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

monster loot collection

monster loot collection

• 1d4 Grick Tentacles. Can be crafted into feathers deal an additional 1d6 damage
a dagger (2 gp, 1 day). on a hit if the target is a beast. After the
ammunition has been fired, it loses this
• 2d6 Rations. property.

Griffon • 2d6 Rations.

• 1d6 Griffon Claws. Can be crafted into Grimlock
a dagger (50 gp, 3 days). This weapon
deals an additional 1d4 damage against • 1d10 Grimlock Teeth. Can be sold for 1
beasts. gold piece per tooth.

• 1d10 Griffon Feathers. Two feathers • 1 Spiked Bone Club. Functions as a club
can be used as fletching on an arrow that deals an additional 2 (1d4) piercing
or a crossbow bolt. Ranged attacks damage on a hit.
that use ammunition made from these

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Hags the spells detect magic, magic missile,
and sleep. These spells are cast at their
Green Hag lowest level.

• 1d2 Green Hag Hands. Requires • 1 Soul Bag. Can be sold for 500 gold
attunement. Can be used as an arcane pieces.
focus. You know the dancing lights and
minor illusion cantrips, but only when • 1d2 Vials of Night Hag Blood. When
you are holding onto the hand. Charisma consumed, you have advantage on saving
is your spellcasting ability for these throws against spells and other magical
cantrips. effects for one hour.

• 1 Green Hag Tongue. When consumed, • 1d2 Vials of Nightmare Fuel. When
you can mimic animal sounds and consumed, you begin to feel strangely
humanoid voices for one hour. A creature and when you fall asleep you have
that hears the sounds can tell they are terrible nightmares. You gain no benefit
imitations with a successful DC 14 from your rest and your hit point
Wisdom (Insight) check. maximum is reduced by 5 (1d10). If this
effect reduces your hit point maximum
• 1d4 Vials of Green Hag Blood. Can to 0, you die. The effect can only be
be used as an additional material removed by using the protection from
component when casting spells that good and evil or lesser restoration spells.
turn something invisible. When used in
this way, the duration of the invisibility Sea Hag
increases by one minute.
• 1d4 Strands of Sea Hag Hair. When
Night Hag consumed, you become amphibious for
one hour.
• 1d2 Night Hag Hands. Requires
attunement. Can be used as an arcane • 1d4 Vials of Sea Hag Blood. When
focus. Once per day each, you can cast

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poured over a humanoid that is of size ammunition made from these teeth deal
medium or smaller, a magical illusion an additional 1d6 fire damage on a hit.
washes over them, making them After the ammunition has been fired, it
look like an ugly creature of vaguely loses this property.
humanoid proportions. This illusion
lasts for one hour. A creature can use Helmed Horror
an action to visually inspect the illusion
and succeed on a DC 16 Intelligence • 1 Broken Longsword.
(Investigation) check to discern that the
humanoid is disguised. • 1 Broken Plate Armor (size Medium).

Half-Dragon • 1 Broken Shield.

• 3d6 Crossbow Bolts. • 2d4 Ounces of Arcane Dust. Can be used
as an additional material component
• 1 Broken Heavy Crossbow. when casting spells that deal damage.
When used in this way, you can choose to
• 1 Broken Longsword. reroll one of the rolled damage dice and
must keep the second result.
• 1 Broken Plate Armor (size Medium).
Hippogriff
• 1 Broken Shortsword.
• 1d4 Hippogriff Claws. Can be crafted
Harpy into a dagger (10 gp, 2 days).

• 1 Broken Club. • 2d6 Hippogriff Feathers. Two feathers
can be used as fletching on an arrow or
• 1d6 Rations. a crossbow bolt. Ranged attacks that use
ammunition made from these feathers
• 1 Set of Harpy Vocal Cords. Once per have an increased range of 10 feet. After
day, you can blow into these vocal cords the ammunition has been fired, it loses
as an action and sound out a magical this property.
melody. Each creature within 150 feet
of you that can hear the melody must • 2d6 Rations.
succeed on a DC 11 Wisdom saving
throw or become charmed by you until Hobgoblins
the melody ends. You can use a bonus
action on your subsequent turns to Hobgoblin
continue blowing into the vocal cords,
but you cannot do so for longer than one • 3d6 Arrows.
minute.
• 1 Broken Chain Mail Armor (size
Hell Hound Medium).

• 1 Hell Hound Fire Gland. When • 1 Broken Longbow.
consumed, the gland functions as a
potion of fire breathing. • 1 Broken Longsword.

• 1 Hell Hound Hide. Can be crafted into • 1 Broken Shield.
a resistant cloak (1000 gp, 30 days).
Requires attunement. When worn, you Hobgoblin Captain
have resistance to fire damage.
• 1 Broken Greatsword.
• 2d4 Hell Hound Teeth. One tooth can
be used as the tip on an arrow or a • 1 Broken Half Plate Armor (size
crossbow bolt. Ranged attacks that use Medium).

• 1d6 Javelins.

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Hobgoblin Warlord hearing. These effects do not work if you
are deafened.
• 2d4 Javelins.

• 1 Broken Longsword. • 1d2 Hook Horror Hooks. Can be crafted
• 1 Broken Plate Armor (size Medium). into a greatsword (50 gp, 3 days).
• 1 Broken Shield.
• 2d6 Rations.

Homunculus Hydra

• 1 Ounce of Arcane Dust. Can be used as • 1 Hydra Hide. Can be crafted into leather
an additional material component when armor (10 gp, 2 days) or studded leather
casting spells that deal damage. When armor (45 gp, 3 days). Two sets of armor
used in this way, you can choose to reroll can be crafted from this hide.
one of the rolled damage dice and must
keep the second result. • 3d10 Hydra Teeth. One tooth can
be used as the tip on an arrow or a
• 1d4 Magical Pebbles. One pebble can be crossbow bolt. Ranged attacks that use
used as ammunition for a sling. These ammunition made from these teeth deal
pebbles acts as +1 ammunition. 1 additional damage on a hit. After the
ammunition has been fired, it loses this

Hook Horror property.

• 1d2 Hook Horror Eardrums. When • 4d6 Rations.
consumed, you gain blindsight out to
a range of 30 feet for one hour. For the • 2d6 Vials of Hydra Blood. When
duration, you also have advantage on consumed, you regain 1d4 hit points at
Wisdom (Perception) checks that rely on the end of each of your turns for the next
minute.

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Intellect Devourer Invisible Stalker

• 1d4 Intellect Devourer Brain Chunks. • 1d6 Ounces of Arcane Dust. Can be used
When consumed, you can sense the as an additional material component
presence and location of any creature when casting spells that deal damage.
within 300 feet of you that has an When used in this way, you can choose to
intelligence of 3 or higher, regardless of reroll one of the rolled damage dice and
interposing barriers, unless the creature must keep the second result.
is protected by a mind blank spell. This
effect lasts for 10 minutes. • 2d4 Vials of Air Essence. When
consumed, for one minute your jumping
• 1d2 Vials of Intellect Devourer Blood. and leaping distance is doubled and your
When consumed, your Intelligence score speed is increased by 10 feet.
increases by 1d4 to a maximum of 20 for
one hour.

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Jackalwere

• 1 Broken Scimitar.

• 1d2 Vials of Shapeshifter Blood. Can
be used as an additional material
component when casting spells that
physically alter a creature’s body. When
used in this way, the duration of the spell
is extended by 10 minutes.

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Kenku gain trusight out to a range of 30 feet for
one hour.
• 1 Broken Shortsword.
• 1d4 Kraken Fins. Can be crafted into
• 1 Broken Shortbow. a cloak of the manta ray (DMG p. 159)
(200 gp, 14 days).
Kobolds
• 1 Kraken Hide. Can be crafted into a
Kobold set of light armor (3000 gp, 75 days).
Requires attunement. While wearing this
• 1 Broken Dagger. armor, you have resistance to lightning
damage. In addition, you ignore difficult
• 1 Broken Sling. terrain, and magical effects can’t reduce
your speed or cause you to be restrained.
Winged Kobold Four sets of armor can be crafted from
this hide.
• 1 Broken Dagger.
• 1d3 Kraken Lightning Sparkers. As an
Kraken action, you slam this sparker into the
ground, shattering it. Three random
• 1d6 Kraken Bones. Two bones can creatures within 60 feet of you must
be crafted into plate armor (4000 gp, make a DC 23 Dexterity saving throw,
80 days) or half-plate armor (3500 gp, taking 22 (4d10) lightning damage on a
80 days). Requires attunement. While failed save, or half as much damage on a
wearing this armor, you have resistance successful one.
to lightning damage. In addition, you
ignore difficult terrain, and magical • 1d6 Kraken Lung Tissue. When
effects can’t reduce your speed or cause consumed, you become amphibious for 8
you to be restrained. hours.

• 1d2 Kraken Eyes. When consumed, you

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• 2d10 Kraken Teeth. One tooth can the weapon’s wielder can’t or won’t let go
be used as the tip on an arrow or a of the weapon, the wielder is grappled
crossbow bolt. Ranged attacks that use while the weapon is stuck. While stuck,
ammunition made from these teeth deal the weapon can’t be used. A creature can
an additional 1d6 acid damage on a hit. pull the weapon free by taking an action
After the ammunition has been fired, it to make DC 11 Strength check and
loses this property. succeeding.

• 1d10 Kraken Tentacles. Can be crafted Kuo-Toa Archpriest
into a maul (20 gp, 3 days). This weapon
deals double damage to objects and • 1 Scepter. Requires attunement.
structures. Functions as a martial weapon that
deals 1d6 bludgeoning damage plus 1d6
• 20d6 Rations. lightning damage on a hit.

• 2d6 Vials of Kraken Ink. As an action, • 2d4 Vials of Kuo-toa Slime. When
you can throw this vial up to 30 feet consumed, you become amphibious for
away where it will shatter in a cloud one minute.
of darkness. The area within a 15 foot
radius of where the vial landed becomes • 1d4 Vials of Slippery Goo. As an action,
pitch black, as if affected by the darkness you can pour this goo over a creature.
spell. For the next minute, the creature has
advantage on ability checks and saving
Kuo-toas throws made to escape a grapple.

