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

monster loot collection

monster loot collection

throw, taking 5d6 piercing damage on a the weapon becomes magical and it
failed save, or half as much damage on a deals an additional 1d6 psychic damage
successful one. on a hit.

• 2d6 Musket Ammunition. Githzerai Anarch

• 2d6 Pistol Ammunition. • 1 Set of Githzerai Robes (size Medium).
When worn and you are wearing no
Gith other armor, you gain a +1 bonus to your
armor class.
Githyanki Gish
Githzerai Enlightened
• 1 Broken Half Plate Armor (size
Medium). • 1 Set of Githzerai Robes (size Medium).
When worn and you are wearing no
• 1 Broken Longsword. other armor, you gain a +1 bonus to your
armor class.
• 1 Githyanki Power Bead. Requires
attunement. When attached to a weapon, Gray Render
the weapon becomes magical and it
deals an additional 1d6 psychic damage • 1 Gray Render Brain. When consumed,
on a hit. you must succeed on a DC 16 Wisdom
saving throw. On a failed save, you
Githyanki Kith’rak become bonded with the creature who
prepared the brain for consumption.
• 1 Broken Plate Armor (size Medium). While bonded, you consider the creature
your master in all things and obey them
• 1 Broken Greatsword. to the best of your ability, even if it means
putting yourself in danger. You have
• 1 Githyanki Power Bead. Requires trouble straying from your master’s side
attunement. When attached to a weapon, for longer periods and always try to stay
the weapon becomes magical and it near them. At the end of every 30 days,
deals an additional 1d6 psychic damage you can repeat the saving throw. If you
on a hit. succeed on the save, you end the effect
on yourself.
Githyanki Supreme Commander
• 1d4 Gray Render Canines. Can be
• 1 Broken Plate Armor (size Medium). crafted into a dagger (20 gp, 3 days).
This dagger deals 1d6 piercing damage
• 1 Silver Greatsword. This weapon is instead of the normal 1d4 piercing
magical. On a critical hit against a target damage.
in an astral body (as if with the astral
projection spell), you can cut the silvery • 1d6 Gray Render Eyes. When consumed,
cord that tethers the target to its material you gain darkvision out to a range of 60
body, instead of dealing damage. feet for one hour.

• 1 Githyanki Power Bead. Requires • 2d6 Rations.
attunement. When attached to a weapon,

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_____________________________

_________S_E__C_T__I_O_N__H__________

Howler • 1 Set of Howler Vocal Cords. Can be
crafted into a horn of howling (1000 gp,
• 1 Howler Hide. Can be crafted into a 30 days). Once per day, you can use an
set of light armor (4000 gp, 90 days). action to blow into this horn and emit
Requires attunement. This armor grants a keening howl in a 60-foot cone. Each
resistance to cold, fire, and lightning creature in that area that isn’t deafened
damage. must succeed on a DC 16 Wisdom

• 2d6 Howler Teeth. One tooth can saving throw or be frightened of you

be used as the tip on an arrow or a until the end of your next turn. While

crossbow bolt. Ranged attacks that use a creature is frightened in this way, its

ammunition made from these teeth speed is halves, and it is incapacitated. A

deal an additional 1d6 damage, plus target that successfully saves is immune

2d10 psychic damage if the target is to the effects of a horn of howling for the

frightened. Attacks made with this next 24 hours.

ammunition ignores damage resistances.

After the ammunition has been fired, it

_____________________________loses these properties.

_________S_E__C_T__I_O_N__K__________

Kruthiks Kruthik Hive Lord

Young Kruthik • 1 Kruthik Hide. Can be crafted into a set
of heavy armor (1600 gp, 15 days). While
• 1d4 Rations. wearing this armor, you have a burrow
speed of 20 feet.
• 1d2 Small Kruthik Legs. Can be crafted
into a dagger (2 gp, 1 day). • 1d4 Kruthik Legs. Can be crafted into a
shortsword (10 gp, 2 days).
Adult Kruthik
• 2d6 Rations.
• 1 Kruthik Hide. Can be crafted into a set
of heavy armor (1600 gp, 15 days). While • 1d6 Vials of Acid.
wearing this armor, you have a burrow
speed of 20 feet.

• 1d4 Kruthik Legs. Can be crafted into a
shortsword (10 gp, 2 days).

