing within 5 feet of you.
The creature must succeed on a DC • 1 Broken Longsword.
10 Wisdom saving throw or become
confused as with the confusion spell until • 2d10 Locks of Winter Eladrin Hair.
the end of their next turn. Over the course of one minute, you can
weave this lock into your own hair. For
• 2d8 Vials of Eladrin Blood. When the next 10 minutes, any non-eladrin
consumed, you can use a bonus action creature that starts its turn within 60
within the next minute to teleport up to feet of you must make a DC 16 Wisdom
30 feet to an unoccupied space you can saving throw. On a failed save, the
see. creature becomes charmed by you for
one minute. While charmed in this way,
Summer Eladrin the creature has disadvantage on ability
checks and saving throws. The creature
• 3d6 Arrows. can repeat the saving throw at the end
of each of its turns, ending the effect on
• 1 Broken Longbow. itself on a success. On a successful save,
the creature becomes immune to the
• 1 Broken Longsword. enchanting qualities of eladrin locks for
24 hours. Whenever you deal damage to
• 2d10 Locks of Summer Eladrin Hair. the charmed creature, the creature can
Over the course of one minute, you can repeat the saving throw, ending the effect
weave this lock into your own hair. For on itself on a success.
the next 10 minutes, any non-eladrin
creature that starts its turn within 60 • 2d8 Ounces of Fey Dust. As an action,
feet of you must make a DC 16 Wisdom you can blow this dust into the face of a
saving throw. On a failed save, the creature standing within 5 feet of you.
creature becomes frightened by you The creature must succeed on a DC
for one minute. A creature can repeat 10 Wisdom saving throw or become
the saving throw at the end of each confused as with the confusion spell until
of its turns, ending the effect on itself the end of their next turn.
on a success. On a successful save,
the creature becomes immune to the • 2d8 Vials of Eladrin Blood. When
enchanting qualities of eladrin locks for consumed, you can use a bonus action
24 hours. within the next minute to teleport up to
30 feet to an unoccupied space you can
• 1d4 Ounces of Fey Dust. As an action, see.
you can blow this dust into the face of a
creature standing within 5 feet of you. Elder Elementals
The creature must succeed on a DC
10 Wisdom saving throw or become Leviathan
confused as with the confusion spell until
the end of their next turn. • 5d6 Ounces of Arcane Dust. Can be used
as an additional material component
• 2d8 Vials of Eladrin Blood. When when casting spells that deal damage.
consumed, you can use a bonus action When used in this way, you can choose to
within the next minute to teleport up to reroll one of the rolled damage dice and
30 feet to an unoccupied space you can must keep the second result.
see.

33


• 6d6 Vials of Water Essence. When • 4d6 Vials of Elder Tempest Cloud Matter.
consumed, the pure water cleanses the Can be used as an additional material
body. If you are suffering from either component when casting spells that deal
the blinded, deafened, paralyzed, or the lightning damage. When used in this
poisoned condition, you can choose one way, you deal an additional 2d8 lightning
of these conditions and end its effects on damage when you cast the spell.
you. Alternatively, the essence can also
remove one disease that is afflicting you. Zaratan

• 4d6 Vials of Leviathan Gel. Can be used • 6d6 Chunks of Earth Essence. As an
as an additional material component action, this essence can be rubbed on
when casting spells that deal cold a weapon where it solidifies. For one
damage. When used in this way, you deal minute, the weapon is magical, attacks
an additional 2d8 cold damage when you with the weapon deal an additional 1d6
cast the spell. bludgeoning damage, and the weapon
deals double damage to objects and
Phoenix structures.

• 5d6 Ounces of Arcane Dust. Can be used • 5d6 Ounces of Arcane Dust. Can be used
as an additional material component as an additional material component
when casting spells that deal damage. when casting spells that deal damage.
When used in this way, you can choose to When used in this way, you can choose to
reroll one of the rolled damage dice and reroll one of the rolled damage dice and
must keep the second result. must keep the second result.