Kuo-toa Kuo-Toa Whip

• 1 Broken Net. • 1 Pincer Staff. Functions as a martial
weapon that deals 1d6 bludgeoning
• 1 Broken Shield. damage. On a hit, if the target is a
Medium or smaller creature, it is
• 1 Broken Spear. grappled (escape DC 14). Until this
grapple ends, you can’t use this weapon
• 1 Vial of Kuo-toa Slime. When on another target.
consumed, you become amphibious for
one minute. • 1d4 Vials of Kuo-toa Slime. When
consumed, you become amphibious for
• 1 Vial of Sticky Glue. This glue can be one minute.
rubbed on a shield as an action. For the
next minute, when a creature misses you • 1d2 Vials of Slippery Goo. As an action,
with a melee weapon attack you can use you can pour this goo over a creature.
your sticky shield to catch the weapon as For the next minute, the creature has
a reaction. The attacker must succeed advantage on ability checks and saving
on a DC 11 Strength saving throw, or the throws made to escape a grapple.
weapon becomes stuck to your shield. If

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Lamia wearing this robe. In addition, any allied
undead creatures within 300 feet of you
• 1 Broken Dagger. and any undead creatures under your
control have advantage on saving throws
• 1d2 Lamia Claws. Can be crafted into a against any effect that turns undead.
dagger (250 gp, 7 days). The first time
you hit a creature with this weapon, • 1 Spellbook. It has in it the following
itf must succeed on a DC 13 Wisdom spells: animate dead, cloudkill,
saving throw. On a failed save, the counterspell, Melf’s acid arrow, plane
creature is magically cursed for one hour. shift.
Until the curse ends, the creature has
disadvantage on Wisdom saving throws Lizardfolk
and all ability checks.
Lizardfolk
• 2d6 Rations.
• 1 Broken Heavy Club. This weapon,
• 1d4 Vials of Lamia Blood. When when repaired, functions as a martial
consumed, an illusion of a humanoid weapon that deals 1d6 bludgeoning
falls over you as if you were affected by damage on a hit. It costs 2 gold pieces to
the disguise self spell. You decide the repair the weapon.
look of this illusion. This effect lasts for
one hour. • 1 Broken Spiked Shield. This weapon,
when repaired, functions as a light
Lich martial weapon that deals 1d6 piercing
damage on a hit and also functions as a
• 3d12 Lich Bones. Can be used as an shield. You need proficiency with both to
additional material component when wield it. It costs 20 gold pieces to repair
casting spells that deal necrotic damage. the weapon.
When used in this way, you deal an
additional 3 (1d6) necrotic damage when • 1d3 Javelins.
you cast the spell.
Lizardfolk Shaman
• 1d2 Lich Eyes. Can be crafted into a
wand of fear (DMG p. 210) (2000 gp, 30 • 1 Shaman’s Staff. Requires attunement.
days). Can be used as a druidic focus. You know
the druidcraft cantrip, but only when you
• 1d2 Lich Hands. Requires attunement. are holding onto the hand. Charisma is
Can be used as an arcane focus. You your spellcasting ability for the cantrip.
know the ray of frost cantrip, but only Once per day, you can also cast each
when you are holding onto the hand. of the following spells: fog cloud, heat
Charisma is your spellcasting ability for metal, plant growth.
the cantrip.
Lizard King/Queen
• 1 Necromancer’s Robe. Requires
attunement by a spellcaster. You have • 1d3 Broken Tridents.
resistance to poison damage and you
cannot be frightened as long as you are • 1 Lizardfolk Royal Amulet. There is a
70% chance that this is an amulet of
fearlessness, which requires attunement.
While worn, you are immune to the

56


frightened condition. There is a 30% minutes.
chance it is a non-magical tribal amulet.
Weretiger
Lycanthropes
• 2d6 Arrows.
Werebear
• 1 Broken Longbow.
• 1 Broken Greataxe.
• 1 Broken Scimitar.
• 1d6 Vials of Cursed Cruor. When
consumed, your speed is halved and • 1d4 Vials of Cursed Cruor. When
you have disadvantage on ability checks, consumed, your speed is halved and
saving throws, and attacks based on you have disadvantage on ability checks,
Strength or Dexterity for one hour. saving throws, and attacks based on
Strength or Dexterity for one hour.
• 1d4 Vials of Shapeshifter Blood. Can
be used as an additional material • 1d4 Vials of Shapeshifter Blood. Can
component when casting spells that be used as an additional material
physically alter a creature’s body. When component when casting spells that
used in this way, the duration of the spell physically alter a creature’s body. When
is extended by 10 minutes. used in this way, the duration of the spell
is extended by 10 minutes.
Wereboar
Werewolf
• 1 Broken Maul.
• 1 Broken Spear.
• 1d4 Vials of Cursed Cruor. When
consumed, your speed is halved and • 1d4 Vials of Cursed Cruor. When
you have disadvantage on ability checks, consumed, your speed is halved and
saving throws, and attacks based on you have disadvantage on ability checks,
Strength or Dexterity for one hour. saving throws, and attacks based on
Strength or Dexterity for one hour.
• 1d4 Vials of Shapeshifter Blood. Can
be used as an additional material • 1d2 Vials of Shapeshifter Blood. Can
component when casting spells that be used as an additional material
physically alter a creature’s body. When component when casting spells that
used in this way, the duration of the spell physically alter a creature’s body. When
is extended by 10 minutes. used in this way, the duration of the spell
is extended by 10 minutes.
Wererat

• 2d6 Crossbow Bolts.

• 1 Broken Hand Crossbow.

• 1 Broken Shortsword.

• 1d2 Vials of Cursed Cruor. When
consumed, your speed is halved and
you have disadvantage on ability checks,
saving throws, and attacks based on
Strength or Dexterity for one hour.

• 1d2 Vials of Shapeshifter Blood. Can
be used as an additional material
component when casting spells
that physically alter a creature’s
body. When used in this way, the
duration of the spell is extended by 10

57


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_________S_E__C_T__IO__N__M__________

Magmin • A creature that isn’t surprised can avert
its eyes to avoid the saving throw at
• 1 Vial of Fire Essence. This liquid glows the start of its turn. If it does so, it can’t
in the dark, shedding bright light in see the head until the start of its next
a 10-foot radius and dim light for an turn, when it can avert its eyes again. If
additional 10 feet if not covered. As an it looks at the head in the meantime, it
action, the essence can be applied to must immediately make the save. The
a weapon made of metal and imbue head has this effect for 2d6 days after
it with magical fire. For one minute, being harvested, after which it turns into
when the weapon hits a target it deals a non-magical decaying head.
an additional 3 (1d6) fire damage. The
essence then evaporates. • 1d6 Rations.

Manticore • 1d6 Vials of Medusa Blood. If poured on
a Medium or smaller creature that has
• 1d4 Manticore Claws. Can be crafted been petrified by being turned to stone,
into a dagger (2 gp, 1 day). they are cured of the petrified condition.

• 2d4 Manticore Tail Spikes. One spike Mephit
can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use Dust
ammunition made from these spikes
deal an additional 2 (1d4) damage on a • 1d4 Ounces of Arcane Dust. Can be used
hit. After the ammunition has been fired, as an additional material component
it loses this property. when casting spells that deal damage.
When used in this way, you can choose to
• 2d6 Rations. reroll one of the rolled damage dice and
must keep the second result.
Medusa
Ice
• 3d6 Arrows.
• 1d4 Ounces of Arcane Dust. Can be used
• 1 Broken Shortsword. as an additional material component
when casting spells that deal damage.
• 1 Broken Longbow. When used in this way, you can choose to
reroll one of the rolled damage dice and
• 1 Medusa Head. When a creature that must keep the second result.
can see the medusa head’s eyes starts its
turn within 30 feet of the head, it must Magma
make a DC 14 Constitution saving throw.
On a failed save, the creature magically • 1d4 Ounces of Arcane Dust. Can be used
begins to turn to stone and is restrained. as an additional material component
It must repeat the saving throw at the when casting spells that deal damage.
end of its next turn. On a success, the When used in this way, you can choose to
effect ends. On a failure, the creature reroll one of the rolled damage dice and
is petrified until freed by the greater must keep the second result.
restoration spell or similar magic.

58


Mud minutes. While adhesive, the creature
adheres to anything that it touches or
• 1d4 Ounces of Arcane Dust. Can be used that touches it. A Medium or smaller
as an additional material component creature adhered to the adhesive
when casting spells that deal damage. creature is also grappled by it (escape
When used in this way, you can choose to DC 13). The adhesive creature also
reroll one of the rolled damage dice and automatically succeeds on climbing
must keep the second result. checks as long as it is adhesive.

Smoke Mind Flayer

• 1d4 Ounces of Arcane Dust. Can be used • 1 Broken Breastplate.
as an additional material component
when casting spells that deal damage. • 1d4 Mind Flayer Tentacles. Can be
When used in this way, you can choose to crafted into a dagger (300 gp, 19 days)
reroll one of the rolled damage dice and or a shortsword (300 gp, 19 days). Once
must keep the second result. per day, when you hit a creature with this
weapon you can force it to make a DC
Steam 15 Intelligence saving throw. On a failed
save, the creature is stunned until the
• 1d4 Ounces of Arcane Dust. Can be used end of its next turn.
as an additional material component
when casting spells that deal damage. • 1d2 Mind Flayer Eyes. When consumed,
When used in this way, you can choose to you gain darkvision out to a range of 120
reroll one of the rolled damage dice and feet for one hour.
must keep the second result.
• 1d6 Vials of Mind Flayer Blood. When
Merfolk consumed, you have advantage on saving
throws against spells and other magical
• 1d4 Broken Spears. effects for one hour.

Merrow • 1d4 Vials of Mind Flayer Brain Matter.
When consumed, you can communicate
• 1 Broken Harpoon. This weapon, when with any creature you can see within 60
repaired, functions as a martial weapon feet of you for one hour. You don’t need
that deals 2d6 bludgeoning damage on a to share a language with the creature
hit. The weapon has a throwing range of for it to understand you, but the creature
20/60. If the target is a Large or smaller must be able to understand at least one
creature, it must succeed on a Strength language.
contest against you or be pulled up to 20
feet toward you. It costs 40 gold pieces to Minotaur
repair the weapon.
• 1 Broken Greataxe.
• 1 Merrow Hide. Can be crafted into a
set of light armor (100 gp, 7 days). While • 1 Minotaur Heart. When consumed, you
wearing this armor, your swimming can perfectly recall any path you have
speed equals your movement speed. traveled within the past seven days. This
effect lasts for 24 hours.
• 2d6 Rations.
• 2d6 Rations.
Mimic
• 1d4 Vials of Minotaur Blood. When
• 1d6 Rations. consumed, you gain advantage on all
melee weapon attack rolls you make, but
• 1d4 Vials of Mimic Adhesive. When attack rolls against you have advantage.
poured on a Medium or smaller creature,
the creature becomes adhesive for 10

59


This effect lasts until the beginning become intent on following its every
of your next turn. This item can be instruction. For the next 10 minutes,
consumed as a bonus action instead of you willingly follow every order and
the usual action. command of the creature, with the
exception of those that would cause you
Modrons harm. No magic or effect can compel
you to go against these instructions.
Monodrone The duration of this effect is extended
by an additional 10 minutes for every
• 1 Broken Dagger. additional ounce of modron dust
consumed.
• 1 Javelin.
Quadrone
• 1 Ounce of Modron Dust. When
consumed, you become hyper-focused • 2d6 Arrows.
on the next creature you see within
one minute of consuming the dust, and • 1 Ounce of Modron Dust. When
become intent on following its every consumed, you become hyper-focused
instruction. For the next 10 minutes, on the next creature you see within
you willingly follow every order and one minute of consuming the dust, and
command of the creature, with the become intent on following its every
exception of those that would cause you instruction. For the next 10 minutes,
harm. No magic or effect can compel you willingly follow every order and
you to go against these instructions. command of the creature, with the
The duration of this effect is extended exception of those that would cause you
by an additional 10 minutes for every harm. No magic or effect can compel
additional ounce of modron dust you to go against these instructions.
consumed. The duration of this effect is extended
by an additional 10 minutes for every
Duodrone additional ounce of modron dust
consumed.
• 1d2 Javelins.
• 1 Broken Shortbow.
• 1 Ounce of Modron Dust. When
consumed, you become hyper-focused Pentadrone
on the next creature you see within
one minute of consuming the dust, and • 1d4 Ounces of Modron Dust. When
become intent on following its every consumed, you become hyper-focused
instruction. For the next 10 minutes, on the next creature you see within
you willingly follow every order and one minute of consuming the dust, and
command of the creature, with the become intent on following its every
exception of those that would cause you instruction. For the next 10 minutes,
harm. No magic or effect can compel you willingly follow every order and
you to go against these instructions. command of the creature, with the
The duration of this effect is extended exception of those that would cause you
by an additional 10 minutes for every harm. No magic or effect can compel
additional ounce of modron dust you to go against these instructions.
consumed. The duration of this effect is extended
by an additional 10 minutes for every
Tridrone additional ounce of modron dust
consumed.
• 1d4 Javelins.
• 1d2 Vials of Paralysis Gas. As an action,
• 1 Ounce of Modron Dust. When you can throw this vial at a point within
consumed, you become hyper-focused 30 feet of you where it will shatter in
on the next creature you see within
one minute of consuming the dust, and