• 1d6 Rations.

37


_____________________________

_________S_E__C_T__IO__N__M__________

Marut choose to reroll one of the rolled damage
dice and must keep the second result.
• 1 Marut Control Core. As an action, you

can throw this core up to 30 feet away • 4d6 Vials of Golem Grease. When

where it will burst in a bright explosion. consumed, you become immune to any

Each creature within 30 feet of where spell or effect that would alter your form

the core landed takes 45 radiant damage. for one hour.

Each creature that takes damage must

succeed on a DC 20 Wisdom saving Meazel
throw or be stunned until the end of your
next turn. The core is fragile and will • 1 Broken Shortsword.

burst 3d6 hours after being harvested, • 1 Garrote. Functions as a martial melee

regardless of if it was thrown or not. weapon that deals 1d6 bludgeoning

• 1 Marut Shell. Can be crafted into a damage on a hit. On a hit, the target
set of plate armor (2000 gp, 16 days). is grappled (escape DC 13 with
Requires attunement. While wearing disadvantage). Until the grapple ends,
the armor, you are resistant to thunder the target takes 1d6 bludgeoning
damage. damage at the start of each of your turns.
You can’t make weapon attacks while

• 2d12 Ounces of Arcane Dust. Can grappling a creature in this way. The

be used as an additional material weapon as the two handed property.

component when casting spells that deal

_____________________________damage. When used in this way, you can

_________S__E_C_T__I_O_N__N__________

Nagpa make a DC 21 Wisdom saving throw. On
a failed save, the creature takes 4d12
• 1 Arcane Focus. necrotic damage and becomes frightened
until the end of your next turn. While
• 1 Broken Quarterstaff. frightened in this way, the creature is
also paralyzed. On a successful save,
• 1 Spellbook. It has in it the following the creature takes no damage, is not
spells: detect magic, disintegrate, fireball, frightened, and is immune to the effects
hold person. of the staff of doom for 24 hours.

Nightwalker • 1 Nightwalker Skull. Can be crafted
into a helm of the nightwalker (2000 gp,
• 1d6 Nightwalker Fingers. Can be crafted 60 days). Requires attunement. While
into a staff of doom (1500 gp, 40 days). wearing this helmet, you can activate
Requires attunement. This staff has 4 its annihilating aura as an action. This
charges and it recharges any expended aura lasts for one minute. While active,
charges each day at dawn. As an action, any creature that starts its turn within
you can target a creature you can see
within 300 feet of you and force it to

38


30 feet of your must succeed on a DC • 2d6 Vials of Ectoplasm. When

21 Constitution saving throw or take consumed, you can see into the Ethereal

4d6 necrotic damage and grant you Plane for one hour.

advantage on attack rolls against it until • 4d6 Vials of Shadow Flux. As an action,
the start of the creature’s next turn. you can throw this vial up to 30 feet
Undead are immune to this aura. away where it will shatter in a vapor

• 2d10 Ounces of Phantom Dust. As an of darkness. The area within a 15 foot

action, you can blow this dust into the radius of where the vial landed becomes

face of a creature standing within 5 feet pitch black, as if affected by the darkness

of you. The creature must succeed on spell for one minute. When consumed,

a DC 13 Wisdom saving throw or be you have advantage on Dexterity

frightened of you for one minute on a (Stealth) checks made while in dim light

failed save. A frightened creature can or darkness.

repeat the saving throw at the end of

each of its turns, ending the effect on a

_____________________________success.

_________S_E__C_T__I_O_N__O__________

Oblex 2. Memories of Speech. You can speak,
read, and write a random language.
Oblex Spawn
• 1d10 Vials of Ooze Essence. Can
• 1 Vial of Ooze Essence. Can be used as be used as an additional material
an additional material component when component when casting spells that deal
casting spells that deal acid damage. acid damage. When used in this way,
When used in this way, you deal an you deal an additional 1d6 acid damage
additional 1d6 acid damage when you when you cast the spell.
cast the spell.
• 2d6 Vials of Ooze Goop. As an action,
• 1d2 Vials of Ooze Goop. As an action, you can throw this vial at a creature
you can throw this vial at a creature within 20 feet of you, treating the vial as
within 20 feet of you, treating the vial as an improvised weapon. On a hit, the vial
an improvised weapon. On a hit, the vial shatters and covers the creature with
shatters and covers the creature with goop. For the next minute, the creature
goop. For the next minute, the creature takes 1d8 acid damage at the start of
takes 1d8 acid damage at the start of each of its turns. The creature can use
each of its turns. The creature can use an action to scrape the goop off, ending
an action to scrape the goop off, ending the effect early.
the effect early.
Elder Oblex
Adult Oblex
• 2d8 Vials of Oblex Memory Gel. When
• 1d6 Vials of Oblex Memory Gel. When consumed, you gain one of the following
consumed, you gain one of the following benefits for one hour:
benefits for one hour:
1. Memories of Skill. You have
1. Memories of Skill. You have proficiency in a random skill.
proficiency in a random skill.