• 1d6 Phoenix Talons. Can be crafted into • 4d6 Vials of Zaratan Soil. Can be used
a shortsword or a longsword (175 gp, as an additional material component
10 days). On a hit, this weapon deals an when casting spells that deal lightning
additional 1d8 fire damage. damage. When used in this way, you
deal an additional 2d8 lightning damage
• 6d6 Vials of Fire Essence. This liquid when you cast the spell.
glows in the dark, shedding bright light
in a 10-foot radius and dim light for an Elemental Myrmidons
additional 10 feet if not covered. As an
action, the essence can be applied to Air Elemental Myrmidon
a weapon made of metal and imbue it
with magical fire. For one minute, when • 1 Myrmidon Plate Armor. While wearing
the weapon hits a target it deals an this set of magical armor, you are
additional 1d6 fire damage. The essence immune to the paralyzed and petrified
then evaporates. conditions.

Elder Tempest • 2d6 Ounces of Arcane Dust. Can be used
as an additional material component
• 5d6 Ounces of Arcane Dust. Can be used when casting spells that deal damage.
as an additional material component When used in this way, you can choose to
when casting spells that deal damage. reroll one of the rolled damage dice and
When used in this way, you can choose to must keep the second result.
reroll one of the rolled damage dice and
must keep the second result. • 2d8 Vials of Air Essence. When
consumed, for one minute your jumping
• 6d6 Vials of Air Essence. When and leaping distance is doubled and your
consumed, for one minute your jumping speed is increased by 10 feet.
and leaping distance is doubled and your
speed is increased by 10 feet.

34


Earth Elemental Myrmidon • 2d8 Vials of Fire Essence. This liquid

• 2d8 Chunks of Earth Essence. As an glows in the dark, shedding bright light

action, this essence can be rubbed on in a 10-foot radius and dim light for an

a weapon where it solidifies. For one additional 10 feet if not covered. As an

minute, the weapon is magical, attacks action, the essence can be applied to

with the weapon deal an additional 1d6 a weapon made of metal and imbue it

bludgeoning damage, and the weapon with magical fire. For one minute, when

deals double damage to objects and the weapon hits a target it deals an

structures. additional 1d6 fire damage. The essence

• 1 Myrmidon Plate Armor. While wearing then evaporates.

this set of magical armor, you are Water Elemental Myrmidon

immune to the paralyzed and petrified • 1 Myrmidon Plate Armor. While wearing

conditions. this set of magical armor, you are

• 2d6 Ounces of Arcane Dust. Can be used immune to the paralyzed and petrified
as an additional material component conditions.

when casting spells that deal damage. • 2d6 Ounces of Arcane Dust. Can be used

When used in this way, you can choose to as an additional material component

reroll one of the rolled damage dice and when casting spells that deal damage.

must keep the second result. When used in this way, you can choose to

Fire Elemental Myrmidon reroll one of the rolled damage dice and
must keep the second result.
• 1 Myrmidon Plate Armor. While wearing

this set of magical armor, you are • 2d8 Vials of Water Essence. When

immune to the paralyzed and petrified consumed, the pure water cleanses the

conditions. body. If you are suffering from either

• 2d6 Ounces of Arcane Dust. Can be used the blinded, deafened, paralyzed, or the
as an additional material component poisoned condition, you can choose one
when casting spells that deal damage. of these conditions and end its effects on
When used in this way, you can choose to you. Alternatively, the essence can also
reroll one of the rolled damage dice and remove one disease that is afflicting you.

__m_ust_kee_p th_e s_eco_nd_resu_lt. ___________________

_________S_E__C_T__I_O_N__G__________

Giff • 1 Broken Pistol. Functions as a martial
ranged weapon that deals 1d10 piercing
• 1 Broken Breastplate (size Medium). damage on a hit. It has a range of 30/90.

• 1 Broken Longsword. • 1 Fragmentation Grenade. As an action,
you can throw this grenade up to 60 feet
• 1 Broken Musket. Functions as a away where it will explore. Each creature
martial ranged weapon that deals 1d12 within 20 feet of the grenade’s detonation
piercing damage on a hit. It has a range must make a DC 15 Dexterity saving
of 40/120. This weapon has the two
handed property.

35


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