60


a cloud of gas. Each creature within end of your next turn. If the target fails
10 feet of where the vial landed must the saving throw by 5 or more, it is also
succeed on a DC 11 Constitution saving paralyzed for the same duration. Once
throw or be paralyzed for one minute. A you have used the item in this way, you
creature can repeat the saving throw at can’t do so again until you finish a short
the end of each of its turns, ending the or long rest.
effect on itself on a success.
• 2d10 Mummy Wrapping Strips. Can
Mummy be used as an additional material
component when casting spells that
• 1 Mummy Skull. Can be crafted into a deal necrotic damage. When used in this
helmet of dreadful glaring (200 gp, 14 way, you may reroll any 1s and 2s rolled
days). Requires attunement. As a bonus on the damage dice and must keep the
action, you can target one creature you second result.
can see within 60 feet of you. If the target
can see you, it must succeed on a DC Myconids
11 Wisdom saving throw against this
magic or become frightened until the Myconid Sprout
end of your next turn. If the target fails
the saving throw by 5 or more, it is also • 1d2 Poisonous Spores. Can be used as
paralyzed for the same duration. Once an additional material component when
you have used the item in this way, you casting spells that deal poison damage.
can’t do so again until you finish a short When used in this way, you deal 2 (1d4)
or long rest. additional poison damage with the spell.

• 2d4 Mummy Wrapping Strips. Can Myconid Adult
be used as an additional material
component when casting spells that • 1d4 Poisonous Spores. Can be used as
deal necrotic damage. When used in this an additional material component when
way, you may reroll any 1s and 2s rolled casting spells that deal poison damage.
on the damage dice and must keep the When used in this way, you deal 2 (1d4)
second result. additional poison damage with the spell.

Mummy Lord • 1 Ounce of Pacifying Spores. As an
action, you can blow these spores into
• 1d2 Mummy Eyes. Can be crafted into a the face of a creature standing within 5
wand of fear (DMG p. 210) (2000 gp, 30 feet of you. The creature must succeed
days). on a DC 11 Constitution saving throw or
be stunned for one minute. The target
• 1d2 Mummy Hands. Requires can repeat the saving throw at the end of
attunement. Can be used as an arcane each of its turns, ending the effect on a
focus. You know the sacred flame success.
cantrip, but only when you are holding
onto the hand. Charisma is your Myconid Sovereign
spellcasting ability for the cantrip.
• 1d8 Poisonous Spores. Can be used as
• 1 Mummy Skull. Can be crafted into a an additional material component when
helmet of dreadful glaring (200 gp, 14 casting spells that deal poison damage.
days). Requires attunement. As a bonus When used in this way, you deal 2 (1d4)
action, you can target one creature you additional poison damage with the spell.
can see within 60 feet of you. If the target
can see you, it must succeed on a DC • 1d2 Ounces of Hallucination Spores. As
11 Wisdom saving throw against this an action, you can blow these spores into
magic or become frightened until the the face of a creature standing within 5
feet of you. The creature must succeed
on a DC 12 Constitution saving throw

61


or be poisoned for one minute. The Spore Servant
poisoned target is incapacitated while it
hallucinated. The target can repeat the Note: The spore servant is a template that is
saving throw at the end of each of its placed on top of an already existing creature.
turns, ending the effect on a success. This means that the loot gotten from the
spore servant is in addition to any loot gotten
• 1d4 Ounces of Pacifying Spores. As an from the creature the template was placed
action, you can blow these spores into on.
the face of a creature standing within 5
feet of you. The creature must succeed • 1d6 Poisonous Spores. Can be used as
on a DC 11 Constitution saving throw or an additional material component when
be stunned for one minute. The target casting spells that deal poison damage.
can repeat the saving throw at the end of When used in this way, you deal 2 (1d4)
each of its turns, ending the effect on a additional poison damage with the spell.
success.

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Nagas made from these teeth deal an additional
3 (1d6) poison damage on a hit. After the
Bone Naga ammunition has been fired, it loses this
property.
• 1d6 Naga Bones. When consumed, you
gain resistance to poison damage for one • 2d6 Rations.
hour.
• 1d6 Vials of Naga Poison. As an
• 2d4 Naga Teeth. One tooth can be used action, the poison can be used to coat
as the tip on an arrow or a crossbow bolt. one slashing or piercing weapon, or
Ranged attacks that use ammunition up to three pieces of ammunition. A
made from these teeth deal an additional creature hit by the poisoned weapon
3 (1d6) poison damage on a hit. After the of ammunition must make a DC 14
ammunition has been fired, it loses this Constitution saving throw or take 22
property. (5d8) poison damage on a failed save and
half as much damage on a successful
Guardian Naga one. Once applied, the poison retains its
potency for one minute before drying.
• 1d6 Naga Bones. When consumed, you
gain resistance to poison damage for one Spirit Naga
hour.
• 1d6 Naga Bones. When consumed, you
• 1 Naga Hide. Can be crafted into a set gain resistance to poison damage for one
of light armor (2000 gp, 60 days). While hour.
wearing this armor, you have resistance
to poison damage. • 1 Naga Hide. Can be crafted into a set
of light armor (2000 gp, 60 days). While
• 2d4 Naga Teeth. One tooth can be used wearing this armor, you have resistance
as the tip on an arrow or a crossbow bolt. to poison damage.
Ranged attacks that use ammunition

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• 2d4 Naga Teeth. One tooth can be used Nightmare
as the tip on an arrow or a crossbow bolt.
Ranged attacks that use ammunition • 1d2 Vial of Fire Essence. This liquid
made from these teeth deal an additional glows in the dark, shedding bright light
3 (1d6) poison damage on a hit. After the in a 10-foot radius and dim light for an
ammunition has been fired, it loses this additional 10 feet if not covered. As an
property. action, the essence can be applied to
a weapon made of metal and imbue
• 2d6 Rations. it with magical fire. For one minute,
when the weapon hits a target it deals
• 1d6 Vials of Naga Poison. As an an additional 3 (1d6) fire damage. The
action, the poison can be used to coat essence then evaporates.
one slashing or piercing weapon, or
up to three pieces of ammunition. A • 1d2 Vials of Nightmare Fuel. When
creature hit by the poisoned weapon consumed, you begin to feel strangely
of ammunition must make a DC 14 and when you fall asleep you have
Constitution saving throw or take 22 terrible nightmares. You gain no benefit
(5d8) poison damage on a failed save and from your rest and your hit point
half as much damage on a successful maximum is reduced by 5 (1d10). If this
one. Once applied, the poison effect reduces your hit point maximum
retains its potency for one to 0, you die. The effect can only be
minute before drying. removed by using the protection from
good and evil or lesser restoration spells.

Nothic

• 1 Nothic Eye. This eye can be crafted
into an eye of rot (200 gp, 14 days).
Requires attunement. While wearing this
over your eye, you can use an action to
target one creature you can see within
30 feet of you. The target must succeed
on a DC 12 Constitution saving throw
against the magic of the eye or take 10
(3d6) poison damage. Once you have
used the item in this way, you can’t do so
again until you finish a short or long rest.

• 1d2 Vials of Nothic Blood. When
consumed, you become strangely affixed
on the nature of those around you.
Within the next hour, you can use an
action to target one creature you can see
within 30 feet of you. The target must
contest its Charisma (Deception) check
against the your Wisdom (Insight) check.
If you win, you magically learn one fact
or secret about the target. The target
automatically wins if it is immune to
being charmed.

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Ogre vial shatters and covers the creature
with black goop. For the next minute,
• 1 Broken Greatclub. the creature takes 4 (1d8) acid damage
at the start of each of its turns. The
• 1 Broken Hide Armor (size Large). creature can use an action to scrape the
goop off, ending the effect early.
• 1d10 Giant’s Toes. Can be sold for 4 gold
pieces per toe. Gelatinous Cube

• 1d4 Javelins. • 1d6 Vials of Ooze Goop. As an action,
you can throw this vial at a creature
Half-Ogre within 20 feet of you, treating the vial
as an improvised weapon. On a hit, the
• 1 Broken Battleaxe. vial shatters and covers the creature
with black goop. For the next minute,
• 1 Broken Hide Armor (size Large). the creature takes 4 (1d8) acid damage
at the start of each of its turns. The
• 1d10 Giant’s Toes. Can be sold for 4 gold creature can use an action to scrape the
pieces per toe. goop off, ending the effect early.

• 1d2 Javelins. Gray Ooze

Oni • 1d2 Vials of Ooze Goop. As an action,
you can throw this vial at a creature
• 1 Broken Chain Mail (size Large). within 20 feet of you, treating the vial
as an improvised weapon. On a hit, the
• 1d10 Giant’s Toes. Can be sold for 4 gold vial shatters and covers the creature
pieces per toe. with black goop. For the next minute,
the creature takes 4 (1d8) acid damage
• 1 Glaive. This weapon is magical. at the start of each of its turns. The
creature can use an action to scrape the
• 1d2 Oni Eyes. Can be crafted into a goop off, ending the effect early.
potion of invisibility (DMG, p. 188) (2000
gp, 60 days). Ochre Jelly

• 2d4 Oni Teeth. One tooth can be used as • 1d6 Vials of Ooze Goop. As an action,
the tip on an arrow or a crossbow bolt. you can throw this vial at a creature
Ranged attacks that use ammunition within 20 feet of you, treating the vial
made from these teeth cast the spell as an improvised weapon. On a hit, the
darkness on the area they hit. After the vial shatters and covers the creature
ammunition has been fired, it loses this with black goop. For the next minute,
property. the creature takes 4 (1d8) acid damage
at the start of each of its turns. The
Oozes creature can use an action to scrape the
goop off, ending the effect early.
Black Pudding

• 2d6 Vials of Ooze Goop. As an action,
you can throw this vial at a creature
within 20 feet of you, treating the vial
as an improvised weapon. On a hit, the

64


Orcs by 5 (1d10) on a failure. The disease is
cured on a success. The target dies if the
Orc disease reduces its hit point maximum
to 0. This reduction to the target’s hit
• 1 Broken Greataxe. point maximum lasts until the disease is
cured.
• 1 Broken Hide Armor (size Medium).
• 1d2 Otyugh Tentacles. Can be crafted
• 1d4 Javelins. into a maul (100 gp, 7 days). On a hit,
you deal an additional 1d4 piercing
Orc War Chief damage with this weapon.

• 1 Broken Chain Mail Armor (size • 1d8 Small Otyugh Teeth. One tooth
Medium). can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
• 1 Broken Greataxe. ammunition made from these teeth deal
an additional 2 (1d4) poison damage
• 1d4 Broken Spears. on a hit. After the ammunition has been
fired, it loses this property.
Orc Eye of Gruumsh
• 1d4 Vials of Otyugh Blood. When
• 1 Broken Ring Mail Armor (size consumed, you can magically transmit
Medium). simple messages and images to any
creature within 120 feet of you that
• 1 Broken Shield. can understand a language. This form
of telepathy doesn’t allow the receiving
• 1d6 Broken Spears. creature to telepathically respond. This
effect lasts for 10 minutes.
Orog
Owlbear
• 1 Broken Greataxe.
• 1d6 Owlbear Claws. Can be crafted into
• 1 Broken Plate Armor. a dagger (2 gp, 1 day).