39


2. Memories of Speech. You can speak, this weapon. This weapon has the two
read, and write a random language. handed property.

• 2d10 Vials of Ooze Essence. Can • 1 Broken Ring Mail (size Large).
be used as an additional material
component when casting spells that deal • 1d10 Giant’s Toes. Can be sold for 4 gold
acid damage. When used in this way, pieces per toe.
you deal an additional 1d6 acid damage
when you cast the spell. Ogre Bolt Launcher

• 1 Broken Hide Armor (size Large).

• 2d12 Vials of Ooze Goop. As an action, • 1 Bolt Launcher. Functions as a martial

you can throw this vial at a creature ranged weapon that deals 2d8 piercing

within 20 feet of you, treating the vial as damage on a hit. It has a range of

an improvised weapon. On a hit, the vial 120/480. You must have a Strength score

shatters and covers the creature with of 20 to wield this weapon. This weapon

goop. For the next minute, the creature has the two handed property.

takes 1d8 acid damage at the start of Ogre Chain Brute
each of its turns. The creature can use
an action to scrape the goop off, ending • 1 Broken Hide Armor (size Large).

the effect early. • 1d4 Chains. Functions as a melee

martial weapon that deals 1d10

Ogres bludgeoning damage. This weapon as

Ogre Battering Ram the reach property.

• 1 Bashing Ram. Functions as a Ogre Howdah

martial melee weapon that deals 2d8 • 1 Broken Breastplate (size Large).

bludgeoning damage on a hit. You must

_____________________________have a Strength score of 20 to wield
• 1 Broken Mace.

_________S__E_C_T__I_O_N__R__________

Retriever or locate creature. When used in this
way, you don’t expel a spellslot when
• 1d6 Retriever Eyes. When consumed, casting the spell.
you gain blindsight out to a range of 30
feet for one hour. • 1 Retriever Shell. Can be crafted into a
set of plate armor (1500 gp, 4 days) or a
• 1d2 Retriever Forelegs. Can be crafted set of half plate armor (750 gp, 3 days).
into a shortsword (175 gp, 4 days). This
weapon deals an additional 1d8 damage • 1d6 Vials of Demon Ichor. When
on a hit. consumed, you gain resistance to poison
damage for one hour.
• 1d4 Retriever Tracker Components.
Can be used as an additional material • 2d8 Vials of Beam Coolant. Can be used
component when casting the spells as an additional material component
locate animals and plants, locate object, when casting spells that deal force
damage. When used in this way, you deal
an additional 1d10 force damage when
you cast the spell.

40


_____________________________

_________S__E_C_T__I_O_N__S__________

Salamander, Frost target is restrained, and you can’t
grapple another target.
• 1 Frost Salamander Hide. Can be crafted
into a set of light armor (2000 gp, 60 • The target is knocked prone.
days). Requires attunement. While
wearing this armor, you have resistance • The target takes 1d10 necrotic
to cold damage. damage.

• 2d10 Frost Salamander Teeth. One tooth Soul Monger
can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use • 1 Broken Studded Leather Armor (size
ammunition made from these teeth deal Medium).
an additional 1d10 cold damage. After
the ammunition has been fired, it loses • 1 Phantasmal Dagger. Requires
this property. attunement. This functions as a dagger
that deals an additional 1d12 necrotic
• 2d6 Vials of Frost Essence Shards. damage on a hit. On a hit, the target has
Can be used as an additional material disadvantage on saving throws until the
component when casting spells that deal start of your next turn.
cold damage. When used in this way,
you deal an additional 1d6 cold damage Skulk
when you cast the spell.
• 1d2 Skulk Claws. Can be crafted into
Shadar-kai a dagger (120 gp, 9 days). On a hit, you
deal an additional 1d6 necrotic damage
Gloom Weaver with this weapon.

• 1 Component Pouch. Skull Lord

• 1d2 Shadow Spears. This functions • 1 Broken Plate Armor (size Medium).
as a spear that deals an additional 1d6
necrotic damage on a hit. • 1 Bone Staff. Requires attunement.
Functions as a martial melee weapon
Shadow Dancer that deals 1d8 bludgeoning damage plus
2d6 necrotic damage on a hit.
• 1 Broken Studded Leather Armor (size
Medium). • 1 Decayed Skull Lord Heart. As an
action, you can crush this heart and
• 1 Spiked Chain. Requires attunement. summon a group of undead to your side.
Functions as a martial melee weapon Up to five skeletons or zombies appear
that deals 2d6 piercing damage on a hit. in unoccupied spaces within 30 feet of
The weapon has the reach property. On you and remain until destroyed. Undead
a hit, the target must succeed on a DC summoned in this way act as allies to
14 Dexterity saving throw or suffer one you, roll their own initiative, and act in
additional effect of your choice: the next available turn.

• The target is grappled (escape DC • 3d12 Skull Lord Bones. Can be used
14) if it is a Medium or smaller as an additional material component
creature. Until the grapple ends, the

41


when casting spells that deal necrotic this time, if a creature you can see
damage. When used in this way, you deal regains hit points, you have advantage
an additional 1d6 necrotic damage when on attack rolls until the end of your next
you cast the spell. turn.

• 1d2 Skull Lord Hands. Requires • 2d10 Hungry Sorrowsworn Teeth. One
attunement. Can be used as an arcane tooth can be used as the tip on an arrow
focus. You know the ray of frost cantrip, or a crossbow bolt. Ranged attacks that
but only when you are holding onto the use ammunition made from these teeth
hand. Charisma is your spellcasting deal an additional 2d8 necrotic damage.
ability for the cantrip. After the ammunition has been fired, it
loses this property.
• 1d3 Skull Lord Skulls. Any undead
within 30 feet of the skull makes saving • 2d6 Vials of Sorrowsworn Blood.
throws with advantage and the undead When consumed, you gain resistance
regains 1d6 hit points whenever it starts to bludgeoning, piercing, and slashing
its turn in that area. damage while in dim light or darkness
for one hour.
Sorrowsworn
The Lonely
The Angry
• 1d6 Rations.
• 1d2 Angry Sorrowsworn Hook. Can
be crafted into a hook (30 gp, 2 days). • 1d2 Lonely Sorrowsworn Harpoon
Functions as a martial melee weapon Arms. As an action, you can point this
that deals 1d12 piercing damage on a arm at a creature within 60 feet of you
hit. and hit the side of arm, launching its
still-attached point towards the creature.
• 1 Angry Sorrowsworn Heart. When Make an attack roll against the creature,
consumed, you a rising anger builds in treating the arm as an improvised
your chest and remains for one hour. weapon. On a hit, the creature takes
During this time, if another creature 4d8 piercing damage and it is grappled
deals damage to you, your attack rolls (escape DC 15) if it is Large or smaller. If
have advantage until the end of your next not assisted, it takes one minute for the
turn, and the first time you hit a target point to reattach to the arm.
with a melee attack roll on your next
turn, the attack’s target takes an extra • 1 Lonely Sorrowsworn Heart. When
1d12 psychic damage. consumed, you a sense of longing builds
in your chest and remains for one hour.
• 1d6 Rations. During this time, you have advantage
on attack rolls while you are within
• 2d8 Vials of Sorrowsworn Blood. 30 feet of at least two other creatures.
When consumed, you gain resistance Otherwise, you have disadvantage on
to bludgeoning, piercing, and slashing attack rolls.
damage while in dim light or darkness
for one hour. • 1d10 Vials of Sorrowsworn Blood.
When consumed, you gain resistance
The Hungry to bludgeoning, piercing, and slashing
damage while in dim light or darkness
• 1d6 Rations. for one hour.

• 1 Hungry Sorrowsworn Heart. When
consumed, you a hunger builds in your
chest and remains for one hour. During

42


The Lost expend 3 charges to cast the spell circle
of death. The spell save DC for spells
• 1d6 Rations. cast through this staff is 16.