• 1d6 Javelins. • 2d6 Owlbear Feathers. Two feathers can
be used as fletching on an arrow or a
Otyugh crossbow bolt. Ranged attacks that use
ammunition made from these feathers
• 1 Otyugh Hide. Can be crafted into deal an additional 2 (1d4) damage on a
leather armor (10 gp, 2 days) or studded hit. After the ammunition has been fired,
leather armor (45 gp, 3 days). it loses this property.

• 1d4 Large Otyugh Teeth. Can be crafted • 2d6 Rations.
into a dagger (200 gp, 14 days). Once
per day, when you hit a creature with this
weapon, you can force the creature to
make a DC 15 Constitution saving throw
against the disease in the weapon. On a
failed save, the creature is poisoned until
the disease is cured. Every 24 hours that
elapse, the target must repeat the saving
throw, reducing its hit point maximum

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_________S__E_C_T__I_O_N__P__________

Pegasus Pixie

• 1d10 Celestial Feathers. Two feathers • 1 Ounce of Fey Dust. As an action, you
can be used as fletching on an arrow or can blow this dust into the face of a
a crossbow bolt. Ranged attacks that use creature standing within 5 feet of you.
ammunition made from these feathers The creature must succeed on a DC
deal an additional 1d8 radiant damage 10 Wisdom saving throw or become
on a hit. After the ammunition has been confused as with the confusion spell until
fired, it loses this property. the end of their next turn.

• 1 Pegasus Hide. Can be crafted into Pseudodragon
leather armor (10 gp, 2 days) or studded
leather armor (45 gp, 3 days). • 1 Ration.

Peryton • 1d4 Vials of Pseudodragon Blood.
When consumed, you can magically
• 1d10 Peryton Feathers. Two feathers communicate simple ideas, emotions,
can be used as fletching on an arrow or and images telepathically with any
a crossbow bolt. Ranged attacks that use creature within 100 feet of it that can
ammunition made from these feathers understand a language.
have an increased range of 10 feet. After
the ammunition has been fired, it loses Purple Worm
this property.
• 1 Purple Worm Hide. Hide. Can be
• 1d4 Peryton Talons. Can be crafted into crafted into leather armor (10 gp, 2 days)
a dagger (2 gp, 1 day). or studded leather armor (45 gp, 3 days).
Three sets of armor can be crafted from
• 1d10 Peryton Teeth. Can be sold for 5 this hide.
gold pieces per tooth.
• 1d6 Purple Worm Protective Plates. Two
• 1d6 Rations. plates can be crafted into a set of plate
armor (1500 gp, 5 days) or into a set of
Piercer half-plate armor (750 gp, 4 days).

• 1 Piercer Hide. Four piercer hides can • 1 Purple Worm Tail Stinger. Can be
be crafted into a pair of boots of spider crafted into a longsword (700 gp, 24
climbing (1000 gp, 30 days). Requires days), a lance (700 gp, 24 days), or a
attunement. While wearing these boots, rapier (700 gp, 24 days). On a hit, the
you are under the effects of the spider weapon deals an additional 7 (2d6)
climb spell. poison damage.

• 1d6 Rations. • 10d6 Rations.

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• 1d8 Vials of Purple Worm Poison. As Constitution saving throw or take 21
an action, the poison can be used to (6d6) poison damage on a failed save and
coat one slashing or piercing weapon, half as much damage on a successful
or up to three pieces of ammunition. A one. Once applied, the poison retains its
creature hit by the poisoned weapon potency for one minute before drying.
of ammunition must make a DC 16

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_________S_E__C_T__I_O_N__Q__________

Quaggoth

• 1d6 Tufts of Quaggoth Fur. Four tufts
can be crafted into a cloak (1000 gp, 30
days). Requires attunement. When worn,
you have resistance to poison damage.

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_________S__E_C_T__I_O_N__R__________

Rakshasa the target takes a short or long rest,
filling the target’s thoughts with horrible
• 1 Rakshasa Heart. When consumed, you images and dreams. The cursed target
gain the benefits of the true seeing spell gains no benefit from finishing a short or
for one hour. long rest. The curse lasts until it is lifted
by a remove curse spell or similar magic.
• 1d2 Rakshasa Hands. Requires After the ammunition has been fired, it
attunement by a spellcaster. Can be used loses this property.
as an arcane focus. You may cast each of
the spells charm person, detect thoughts, • 2d4 Random Gems (Value 50 GP).
major image, and suggestion once per
day. You use your own spellcasting ability Remorhaz
and spell save DC when casting these
spells, and any spent uses recharge every • 4d6 Rations.
day at dawn.
• 1d4 Remorhaz Fangs. Can be crafted
• 1d8 Rakshasa Claws. One claw can into a dagger (150 gp, 9 days). On a hit,
be used as the tip on an arrow or a this weapon deals an additional 3 (1d6)
crossbow bolt. Ranged attacks that use fire damage.
ammunition made from these claws put
a magical curse on the target they hit. • 1 Remorhaz Hide. Can be crafted into
The magical curse takes effect whenever a set of light armor (3000 gp, 75 days).

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Requires attunement. While wearing days). Requires attunement. Once per
the armor, you are resistant to fire and day, while wearing this over your eye, you
cold damage. Two sets of armor can be can use an action to target one creature
crafted from this hide. you can see within 30 feet of you. The
target must make a DC 15 Wisdom
• 2d8 Remorhaz Teeth. One tooth can saving throw. On a failure, the target is
be used as the tip on an arrow or a paralyzed until you deal damage to it, or
crossbow bolt. Ranged attacks that use until the end of your next turn. When the
ammunition made from these teeth deal paralysis ends, the target is frightened
an additional 3 (1d6) fire damage on a of you for one minute. The frightened
hit. After the ammunition has been fired, creature can repeat the saving throw
it loses this property. at the end of each of its turns, ending
the frightened condition on itself on a
Young Remorhaz success.

• 2d6 Rations. • 1 Revenant Heart. All undead creatures
within 30 feet of the heart are immune to
• 1d2 Remorhaz Fangs. Can be crafted features that turn undead.
into a dagger (150 gp, 9 days). On a hit,
this weapon deals an additional 3 (1d6) • 1 Vial of Ectoplasm. When consumed,
fire damage. you can see into the Ethereal Plane for
one hour.
• 1 Remorhaz Hide. Can be crafted into
a set of light armor (3000 gp, 75 days). Roc
Requires attunement. While wearing the
armor, you are resistant to fire and cold • 10d6 Rations.
damage.
• 3d8 Roc Feathers. Two feathers can
• 2d4 Remorhaz Teeth. One tooth can be used as fletching on an arrow or a
be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use
crossbow bolt. Ranged attacks that use ammunition made from these feathers
ammunition made from these teeth deal have an increased range of 20 feet.
an additional 3 (1d6) fire damage on a They also deal an additional 3 (1d6)
hit. After the ammunition has been fired, damage if the target is a giant. After the
it loses this property. ammunition has been fired, it loses these
properties.
Revenant
• 1d4 Roc Talons. Can be crafted into
• 1 Broken Leather Armor (size Medium). a shortsword (100 gp, 2 days). This
weapon deals an additional 3 (1d6)
• 1d4 Revenant Bones. By crushing one damage against giants.
of these bones, you gain the effects of
the augury spell. By crushing three of Roper
these bones, you gain the effects of the
commune spell. • 2d6 Rations.

• 1d6 Revenant Cloak Strips. Can be used • 1 Roper Hide. Can be crafted into a cloak
as an additional material component or cape (75 gp, 6 days). When worn, you
when casting spells that deal necrotic have advantage on Dexterity (Stealth)
damage. When used in this way, you checks made to hide in rocky terrain and
may reroll any 1s and 2s rolled on the you can attempt to blend in with cave
damage dice and must keep the second walls.
result.
• 1d10 Roper Teeth. One tooth can
• 1d2 Revenant Eyes. This eye can be be used as the tip on an arrow or a
crafted into an eye of glaring (500 gp, 21

68


crossbow bolt. Ranged attacks that use Rust Monster
ammunition made from these teeth deal
an additional 2 (1d4) piercing damage • 1d6 Rations.
on a hit. After the ammunition has been
fired, it loses this property. • 1 Rust Monster Hide. Can be crafted
into a shield (1000 gp, 30 days). Any
• 1d6 Roper Tendrils. Can be crafted into a nonmagical weapon made of metal that
whip (200 gp, 14 days). When attacking hits the shield corrodes. The weapon
with this weapon, you can try to grapple takes a permanent and cumulative -1
a creature you’re fighting. On a hit, you penalty to damage rolls. If its penalty
can choose to forgo doing damage and drops to -5, the weapon is destroyed.
instead grapple the creature (escape Nonmagical ammunition made of metal
DC 15) if it is Medium or smaller. The that hits the shield is also destroyed. A
grappled creature can use its action on weapon hits the shield if the attack roll
its turn to attempt to free itself from the against you was 1 or 2 lower than your
grapple. Until this grapple ends, you can’t armor class.
use this weapon on another target.

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Sahuagin you can magically communicate with any
shark within 120 of you, using a limited
Sahuagin telepathy.

• 1d4 Broken Spears. Salamanders

• 1 Sahuagin Shark Pendant. Requires Fire Snake
attunement. While wearing this pendant,
you can magically communicate with any • 1d4 Vials of Fire Essence. This liquid
shark within 120 of you, using a limited glows in the dark, shedding bright light
telepathy. in a 10-foot radius and dim light for an
additional 10 feet if not covered. As an
Sahuagin Priestess action, the essence can be applied to
a weapon made of metal and imbue
• 1 Coral Staff. Can be used as a druidic it with magical fire. For one minute,
focus. Once per day each, you can cast when the weapon hits a target it deals
the spells bless and detect magic. an additional 3 (1d6) fire damage. The
essence then evaporates.
• 1 Sahuagin Shark Pendant. Requires
attunement. While wearing this pendant, Salamander
you can magically communicate with any
shark within 120 of you, using a limited • 1d4 Broken Spears.
telepathy.
• 1 Salamander Hide. Can be crafted into
Sahuagin Baron a set of light armor (2000 gp, 60 days).
While wearing this armor, you have
• 1d4 Broken Tridents. resistance to fire damage.

• 1 Sahuagin Shark Pendant. Requires
attunement. While wearing this pendant,

69


• 1d6 Vials of Fire Essence. This liquid Shambling Mound
glows in the dark, shedding bright light
in a 10-foot radius and dim light for an • 1d4 Shambling Branches. Can be used
additional 10 feet if not covered. As an as a druidic focus. Once per day, in
action, the essence can be applied to response to taking lightning damage you
a weapon made of metal and imbue can use your reaction to give yourself
it with magical fire. For one minute, resistance to that instance of the
when the weapon hits a target it deals damage.
an additional 3 (1d6) fire damage. The
essence then evaporates. • 2d6 Shambling Vines. Three vines can
be crafted into a rope of climbing (DMG
Satyr p. 197) (200 gp, 14 days). Six vines can
be crafted into a rope of entanglement
• 2d6 Arrows. (2000 gp, 30 days).

• 1 Broken Shortbow. Shield Guardian

• 1 Broken Shortsword. • 1 Shield Guardian Plating. Can be
crafted into a set of plate armor (1500
• 1 Ounce of Fey Dust. As an action, you gp, 5 days) or into a set of half-plate
can blow this dust into the face of a armor (750 gp, 4 days).
creature standing within 5 feet of you.
The creature must succeed on a DC • 2d6 Ounces of Arcane Dust. Can be used
10 Wisdom saving throw or become as an additional material component
confused as with the confusion spell until when casting spells that deal damage.
the end of their next turn. When used in this way, you can choose to
reroll one of the rolled damage dice and
Scarecrow must keep the second result.

• 1d2 Scarecrow Hands. Can be used as • 1d6 Vials of Golem Grease. When
an arcane focus. consumed, you become immune to any
spell or effect that would alter your form
• 1d10 Scarecrow Kindling. Can be used for one hour.
as an additional material component
when casting spells that deal fire Skeleton
damage. When used in this way, you deal
an additional 3 (1d6) fire damage when • 2d6 Arrows.
you cast the spell.
• 1 Broken Shortbow.
Shadow
• 1 Broken Shortsword.
• 1d6 Vials of Shadow Flux. As an action,
you can throw this vial up to 30 feet Slaadi
away where it will shatter in a vapor
of darkness. The area within a 15 foot Tadpole
radius of where the vial landed becomes
pitch black, as if affected by the darkness • 1 Vial of Slaad Mesh. When consumed,
spell. When consumed, you have you have advantage on saving throws
advantage on Dexterity (Stealth) checks against spells and other magical effects
made while in dim light or darkness. for the next 10 minutes.

Red Slaad

• 1 Red Slaad Hide. Can be crafted into a
set of light armor (15000 gp, 100 days).

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Requires attunement. While wearing component when casting spells that
this armor, you have resistance to one physically alter a creature’s body. When
type of damage. The type of damage used in this way, the duration of the spell
you have resistance to can be chosen is extended by 10 minutes.
and switched over the course of a short
or long rest. You can choose to have • 2d4 Vials of Slaad Mesh. When
resistance to acid, cold, fire, lightning, or consumed, you have advantage on saving
thunder damage. throws against spells and other magical
effects for the next 10 minutes.
• 1d4 Slaad Claws. Can be crafted into a
dagger (2 gp, 1 day). Gray Slaad

• 1d6 Vials of Slaad Mesh. When • 1 Gray Slaad Hide. Can be crafted into a
consumed, you have advantage on saving set of light armor (15000 gp, 100 days).
throws against spells and other magical Requires attunement. While wearing
effects for the next 10 minutes. this armor, you have resistance to one
type of damage. The type of damage
Blue Slaad you have resistance to can be chosen
and switched over the course of a short
• 1 Blue Slaad Hide. Can be crafted into a or long rest. You can choose to have
set of light armor (15000 gp, 100 days). resistance to acid, cold, fire, lightning, or
Requires attunement. While wearing thunder damage.
this armor, you have resistance to one
type of damage. The type of damage • 1 Greatsword. This weapon is magical.
you have resistance to can be chosen
and switched over the course of a short • 1d4 Slaad Claws. Can be crafted into a
or long rest. You can choose to have dagger (2 gp, 1 day).
resistance to acid, cold, fire, lightning, or
thunder damage. • 1d4 Vials of Shapeshifter Blood. Can
be used as an additional material
• 1d4 Slaad Claws. Can be crafted into a component when casting spells that
shortsword (10 gp, 2 days). physically alter a creature’s body. When
used in this way, the duration of the spell
• 2d4 Vials of Slaad Mesh. When is extended by 10 minutes.
consumed, you have advantage on saving
throws against spells and other magical • 2d6 Vials of Slaad Mesh. When
effects for the next 10 minutes. consumed, you have advantage on saving
throws against spells and other magical
Green Slaad effects for the next 10 minutes.

• 1 Green Slaad Hide. Can be crafted into Death Slaad
a set of light armor (15000 gp, 100 days).
Requires attunement. While wearing • 1 Death Slaad Hide. Can be crafted into
this armor, you have resistance to one a set of light armor (15000 gp, 100 days).
type of damage. The type of damage Requires attunement. While wearing
you have resistance to can be chosen this armor, you have resistance to one
and switched over the course of a short type of damage. The type of damage
or long rest. You can choose to have you have resistance to can be chosen
resistance to acid, cold, fire, lightning, or and switched over the course of a short
thunder damage. or long rest. You can choose to have
resistance to acid, cold, fire, lightning, or
• 1d4 Slaad Claws. Can be crafted into a thunder damage.
dagger (2 gp, 1 day).
• 1 Greatsword. This weapon is magical.
• 1d2 Vials of Shapeshifter Blood. Can
be used as an additional material • 1d4 Slaad Claws. Can be crafted into a
dagger (2 gp, 1 day).

71


• 1d6 Vials of Shapeshifter Blood. Can • 1 Androsphinx Hide. Can be crafted into
be used as an additional material a set of light armor (2000 gp, 30 days).
component when casting spells that Requires attunement. While wearing
physically alter a creature’s body. When this armor, you have advantage on
used in this way, the duration of the spell saving throws against being charmed or
is extended by 10 minutes. frightened. In addition, you are immune
to any effect that would sense your
• 2d4 Vials of Slaad Mesh. When emotions or read your thoughts, as well
consumed, you have advantage on saving as any divination spell that you don’t
throws against spells and other magical want to be affecting you.
effects for the next 10 minutes.
• 2d6 Rations.
Specter
• 2d8 Tufts of Androsphinx Fur. Two tufts
• 1d2 Ounces of Phantom Dust. As an can be crafted into a bag of holding
action, you can blow this dust into the (DMG, p. 153) (200 gp, 14 days). Four
face of a creature standing within 5 feet tufts can be crafted into a cloak (500
of you. The creature must succeed on gp, 21 gp). Requires attunement. While
a DC 13 Wisdom saving throw or be wearing this cloak, you have resistance
frightened of you for one minute on a to psychic damage.
failed save. A frightened creature can
repeat the saving throw at the end of • 2d6 Vials of Sphinx Blood. When
each of its turns, ending the effect on a consumed, you gain resistance to psychic
success. damage for one hour.

• 1d4 Vials of Ectoplasm. When Gynosphinx
consumed, you can see into the Ethereal
Plane for one hour. • 1d6 Gynosphinx Claws. One claw can
be used as the tip on an arrow or a
Sphinxes crossbow bolt. Ranged attacks that use
ammunition made from these claws
Androsphinx are considered magical. After the
ammunition has been fired, it loses this
• 1d8 Androsphinx Claws. One claw property.
can be used as the tip on an arrow or
a crossbow bolt. Ranged attacks that • 1d2 Gynosphinx Eyes. When consumed,
use ammunition made from these you gain truesight out to a range of 30
claws are considered magical. After the feet for one hour.
ammunition has been fired, it loses this
property. • 2d6 Gynosphinx Feathers. Two feathers
can be used as fletching on an arrow or
• 1d2 Androsphinx Eyes. When consumed, a crossbow bolt. Ranged attacks that use
you gain truesight out to a range of 30 ammunition made from these feathers
feet for one hour. are considered magical. They also deal
an additional 3 (1d6) damage if the
• 3d6 Androsphinx Feathers. Two feathers target is hostile towards you. After the
can be used as fletching on an arrow or ammunition has been fired, it loses these
a crossbow bolt. Ranged attacks that use properties.
ammunition made from these feathers
are considered magical. They also deal • 1 Gynosphinx Hide. Can be crafted into
an additional 3 (1d6) damage if the a set of light armor (2000 gp, 30 days).
target is hostile towards you. After the Requires attunement. While wearing
ammunition has been fired, it loses these this armor, you have advantage on
properties. saving throws against being charmed or
frightened. In addition, you are immune

72


to any effect that would sense your 10 Wisdom saving throw or become
emotions or read your thoughts, as well confused as with the confusion spell until
as any divination spell that you don’t the end of their next turn.
want to be affecting you.
• 1 Sprite Heart. When consumed, you
• 2d6 Rations. magically know the emotional state
of a creature’s emotional state for one
• 2d6 Tufts of Gynosphinx Fur. Two tufts hour, provided that you are touching
can be crafted into a bag of holding the creature. If the creature you are
(DMG, p. 153) (200 gp, 14 days). Four touching fails a DC 10 Charisma saving
tufts can be crafted into a cloak (500 throw, you also know the creature’s
gp, 21 gp). Requires attunement. While alignment. Celestials, fiends, and undead
wearing this cloak, you have resistance automatically fail the saving throw.
to psychic damage.
Stirge
• 1d8 Vials of Sphinx Blood. When
consumed, you gain resistance to psychic • 1 Ration.
damage for one hour.
• 1 Stirge Proboscis. Functions as a dart.
Sprite
Succubus/Incubus
• 1 Ounce of Fey Dust. As an action, you
can blow this dust into the face of a • 1d2 Succubus/Incubus Wings. One
creature standing within 5 feet of you. wing can be crafted into a cloak (1000
The creature must succeed on a DC gp, 30 days). Requires attunement. You
choose one damage type from cold, fire,
lightning, and poison when the cloak is
crafted. When worn, you have resistance
to the chosen damage type.

• 1 Succubus/Incubus Tail. Can be crafted
into a staff of charms (2000 gp, 30 days).
Requires attunement. Once per day, you
can target one humanoid you can see
within 30 feet of you and force it to make
a DC 15 Wisdom saving throw. On a
failed save, the humanoid is magically
charmed for one day. The charmed
target obeys your spoken commands. If
the target suffers any harm or receives
a suicidal command, it can repeat the
saving throw, ending the effect on a
success. You can only have one target
charmed at a time. If you charm another
using this staff, the effect on the previous
target ends.

• 1d2 Vials of Shapeshifter Blood. Can
be used as an additional material
component when casting spells that
physically alter a creature’s body. When
used in this way, the duration of the spell
is extended by 10 minutes.

73


_____________________________

_________S__E_C_T__I_O_N__T__________

Tarrasque • 1d4 Tarrasque Fangs. Can be crafted
into a greatsword (2000 gp, 30 days). On
• 4d8 Tarrasque Brain Chunks. When a hit, this weapon deals an additional 7
consumed, you have advantage on (2d6) damage.
saving throws against being charmed,
frightened, paralyzed, and poisoned for • 1 Tarrasque Hide. Can be crafted into
one hour. a set of light armor (3000 gp, 75 days).
Requires attunement. While wearing
• 30d6 Rations. the armor, you are resistant to fire and
poison damage. Six sets of armor can be
• 3d12 Small Tarrasque Teeth. One tooth crafted from this hide.
can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use • 4d12 Vials of Tarrasque Blood. When
ammunition made from these teeth deal consumed, you have advantage on saving
an additional 5 (1d10) damage. After the throws against spells and other magical
ammunition has been fired, it loses this effects.
property.
• 3d8 Vials of Tarrasque Stomach Acid.
• 3d10 Tarrasque Bones. Can be crafted As an action, you can throw this vial up
into a maul (100 gp, 7 days) or into a to 30 feet away where it will shatter in a
greatclub (90 gp, 7 days). This weapon mist of acid. Each creature within 15 feet
deals double damage to objects and of where the vial landed must succeed
structures. on a DC 19 Dexterity saving throw. A
creature takes 56 (16d6) acid damage on
• 1d10 Tarrasque Carapaces. One a failed save and half as much damage
carapace can be crafted into a shield on a successful one.
(4000 gp, 60 days), and two carapaces
can be crafted into a set of plate armor Thri-kreen
(5000 gp, 65 days) or a set of half-plate
armor (4500 gp, 63 days). Requires • 1d3 Vials of Thri-kreen Poison. As an
attunement. While wearing this piece action, the poison can be used to coat
of armor, you have a +1 bonus to your one slashing or piercing weapon, or
armor class. In addition, you can use up to three pieces of ammunition. A
your reaction to reflect spells away creature hit by the poisoned weapon
from you. If you are targeted by a magic of ammunition must make a DC 11
missile spell, a line spell, or a spell that Constitution saving throw or be poisoned
requires a ranged attack roll, roll a d6. for one minute. If the saving throw fails
On a 1 to 5, you are unaffected by the by 5 or more, the target is also paralyzed
spell. On a 6, you are unaffected, and the while poisoned in this way. The poisoned
effect of the spell is reflected back at the target can repeat the saving throw on
caster as though it originated from you, each of its turns, ending the effect on
turning the caster into the target. itself on a success. Once applied, the
poison retains its potency for one minute
• 1d2 Tarrasque Eyes. When consumed, before drying.
you gain blindsight out to a range of 120
feet for one hour.