• 1d6 Lost Sorrowsworn Arm Spikes. Can • 3d6 Vials of Star Spawn Plague Worms.
be crafted into a shortsword (10 gp, 2 Can be used as an additional material
days). component when casting spells that
deal necrotic damage. When used in this
• 1d10 Vials of Sorrowsworn Blood. way, you deal an additional 3d8 necrotic
When consumed, you gain resistance damage when you cast the spell.
to bludgeoning, piercing, and slashing
damage while in dim light or darkness Star Spawn Mangler
for one hour.
• 1d8 Star Spawn Mangler Claws. Can be
The Wretched crafted into a dagger (150 gp, 9 days). On
a hit, you deal an additional 1d6 psychic
• 1d4 Rations. damage with this weapon.

• 1 Vial of Sorrowsworn Blood. When • 2d6 Vials of Star Spawn Mind Fluid.
consumed, you gain resistance to Can be used as an additional material
bludgeoning, piercing, and slashing component when casting spells that
damage while in dim light or darkness deal psychic damage. When used in this
for one hour. way, you deal an additional 1d6 psychic
damage when you cast the spell.
Star Spawn
• 1d6 Vials of Star Spawn Blood. When
Star Spawn Grue consumed, you gain resistance to cold
and psychic damage for one hour.
• 1d6 Star Spawn Grue Teeth. One tooth
can be used as the tip on an arrow or Star Spawn Seer
a crossbow bolt. If a creature is hit by
a ranged attack that use ammunition • 1 Comet Staff. Requires attunement.
made from these teeth, it must succeed Functions as a martial melee weapon
on a DC 10 Wisdom saving throw or that deals 1d6 bludgeoning damage,
attack rolls against it have advantage or 1d8 bludgeoning damage if used
until the start of your next turn. After the with two hands, plus 1d8 psychic
ammunition has been fired, it loses this damage. The first time a target is hit
property. by this weapon, it must succeed on a
DC 19 Constitution saving throw or be
Star Spawn Hulk incapacitated until the end of its next
turn.
• 5d10 Vials of Star Spawn Mind Fluid.
Can be used as an additional material • 3d6 Vials of Star Spawn Mind Fluid.
component when casting spells that Can be used as an additional material
deal psychic damage. When used in this component when casting spells that
way, you deal an additional 1d6 psychic deal psychic damage. When used in this
damage when you cast the spell. way, you deal an additional 1d6 psychic
damage when you cast the spell.
Star Spawn Larva Mage
• 2d6 Vials of Star Spawn Blood. When
• 1 Larva Mage Staff. This staff has 3 consumed, you gain resistance to cold
charges which recharge every day at and psychic damage for one hour.
dawn. You can expend 1 charge to cast
the spell dominate monster, or you can

43


Steeders holding, and is stunned for one minute.
On a successful save, a creature takes
Female Steeder half as much damage. The stunned
creature can repeat the saving throw at
• 2d6 Rations. the end of each of its turns, ending the
effect on itself on a success. Once the
• 1d8 Steeder Legs. Two steeder legs can component has been used in this way, it
be crafted into a set of boots of striding stops functioning.
and springing (DMG p. 156) (200 gp, 14
days). • 2d10 Steel Predator Teeth. One tooth
can be used as the tip on an arrow or a
• 1d8 Vials of Steeder Goo. As an action, crossbow bolt. Ranged attacks that use
you can rub this goo on your hands and ammunition made from these teeth deal
feet. For one minute, you can climb an additional 2d6 damage. After the
difficult surfaces, including upside down ammunition has been fired, it loses this
on ceilings, without needing to make an property.
ability check.
Stone Cursed
Male Steeder
• 1d8 Ounces of Cursed Stone Dust. As
• 1d6 Rations. an action, you can blow this dust into
the face of a creature standing within 5
• 1d6 Steeder Legs. Two steeder legs can feet of you. The creature must succeed
be crafted into a set of boots of striding on a DC 12 Constitution saving throw,
and springing (DMG p. 156) (200 gp, 14 or it begins to turn into stone and is
days). restrained until the end of its next turn,
when it must repeat the saving throw.
• 1 Vial of Steeder Goo. As an action, you The effect ends if the second save is
can rub this goo on your hands and feet. successful; otherwise the target is
For one minute, you can climb difficult petrified for 24 hours.
surfaces, including upside down on
ceilings, without needing to make an Sword Wraith
ability check.
Sword Wraith Commander
Steel Predator
• 2d6 Ounces of Phantom Dust. As an
• 4d6 Ounces of Arcane Dust. Can be used action, you can blow this dust into the
as an additional material component face of a creature standing within 5 feet
when casting spells that deal damage. of you. The creature must succeed on
When used in this way, you can choose to a DC 13 Wisdom saving throw or be
reroll one of the rolled damage dice and frightened of you for one minute on a
must keep the second result. failed save. A frightened creature can
repeat the saving throw at the end of
• 1 Steel Predator Hide. Can be crafted each of its turns, ending the effect on a
into a set of heavy armor (4000 gp, 90 success.
days). Requires attunement. This armor
grants resistance to cold, lightnin, and • 1 Spirit Cloth. Can be crafted into a bag
necrotic damage. of holding (DMG p. 153) (200 gp, 14
days).
• 1 Steel Predator Roar Component. As
an action, you can strike the side of • 1d2 Sword Wraith Eyes. When
this steel component and activate the consumed, you become imbued with
contained charge inside. Each creature martial fury. For one minute, as a bonus
within 30 feet of the component must action, you can make one weapon attack,
make a DC 19 Constitution saving throw.
On a failed save, a creature takes 5d10
thunder damage, drops everything it’s

44


which deals an extra 2d8 necrotic repeat the saving throw at the end of

damage on a hit. If it does so, attack rolls each of its turns, ending the effect on a

against it have advantage until the start success.

of its next turn. • 1d2 Sword Wraith Eyes. When

• 1d10 Vials of Ectoplasm. When consumed, you become imbued with

consumed, you can see into the Ethereal martial fury. For one minute, as a bonus

Plane for one hour. action, you can make one weapon attack,

• 1d6 Vials of Shadow Flux. As an action, which deals an extra 2d8 necrotic
you can throw this vial up to 30 feet damage on a hit. If it does so, attack rolls
away where it will shatter in a vapor against it have advantage until the start
of darkness. The area within a 15 foot of its next turn.

radius of where the vial landed becomes • 1d8 Vials of Ectoplasm. When

pitch black, as if affected by the darkness consumed, you can see into the Ethereal

spell. When consumed, you have Plane for one hour.

advantage on Dexterity (Stealth) checks • 1d2 Vials of Shadow Flux. As an action,
made while in dim light or darkness. you can throw this vial up to 30 feet

Sword Wraith Warrior away where it will shatter in a vapor

• 1d8 Ounces of Phantom Dust. As an of darkness. The area within a 15 foot

action, you can blow this dust into the radius of where the vial landed becomes

face of a creature standing within 5 feet pitch black, as if affected by the darkness

of you. The creature must succeed on spell. When consumed, you have

a DC 13 Wisdom saving throw or be advantage on Dexterity (Stealth) checks

made while in dim light or darkness.
frightened of you for one minute on a

_____________________________failed save. A frightened creature can

_________S__E_C_T__I_O_N__T__________

Tortles an additional 1d10 poison damage. After
the ammunition has been fired, it loses
Tortle this property.

• 1 Broken Light Crossbow. • 1d10 Giant’s Toes. Can be sold for 4 gold
pieces per toe.
• 1 Broken Quarterstaff.
• 1d8 Troll Claws. Can be crafted into a
• 2d6 Crossbow Bolts. shortsword (10 gp, 2 days).

Tortle Druid • 3d6 Vials of Troll Blood. When
consumed, you regain 1d4 hit points at
• 1 Broken Quarterstaff. the end of each of your turns for the next
minute.
• 1 Druidic Focus.
Rot Troll
Trolls
• 1d10 Giant’s Toes. Can be sold for 4 gold
Dire Troll pieces per toe.