74


Treant Troglodyte

• 1d4 Treant Bark Plates. Two plates can • 1d2 Vials of Stinky Goo. As an action,
be crafted into a set of plate armor (1500 you can throw this vial up to 30 feet away
gp, 5 days) or into a set of half-plate where it will shatter in a cloud of stinky
armor (750 gp, 4 days). gas. Each creature within 5 feet of where
the vial landed must succeed on a DC 12
• 2d12 Treant Branches. Can be used as Constitution saving throw or be poisoned
an additional material component when until the start of its next turn.
casting spells that deal fire damage.
When used in this way, you deal an Troll
additional 3 (1d6) fire damage when you
cast the spell. • 1d10 Giant’s Toes. Can be sold for 4 gold
pieces per toe.
• 1d2 Treant Trunks. Can be crafted into a
maul (100 gp, 7 days) or into a greatclub • 1d4 Troll Claws. Can be crafted into a
(90 gp, 7 days). This weapon deals shortsword (10 gp, 2 days).
double damage to objects and structures.
• 2d6 Vials of Troll Blood. When
• 1d2 Vials of Treant Sap. When consumed, you regain 1d4 hit points at
consumed, this functions as a potion of the end of each of your turns for the next
healing. minute.

_____________________________

_________S_E__C_T__I_O_N__U__________

Umber Hulk a random creature, or it does nothing if
no creature is within reach.
• 2d6 Rations.
• 1d2 Umber Hulk Mandibles. Can be
• 1d4 Umber Hulk Claws. Can be crafted crafted into a battleaxe (10 gp, 2 days).
into a dagger (2 gp, 1 day).
Unicorn
• 1 Umber Hulk Head. Can be crafted into
a helm of confusion (2000 gp, 30 days). • 1 Unicorn Hide. Can be crafted into a set
Requires attunement. While wearing this of light armor (2000 gp, 60 days). While
helm, you can target a creature within 30 wearing this armor, you have resistance
feet of you and force it to make a DC 15 to poison damage.
Charisma saving throw. On a failed save,
the creature can’t take reactions until • 1 Unicorn Horn. Requires attunement.
the start of its next turn and rolls a d8 to Can be used as an arcane focus or a
determine what it does during that turn. druidic focus. Once per day each, you can
On a 1 to 4, the creature does nothing. cast the spells detect evil and good and
On a 5 or 6, the creature takes no action pass without a trace through the horn.
but uses all its movement to move in
a random direction. On a 7 or 8, the • 2d6 Vials of Unicorn Blood. When
creature makes one melee attack against consumed, this functions as a potion of
healing.

75


_____________________________

_________S__E_C_T__I_O_N__V__________

Vampire deal an additional 10 (3d6) necrotic
damage. The target’s hit point maximum
• 2d6 Ounces of Vampire Dust. When is reduced by an amount equal to the
consumed, you turn into a cloud of mist necrotic damage taken, and you regain
as if subjected to the gaseous form spell. hit points equal to that amount. After the
This effect lasts for one hour. ammunition has been fired, it loses these
properties.
• 1d10 Vampire Bones. Can be used as
an additional material component when • 1d10 Vampire Teeth. One tooth can
casting the spells that attempts to charm be used as the tip on an arrow or a
a creature. When used in this way, the crossbow bolt. Ranged attacks that use
target of the spell has disadvantage on ammunition made from these teeth
their saving throw against the spell’s deal an additional 3 (1d6) necrotic
effects. damage. The target’s hit point maximum
is reduced by an amount equal to
• 1d2 Vampire Fangs. One fang can the necrotic damage taken. After the
be used as the tip on an arrow or a ammunition has been fired, it loses these
crossbow bolt. Ranged attacks that use properties.
ammunition made from these teeth
Vampire Spawn

• 1d4 Vampire Claws. Can be crafted into
a dagger (2 gp, 1 day).

• 1d2 Vampire Fangs. One fang can
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth
deal an additional 10 (3d6) necrotic
damage. The target’s hit point maximum
is reduced by an amount equal to the
necrotic damage taken, and you regain
hit points equal to that amount. After the
ammunition has been fired, it loses these
properties.

• 1d10 Vampire Teeth. One tooth can
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth
deal an additional 3 (1d6) necrotic
damage. The target’s hit point maximum
is reduced by an amount equal to
the necrotic damage taken. After the
ammunition has been fired, it loses these
properties.


_____________________________

_________S_E__C_T__IO__N__W__________

Water Weird When used in this way, you may reroll
any 1s and 2s rolled on the damage dice
• 1d2 Ounces of Arcane Dust. Can be used and must keep the second result.
as an additional material component
when casting spells that deal damage. Wraith
When used in this way, you can choose to
reroll one of the rolled damage dice and • 1 Spirit Cloth. Can be crafted into a bag
must keep the second result. of holding (DMG p. 153) (200 gp, 14
days).
• 1d2 Vials of Water Essence. When
consumed, the pure water cleanses the • 1d2 Ounces of Phantom Dust. As an
body. If you are suffering from either action, you can blow this dust into the
the blinded, deafened, paralyzed, or the face of a creature standing within 5 feet
poisoned condition, you can choose one of you. The creature must succeed on
of these conditions and end its effects on a DC 13 Wisdom saving throw or be
you. Alternatively, the essence can also frightened of you for one minute for one
remove one disease that is afflicting you. minute on a failed save. A frightened
creature can repeat the saving throw at
Wight the end of each of its turns, ending the
effect on a success.
• 3d6 Arrows.
• 1d6 Vials of Ectoplasm. When
• 1 Broken Longbow. consumed, you can see into the Ethereal
Plane for one hour.
• 1 Broken Longsword.
• 1d6 Vials of Shadow Flux. As an action,
• 1 Broken Studded Leather Armor (size you can throw this vial up to 30 feet
Medium). away where it will shatter in a vapor
of darkness. The area within a 15 foot
• 1 Wight Heart. Can be used as an radius of where the vial landed becomes
additional material component when pitch black, as if affected by the darkness
casting spells that deal necrotic damage. spell. When consumed, you have
When used in this way, you deal an advantage on Dexterity (Stealth) checks
additional 14 (4d6) necrotic damage made while in dim light or darkness.
when you cast the spell and you regain
hit points equal to the amount of necrotic Wyvern
damage dealt.
• 2d6 Rations.
Will-o-Wisp
• 1 Wyvern Hide. Can be crafted into
• 1d6 Vials of Ectoplasm. When leather armor (10 gp, 2 days) or studded
consumed, you can see into the Ethereal leather armor (45 gp, 3 days).
Plane for one hour.
• 1 Wyvern Stinger. Can be crafted into
• 1d4 Wisps of Light. Can be used as an a shortsword (200 gp, 14 days), or
additional material component when a longsword (200 gp, 14 days). This
casting spells that deal necrotic damage.

77


weapon deals an additional 3 (1d6)
poison damage on a hit.

• 1d12 Wyvern Teeth. One tooth can
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
an additional 2 (1d4) damage. After the
ammunition has been fired, it loses this
property.

_____________________________

_________S__E_C_T__I_O_N__X__________

Xorn when casting spells that deal damage.
When used in this way, you can choose to
• 1d3 Chunks of Earth Essence. As an reroll one of the rolled damage dice and
action, this essence can be rubbed on must keep the second result.
a weapon where it solidifies. For one
minute, the weapon is magical, attacks • 1d12 Xorn Teeth. One tooth can be used
with the weapon deal an additional 3 as the tip on an arrow or a crossbow bolt.
(1d6) bludgeoning damage, and the Ranged attacks that use ammunition
weapon deals double damage to objects made from these teeth deal an additional
and structures. 3 (1d6) bludgeoning damage. After the
ammunition has been fired, it loses this
• 1d4 Ounces of Arcane Dust. Can be used property.
as an additional material component

_____________________________

_________S__E_C__T_I_O_N__Y__________

Yeti casting spells that deal cold damage.
When used in this way, you deal an
• 2d6 Rations. additional 10 (3d6) cold damage when
you cast the spell.
• 1d6 Tufts of Yeti Fur. Three tufts can be
crafted into a cloak (75 gp, 6 days). When • 1 Yeti Hide. Can be crafted into a set of
worn, you have advantage on Dexterity light armor (2000 gp, 60 days). While
(Stealth) checks made to hide in snowy wearing this armor, you have resistance
terrain. to cold damage.

• 1d2 Yeti Eyes. Can be used as an
additional material component when

78


Abominable Yeti Ranged attacks that use ammunition
made from these teeth deal an additional
• 2d6 Rations. 3 (1d6) poison damage. After the
ammunition has been fired, it loses this
• 1d8 Tufts of Yeti Fur. Three tufts can be property.
crafted into a cloak (75 gp, 6 days). When
worn, you have advantage on Dexterity Yuan-ti Malison
(Stealth) checks made to hide in snowy
terrain. • 3d6 Arrows (Type 1 and 3).

• 1d2 Yeti Eyes. Can be used as an • 1 Broken Longbow (Type 1 and 3).
additional material component when
casting spells that deal cold damage. • 1 Broken Scimitar (Type 1 and 3).
When used in this way, you deal an
additional 10 (3d6) cold damage when • 1d6 Rations.
you cast the spell.
• 1 Vial of Shapeshifter Blood. Can
• 1 Yeti Hide. Can be crafted into a set of be used as an additional material
light armor (2000 gp, 60 days). While component when casting spells that
wearing this armor, you have resistance physically alter a creature’s body. When
to cold damage. used in this way, the duration of the spell
is extended by 10 minutes.
• 1 Abominable Yeti Frost Gland. As an
action, you can throw this gland up to 30 • 1 Yuan-ti Hide. Can be crafted into a set
feet away where it will explode in a cloud of light armor (2000 gp, 60 days). While
of frost. Each creature within 10 feet of wearing this armor, you have resistance
where the gland landed must make a DC to poison damage.
18 Constitution saving throw. A creature
takes 45 (10d8) cold damage on a failed • 1d4 Yuan-ti Teeth. One tooth can be used
save and half as much damage on a as the tip on an arrow or a crossbow bolt.
successful one. Ranged attacks that use ammunition
made from these teeth deal an additional
Yuan-ti 3 (1d6) poison damage. After the
ammunition has been fired, it loses this
Yuan-ti Abomination property.

• 3d6 Arrows. Yuan-ti Pureblood

• 1 Broken Longbow. • 2d6 Arrows.

• 1 Broken Scimitar. • 1 Broken Scimitar.

• 2d6 Rations. • 1 Broken Shortbow.