• 2d12 Dire Troll Teeth. One tooth can • 2d6 Rot Troll Teeth. One tooth can
be used as the tip on an arrow or a be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal

45


crossbow bolt. Ranged attacks that use effect on itself on a success. After the
ammunition made from these teeth deal ammunition has been fired, it loses this
an additional 2d10 necrotic damage. property.
After the ammunition has been fired, it
loses this property. • 1d4 Troll Claws. Can be crafted into a
shortsword (10 gp, 2 days).
• 1d4 Troll Claws. Can be crafted into a
shortsword (10 gp, 2 days). • 2d6 Vials of Troll Blood. When
consumed, you regain 1d4 hit points at
• 2d6 Vials of Rancid Troll Blood. As an the end of each of your turns for the next
action, the blood can be used to coat one minute.
slashing or piercing weapon, or up to
three pieces of ammunition. A creature Venom Troll
hit by such a weapon takes an additional
2d10 necrotic damage. Once applied, the • 1d10 Giant’s Toes. Can be sold for 4 gold
blood retains its potency for one minute pieces per toe.
before drying.
• 1d4 Troll Claws. Can be crafted into a
shortsword (10 gp, 2 days).

Spirit Troll • 2d10 Venom Troll Teeth. One tooth

• 1d10 Giant’s Toes. Can be sold for 4 gold can be used as the tip on an arrow or

pieces per toe. a crossbow bolt. Ranged attacks that

• 2d6 Spirit Troll Teeth. One tooth can use ammunition made from these teeth
be used as the tip on an arrow or a deal an additional 1d8 poison damage,
crossbow bolt. A creature that is hit by a and the creature that was hit by the
ranged attack that use ammunition made ammunition is also poisoned until
from these teeth, takes an additional the start of your next turn. After the
1d10 psychic damage and must succeed ammunition has been fired, it loses this
on a DC 15 Wisdom saving throw or be property.

stunned for one minute. The stunned • 2d6 Vials of Troll Blood. When

target can repeat the saving throw at consumed, you regain 1d4 hit points at

the end of each of your turns for the next
minute.
_____________________________the end of each of its turns, ending the

_________S__E_C_T__I_O_N__V__________

Vampiric Mist repeat the saving throw at the end of
each of its turns, ending the effect on a
• 1d10 Ounces of Phantom Dust. As an success.
action, you can blow this dust into the
face of a creature standing within 5 feet • 1d6 Ounces of Vampire Dust. When
of you. The creature must succeed on consumed, you turn into a cloud of mist
a DC 13 Wisdom saving throw or be as if subjected to the gaseous form spell.
frightened of you for one minute on a This effect lasts for one hour.
failed save. A frightened creature can
• 1d8 Vials of Ectoplasm. When
consumed, you can see into the Ethereal
Plane for one hour.

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_________S__E_C__T_I_O_N__Y__________

Yugoloths • 1d8 Vials of Yugoloth Muk. As an action,
you can throw this vial up to 30 feet
Canoloth away where it will shatter in a vapor
of darkness. The area within a 15 foot
• 1 Canoloth Hide. Can be crafted into a radius of where the vial landed becomes
set of light armor (4000 gp, 90 days). pitch black, as if affected by the darkness
Requires attunement. This armor grants spell. When consumed, you have
resistance to cold, fire, and lightning advantage on Dexterity (Stealth) checks
damage. made while in dim light or darkness.

• 2d12 Canoloth Teeth. One tooth can • 1d6 Vials of Yugoloth Serum. When
be used as the tip on an arrow or a consumed, you gain resistance to acid
crossbow bolt. Ranged attacks that use and poison damage for one hour.
ammunition made from these teeth deal
an additional 1d6 damage. After the • 1 Yugoloth Heart. When consumed,
ammunition has been fired, it loses this you magically teleport up to 60 feet to
property. an unoccupied space you can see. Any
equipment you are wearing or carrying is
• 1 Canoloth Tongue. Can be crafted into a teleported with you.
whip (150 gp, 10 days). When attacking
with this weapon, you can try to grapple Hydroloth
a creature you’re fighting. On a hit, you
can choose to forgo doing damage and • 1 Hydroloth Hide. Can be crafted into
instead grapple the creature (escape a set of light armor (4000 gp, 90 days).
DC 15) if it is Medium or smaller. The Requires attunement. This armor grants
grappled creature can use its action on resistance to cold, fire, and lightning
its turn to attempt to free itself from the damage.
grapple. Until this grapple ends, you can’t
use this weapon on another target. • 1d8 Vials of Hydroloth Saliva. When
consumed, you become immune
• 1d4 Vials of Yugoloth Serum. When to the effects of the River Styx for
consumed, you gain resistance to acid one hour. During that time, you also
and poison damage for one hour. have advantage on attack rolls while
submerged in liquid.
• 1 Yugoloth Heart. When consumed,
you magically teleport up to 60 feet to • 1d8 Vials of Yugoloth Muk. As an action,
an unoccupied space you can see. Any you can throw this vial up to 30 feet
equipment you are wearing or carrying is away where it will shatter in a vapor
teleported with you. of darkness. The area within a 15 foot
radius of where the vial landed becomes
Dhergoloth pitch black, as if affected by the darkness
spell. When consumed, you have
• 1 Dhergoloth Hide. Can be crafted into advantage on Dexterity (Stealth) checks
a set of light armor (4000 gp, 90 days). made while in dim light or darkness.
Requires attunement. This armor grants
resistance to cold, fire, and lightning
damage.