• 1d4 Vials of Shapeshifter Blood. Can Yugoloths
be used as an additional material
component when casting spells that Arcanaloth
physically alter a creature’s body. When
used in this way, the duration of the spell • 1d4 Arcanaloth Claws. Can be crafted
is extended by 10 minutes. into a dagger (250 gp, 14 days). This
weapon deals an additional 3 (1d6)
• 1 Yuan-ti Hide. Can be crafted into a set poison damage on a hit.
of light armor (2000 gp, 60 days). While
wearing this armor, you have resistance • 1d2 Arcanaloth Eyes. When consumed,
to poison damage. you gain truesight out to a range of 30
feet for 10 minutes.
• 1d8 Yuan-ti Teeth. One tooth can be used
as the tip on an arrow or a crossbow bolt. • 1 Arcanaloth Hide. Can be crafted into
a set of light armor (4000 gp, 90 days).
Requires attunement. This armor grants

79


resistance to cold, fire, and lightning advantage on Dexterity (Stealth) checks
damage. made while in dim light or darkness.

• 1 Arcanaloth Tongue. When consumed, • 1d4 Vials of Yugoloth Serum. When
you gain advantage on Charisma checks consumed, you gain resistance to acid
for one hour. and poison damage for one hour.

• 1 Spellbook. It has in it the following Nycaloth
spells: detect thoughts, contact other
plane, identify, chain lightning. • 1 Greataxe. This weapon is magical.

• 1 Yugoloth Heart. When consumed, • 1 Nycaloth Hide. Can be crafted into a
you magically teleport up to 60 feet to set of light armor (4000 gp, 90 days).
an unoccupied space you can see. Any Requires attunement. This armor grants
equipment you are wearing or carrying is resistance to cold, fire, and lightning
teleported with you. damage.

• 1d10 Vials of Yugoloth Muk. As an • 1d2 Nycaloth Wings. Two wings can be
action, you can throw this vial up to 30 crafted into a cloak of the bat (DMG p.
feet away where it will shatter in a vapor 159) (2000 gp, 60 days).
of darkness. The area within a 15 foot
radius of where the vial landed becomes • 1 Yugoloth Heart. When consumed,
pitch black, as if affected by the darkness you magically teleport up to 60 feet to
spell. When consumed, you have an unoccupied space you can see. Any
advantage on Dexterity (Stealth) checks equipment you are wearing or carrying is
made while in dim light or darkness. teleported with you.

• 1d8 Vials of Yugoloth Serum. When • 1d8 Vials of Yugoloth Muk. As an action,
consumed, you gain resistance to acid you can throw this vial up to 30 feet
and poison damage for one hour. away where it will shatter in a vapor
of darkness. The area within a 15 foot
Mezzoloth radius of where the vial landed becomes
pitch black, as if affected by the darkness
• 1 Trident. This weapon is magical. spell. When consumed, you have
advantage on Dexterity (Stealth) checks
• 1d4 Mezzoloth Claws. Can be crafted made while in dim light or darkness.
into a dagger (2 gp, 1 day).
• 1d6 Vials of Yugoloth Serum. When
• 1 Mezzoloth Hide. Can be crafted into consumed, you gain resistance to acid
a set of light armor (4000 gp, 90 days). and poison damage for one hour.
Requires attunement. This armor grants
resistance to cold, fire, and lightning Ultroloth
damage.
• 1 Longsword. This weapon is magical.
• 1 Yugoloth Heart. When consumed,
you magically teleport up to 60 feet to • 1d2 Ultroloth Eyes. This eye can be
an unoccupied space you can see. Any crafted into an eye of hypnotic gazing
equipment you are wearing or carrying is (500 gp, 21 days). Requires attunement.
teleported with you. Once per day, while wearing this over
your eye, you can use an action to target
• 1d6 Vials of Yugoloth Muk. As an action, one creature you can see within 30 feet
you can throw this vial up to 30 feet of you and that can also see you. The
away where it will shatter in a vapor target must succeed on a DC 17 Wisdom
of darkness. The area within a 15 foot saving throw or be charmed by you
radius of where the vial landed becomes until the end of your next turn. While
pitch black, as if affected by the darkness charmed, the creature is stunned.
spell. When consumed, you have

80


• 1 Ultroloth Hide. Can be crafted into a • 2d6 Vials of Yugoloth Muk. As an action,
set of light armor (4000 gp, 90 days). you can throw this vial up to 30 feet
Requires attunement. This armor grants away where it will shatter in a vapor
resistance to cold, fire, and lightning of darkness. The area within a 15 foot
damage. radius of where the vial landed becomes
pitch black, as if affected by the darkness
• 1 Yugoloth Heart. When consumed, spell. When consumed, you have
you magically teleport up to 60 feet to advantage on Dexterity (Stealth) checks
an unoccupied space you can see. Any made while in dim light or darkness.
equipment you are wearing or carrying is
teleported with you. • 1d8 Vials of Yugoloth Serum. When
consumed, you gain resistance to acid
and poison damage for one hour.

_____________________________

_________S__E_C__T_I_O_N__Z__________

Zombie

• 1 Zombie Hand. Can be used as an
arcane focus.

81


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 Dinosaurs 16
Brontosaurus 16
Killing Humanoid Enemies 9 Deinonychus 16
Harvesting Checks 9 Dimetrodon 16
Harvest Time 10 Hadrosaurus 16
Time of Death 10 Quetzalcoatlus 16
Types of Loot 10 Stegosaurus 17
Velociraptor 17
Section B
Draegloth 17
Banderhobb 12

Barghest 12 Section F

Beholders 12 Firenewts 17
Firenewt Warrior 17
Death Kiss 12 Giant Strider 17
Firenewt Warlock of Imix 17
Gauth 13

Gazer 13

Bodak 13

Boggle 13 Section G

Section C Giants 18

Catoblepas 14 Cloud Giant Smiling One 18
Cave Fisher 14
Chitines 14 Flail Snail 18

Chitine 14 Froghemoth 18
Choldrith 14
Cranium Rat 15 Fire Giant Dreadnought 19
Swarm of Cranium Rats 15
Frost Giant Everlasting One 19

Mouth of Grolantor 19

Stone Giant Dreamwalker 19

Storm Giant Quintessent 19

Section D Girallon 20

Darklings 15 Gnolls 20
Darkling 15
Darkling Elder 15 Flind 20

Deep Scion 15 Gnoll Flesh Gnawer 20
Demons 15
Gnoll Hunter 20
Babau 15
Maw Demon 16 Gnoll Witherling 20
Shoosuva 16
Devourer 16 Grungs 20

Grung 20

Grung Elite Warrior 21

Grung Wildling 21

Guard Drake 21

3


Section H Section Q

Hags 21 Quickling 29
Annis Hag 21
Bheur Hag 21 Section R

Section K Redcap 29

Ki-rin 22 Section S
Kobolds 22
Sea Spawn 29
Kobold Dragonshield 22 Shadow Mastiff 29
Kobold Inventor 22
Hobgoblins 22 Section T
Hobgoblin Devastator 22
Hobgoblin Iron Shadow 22 Tlincalli 30
Kobold Scale Sorcerer 23 Slithering Tracker 30
Korred 23 Spawn of Kyuss 30
Trapper 31
Section L
Section V
Leucrotta 23
Vargouille 31
Section M Vegepygmies 31

Meenlock 24 Vegepygmy 31
Vegepygmy Chief 31
Mind Flayers 24 Thorny 31

Alhoon 24 Section W

Elder Brain 24 Wood Woad 32

Ulitharid 25 Section X

Mindwitness 25 Xvarts 32
Xvart 32
Morkoth 25 Xvart Warlock of Raxivort 32

Section N Section X

Neogi 26 Yeth Hound 32
Neogi Hatchling 26 Yuan-ti 33
Neogi 26
Neogi Master 26 Yuan-ti Anathema 33
Yuan-ti Broodguard 33
Neothelid 27 Yuan-ti Mind Whisperer 33
Nilbog 27 Yuan-ti Nightmare Speaker 33
Yuan-ti Pit Master 34
Section O

Orcs 28
Orc Blade of Ilneval 28
Orc Claw of Luthic 28
Orc Hand of Yurtrus 28
Orc Nurtured One of Yurtrus 28
Orc Red Fang of Shargaas 28
Tanarukk 28

4


Assorted Beasts

Aurochs 34
Cow 34
Dolphin 34
Swarm of Rot Grubs 34

Nonplayer Characters

Abjurer 35
Apprentice Wizard 35
Archdruid 35
Archer 35
Bard 35
Blackguard 35
Champion 35
Conjurer 35
Diviner 36
Enchanter 36
Evoker 36
Illusionist 36
Kraken Priest 36
Martial Arts Adept 36
Master Thief 36
Necromancer 36
Swashbuckler 36
Transmuter 36
War Priest 37
Warlock of the Archfey 37
Warlock of the Fiend 37
Warlock of the Great Old One 37
Warlord 37

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__B__________

Banderhobb component when casting spells that
physically alter a creature’s body. When
• 1 Banderhobb Heart. When consumed, used in this way, the duration of the spell
you can use an action to magically is extended by 10 minutes.
teleport up to 30 feet to an unoccupied
space of dim light or darkness that you Beholders
can see. You can do this for one minute.
Death Kiss
• 2d6 Rations.
• 1 Death Kiss Eye. Can be crafted into
• 1d4 Vials of Banderhobb Blood. When a shield (1500 gp, 60 days). Requires
consumed, you become immune to the attunement. While equipped with this
charmed and frightened conditions for shield, you have resistance to lightning
one hour. damage. In addition, when a creature
within 5 feet of you hits the shield with a
• 1d6 Vials of Banderhobb Saliva. As an melee attack, you can use your reaction
action, the saliva can be used to coat one to deal 1d10 lightning damage to the
slashing or piercing weapon, or up to creature. An attack hits the shield if the
three pieces of ammunition. A creature attack roll against you was 1 or 2 lower
hit by the weapon or ammunition must than your armor class.
make a DC 14 Constitution saving throw
or take 3d6 necrotic damage on a failed • 1d10 Death Kiss Tentacles. Can be
save and half as much damage on a crafted into a whip (350 gp, 24 days).
successful one. Once applied, the saliva Requires attunement. This weapon deals
retains its potency for one minute before an additional 1d6 lightning damage on a
drying. hit. In addition, when attacking with this
weapon you can try to grapple a creature
Barghest you’re fighting. On a hit, you can choose
to forgo doing damage and instead
• 1d2 Barghest Claws. Requires grapple the creature (escape DC 14) if
attunement by a spellcaster. Can be used it is Medium or smaller. The grappled
as an arcane focus. You may cast each creature can use its action on its turn to
of the spells levitate and pass without attempt to free itself from the grapple.
trace once per day. You use your own Until this grapple ends, you can’t use this
spellcasting ability and spell save DC weapon on another target.
when casting these spells, and any spent
uses recharge every day at dawn. • 1d10 Vials of Death Kiss Blood. Can
be used as an additional material
• 1d2 Barghest Eyes. When consumed, component when casting spells that deal
you have blindsight out to a range of 60 lightning damage. When used in this way,
feet for one hour. you deal an additional 1d10 lightning
damage when you cast the spell.
• 1 Barghest Hide. Can be crafted into a
set of light armor (2000 gp, 60 days). • 1d8 Vials of Death Kiss Digested Blood.
While wearing this armor, you have As an action, the blood can be used to
resistance to acid damage. coat one slashing or piercing weapon,
or up to three pieces of ammunition.
• 1d2 Vials of Shapeshifter Blood. Can A creature hit by the weapon or
be used as an additional material

9


ammunition must make a DC 16 Bodak
Constitution saving throw or take 2d10
lightning damage on a failed save and • 2d6 Bodak Cloak Strips. Can be used as
half as much damage on a successful an additional material component when
one. Once applied, the blood retains its casting spells that deal necrotic damage.
potency for one minute before drying. When used in this way, you may reroll
any 1s and 2s rolled on the damage dice
Gauth and must keep the second result.