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• 1d6 Vials of Yugoloth Serum. When • 1d8 Vials of Corrupted Healing Extract.
consumed, you gain resistance to acid When consumed, you regain all lost hit
and poison damage for one hour. points. In addition, you can also end one
disease that is affecting you or remove
• 1 Yugoloth Heart. When consumed, one of the following conditions: blinded,
you magically teleport up to 60 feet to deafened, paralyzed, or poisoned. When
an unoccupied space you can see. Any consumed, you also gain one level of
equipment you are wearing or carrying is exhaustion, and your hit point maximum
teleported with you. is reduced by 2d6. This reduction can be
removed only by a wish spell or by having
Merrenoloth greater restoration cast on you three
times within the same hour. You die if
• 1 Merrenoloth Hide. Can be crafted into your hit point maximum is reduced to 0.
a set of light armor (4000 gp, 90 days).
Requires attunement. This armor grants • 1d10 Vials of Yugoloth Muk. As an
resistance to cold, fire, and lightning action, you can throw this vial up to 30
damage. feet away where it will shatter in a vapor
of darkness. The area within a 15 foot
• 1 Oar. Functions as magic martial melee radius of where the vial landed becomes
weapon that deals 2d4 slashing damage pitch black, as if affected by the darkness
on a hit. spell. When consumed, you have
advantage on Dexterity (Stealth) checks
• 1d4 Vials of Yugoloth Muk. As an action, made while in dim light or darkness.
you can throw this vial up to 30 feet
away where it will shatter in a vapor • 1d8 Vials of Yugoloth Serum. When
of darkness. The area within a 15 foot consumed, you gain resistance to acid
radius of where the vial landed becomes and poison damage for one hour.
pitch black, as if affected by the darkness
spell. When consumed, you have • 1 Yugoloth Heart. When consumed,
advantage on Dexterity (Stealth) checks you magically teleport up to 60 feet to
made while in dim light or darkness. an unoccupied space you can see. Any
equipment you are wearing or carrying is
• 1d2 Vials of Yugoloth Serum. When teleported with you.
consumed, you gain resistance to acid
and poison damage for one hour. Yagnoloth

• 1 Yugoloth Heart. When consumed, • 1d10 Vials of Yugoloth Muk. As an
you magically teleport up to 60 feet to action, you can throw this vial up to 30
an unoccupied space you can see. Any feet away where it will shatter in a vapor
equipment you are wearing or carrying is of darkness. The area within a 15 foot
teleported with you. radius of where the vial landed becomes
pitch black, as if affected by the darkness
Oinoloth spell. When consumed, you have
advantage on Dexterity (Stealth) checks
• 1 Oinoloth Hide. Can be crafted into a made while in dim light or darkness.
set of light armor (4000 gp, 90 days).
Requires attunement. This armor grants • 1d8 Vials of Yugoloth Serum. When
resistance to cold, fire, and lightning consumed, you gain resistance to acid
damage. and poison damage for one hour.

• 1d4 Oinoloth Claws. Can be crafted into
a shortsword (200 gp, 11 days). On a
hit, you deal an additional 1d10 necrotic
damage with this weapon.

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• 1d5 Yagnaloth Fingers. Can be used as
an additional material component when
casting spells that deal lightning damage.
When used in this way, you deal an
additional 4d8 lightning damage when
you cast the spell.

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

• 1 Yugoloth Heart. When consumed,
you magically teleport up to 60 feet to
an unoccupied space you can see. Any
equipment you are wearing or carrying is
teleported with you.

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