• 1d4 Gauth Eyestalks. Once per day, the • 1d2 Bodak Eyes. Two eyes can be crafted
eye stalk can fire one gauth eye ray. The into a set of eyes of annihilation (1500
type of ray being fired depends on the gp, 30 days). Requires attunement. Once
type of eye stalk it was shot from. The per day, you can target one creature
type of eye stalk is determined at random within 30 feet of you as an action and
when the stalk is harvested. force it to make a DC 13 Constitution
saving throw. If the creature fails the
• 1 Large Gauth Eye. Can be crafted into saving throw by 5 or ore, the creature
a shield (1000 gp, 30 days). Requires is reduced to 0 hit points, unless it is
attunement. Once per day, you can immune to the frightened condition.
activate the shield and target a creature Otherwise, a creature takes 3d10 psychic
within 30 feet of you that can see the damage on a failed save.
shield and force it to make a DC 14
Wisdom saving throw. On a failed • 1d2 Bodak Fists. Can be crafted into a
save, the creature is stunned until the club (150 gp, 5 days). This weapon deals
beginning of its next turn. an additional 1d6 necrotic damage on a
hit.
• 1d4 Small Gauth Eyes. Can be used as
an additional material component when Boggle
casting spells that deal psychic damage.
When used in this way, you may reroll • 1 Vial of Slippery Boggle Oil. As an
any 1s and 2s rolled on the damage dice action, you can pour this oil over a
and must keep the second result. Medium or smaller creature. For the next
minute, the creature is slippery and it
Gazer has advantage on Dexterity (Acrobatics)
checks made to escape bonds, squeeze
• 1d2 Gazer Eyestalks. Once per day, the through narrow spaces, and end
eye stalk can fire one gazer eye ray. The grapples.
type of ray being fired depends on the
type of eye stalk it was shot from. The • 1 Vial of Sticky Boggle Oil. As an action,
type of eye stalk is determined at random you can pour this oil over a Medium or
when the stalk is harvested. smaller creature. For the next minute,
the creature is sticky and it as advantage
• 1d2 Small Gazer Eyes. Can be used as on Strength (Athletics) checks made to
an additional material component when grapple and any ability check made to
casting spells that deal psychic damage. maintain a hold on another creature, a
When used in this way, you may reroll surface, or an object. The creature also
any 1s and 2s rolled on the damage dice has advantage on climbing checks.
and must keep the second result.

10


_____________________________

_________S__E_C_T__I_O_N__C__________

Catoblepas Chitines

• 1d4 Catoblepas Stench Glands. As an Chitine
action, you can throw this gland up to
30 feet away where it will explode in a • 1d3 Broken Daggers.
cloud of stinky gas. Each creature within
10 feet of where the gland landed must • 1 Chitine Hide. Four hides can be
succeed on a DC 16 Constitution saving crafted into leather armor (50 gp, 2
throw or be poisoned until the start of its days) or studded leather armor (85 gp,
next turn. 3 days). While wearing this armor, you
ignore movement restrictions caused by
• 1 Catoblepas Tail. Can be crafted into a webbing.
maul (150 gp, 9 days). On a hit, you deal
an additional 1d6 bludgeoning damage • 1d4 Rations.
with this weapon.
Choldrith
• 1d2 Catoblepas Tusks. Can be crafted
into a dagger (2 gp, 1 day). • 1 Broken Dagger.

• 2d6 Rations. • 1d6 Choldrith Eyes. As an action, you
can crush one of these eyes and manifest
• 1d8 Vials of Catoblepas Blood. Can a minor wonder as if casting the
be used as an additional material thaumaturgy spell.
component when casting spells that
deal necrotic damage. When used in this • 1 Choldrith Hide. Two hides can be
way, you deal an additional 4d6 necrotic crafted into leather armor (50 gp, 2
damage when you cast the spell. days) or studded leather armor (85 gp,
3 days). While wearing this armor, you
Cave Fisher ignore movement restrictions caused by
webbing.
• 1d2 Cave Fisher Claws. Can be crafted
into a battleaxe (10 gp, 2 days). • 1d6 Rations.

• 1d2 Cave Fisher Filament. Functions as • 1d4 Web Sacs. As an action, you can
a 60 foot long silk rope. target a creature within 30 feet of you
and make a ranged attack at them. You
• 1d6 Rations. treat the sac as an improvised weapon. If
you hit the creature, they are restrained
• 1d8 Vials of Cave Fisher Blood. Can as the sac ruptures and covers them
be used as an additional material with webbing. On its turn, the restrained
component when casting spells that deal creature can use an action to attempt to
fire damage. When used in this way, you make a DC 11 Strength check, freeing
deal an additional 1d6 fire damage when itself on a success. The effect ends if the
you cast the spell. webbing is destroyed. The webbing has
an AC of 10, 5 hit points, and immunity
to bludgeoning, poison and psychic
damage.

11


Cranium Rat Swarm of Cranium Rats

• 1 Cranium Rat Brain. When consumed, • 1d6 Cranium Rat Brains. When
you become immune to any effect that consumed, you become immune to any
would sense your emotions or read your effect that would sense your emotions
thoughts, as well as to all divination or read your thoughts, as well as to all
spells for one hour. divination spells for one hour.

_• _1_Ra_tion_. ____________• _1d6_Ra_tio_ns. ________

_________S_E__C_T__I_O_N__D__________

Darklings 10 Wisdom saving throw or become
confused as with the confusion spell until
Darkling the end of their next turn.

• 1 Broken Dagger. Deep Scion

• 1 Broken Leather Armor (size Small). • 1 Broken Battleaxe.

• 1d2 Ounces of Darkling Death Dust. As • 1d6 Vials of Shapeshifter Blood. Can
an action, you can blow this dust into the be used as an additional material
face of a creature standing within 5 feet component when casting spells that
of you. The creature must succeed on a physically alter a creature’s body. When
DC 10 Wisdom saving throw or become used in this way, the duration of the spell
blinded until the end of its next turn. is extended by 10 minutes.

• 1d2 Ounces of Fey Dust. As an action, Demons
you can blow this dust into the face of a
creature standing within 5 feet of you. Babau
The creature must succeed on a DC
10 Wisdom saving throw or become • 1d2 Babau Eyes. One eye can be crafted
confused as with the confusion spell until into an eye of weakening gaze (750
the end of their next turn. gp, 22 days). Requires attunement. As
an action, you can target one creature
Darkling Elder within 20 feet of you and force it to make
a DC 13 Constitution saving throw. On
• 1 Broken Leather Armor (size Medium). a failed save, the target deals only half
damage with weapon attacks and use
• 1 Broken Shortsword. Strength. This lasts for one minute. The
target can repeat the saving throw at the
• 1d4 Ounces of Darkling Death Dust. As end of each of its turns, ending the effect
an action, you can blow this dust into the on itself on a success. Once a creature
face of a creature standing within 5 feet has succeeded on the saving throw or the
of you. The creature must succeed on a effect ends for it, the creature is immune
DC 10 Wisdom saving throw or become to the effect of the eye for 24 hours.
blinded until the end of its next turn.
• 1 Babau Horn. Requires attunement by
• 1d4 Ounces of Fey Dust. As an action, a spellcaster. Can be used as an arcane
you can blow this dust into the face of a
creature standing within 5 feet of you.
The creature must succeed on a DC

12


focus. You may cast each of the spells Devourer
darkness and fear once per day. You use
your own spellcasting ability and spell • 2d10 Devourer Bone Spikes. One spike
save DC when casting these spells, and can be used as the tip on an arrow or a
any spent uses recharge every day at crossbow bolt. Ranged attacks that use
dawn. ammunition made from these spikes
deal an additional 1d6 necrotic damage
• 1d4 Broken Spears. on a hit. After the ammunition has been
fired, it loses this property.
• 1d2 Vials of Demon Ichor. When
consumed, you gain resistance to poison • 1d4 Devourer Claws. Can be crafted into
damage for one hour. a dagger (150 gp, 9 days). On a hit, you
deal an additional 1d6 necrotic damage
Maw Demon with this weapon.

• 2d10 Maw Demon Teeth. One tooth • 1d4 Soul Wisps. Can be used as an
can be used as the tip on an arrow or a additional material component when
crossbow bolt. Ranged attacks that use casting spells that deal necrotic damage.
ammunition made from these teeth deal When used in this way, you deal an
an additional 1d4 damage on a hit. After additional 4d10 necrotic damage when
the ammunition has been fired, it loses you cast the spell.
this property.
Dinosaurs
• 1d4 Vials of Demon Ichor. When
consumed, you gain resistance to poison Brontosaurus
damage for one hour.
• 1 Brontosaurus Hide. Can be crafted into
Shoosuva leather armor (10 gp, 2 days) or studded
leather armor (45 gp, 3 days). Three sets
• 1 Shoosuva Hide. Can be crafted into of armor can be crafted from this hide.
a set of light armor (4000 gp, 90 days).
Requires attunement. This armor grants • 10d6 Rations.
resistance to cold, fire, and lightning
damage. Deinonychus

• 1d8 Shoosuva Teeth. One tooth can • 1 Deinonychus Hide. Two hides can be
be used as the tip on an arrow or a crafted into leather armor (10 gp, 2 days)
crossbow bolt. Ranged attacks that use or studded leather armor (45 gp, 3 days).
ammunition made from these teeth deal
an additional 1d4 damage on a hit. After • 1d6 Rations.
the ammunition has been fired, it loses
this property. Dimetrodon

• 1 Shoosuva Tail Stinger. Can be crafted • 1 Dimetrodon Hide. Two hides can be
into a glaive (750 gp, 22 days). The crafted into leather armor (10 gp, 2 days)
first time you hit a creature with this or studded leather armor (45 gp, 3 days).
weapon, you can force it to make a DC
14 Constitution saving throw. On a • 1d6 Rations.
failed save, the creature is poisoned and
paralyzed. The creature can repeat the Hadrosaurus
saving throw at the end of each of its
turns, ending the effect on a success. • 1 Hadrosaurus Hide. Can be crafted into
leather armor (10 gp, 2 days) or studded
• 1d4 Vials of Demon Ichor. When leather armor (45 gp, 3 days).
consumed, you gain resistance to poison
damage for one hour. • 2d6 Rations.

Quetzalcoatlus

• 1 Quetzalcoatlus Hide. Can be crafted
into leather armor (10 gp, 2 days) or

13


studded leather armor (45 gp, 3 days). • 1d2 Draegloth Eyes. As an action, you
Two sets of armor can be crafted from can crush this eye and make, a dark
this hide. cloud erupt from it. The area within
a 15 foot radius of where the eye was
• 4d6 Rations. destroyed becomes pitch black, as if
affected by the darkness spell.
Stegosaurus
• 1 Draegloth Hide. Can be crafted into
• 1 Stegosaurus Hide. Can be crafted into a set of light armor (4000 gp, 90 days).
leather armor (10 gp, 2 days) or studded Requires attunement. This armor grants
leather armor (45 gp, 3 days). Two sets of resistance to cold, fire, and lightning
armor can be crafted from this hide. damage.

• 4d6 Rations.

Velociraptor • 1d6 Tufts of Draegloth Fur. Three tufts
can be crafted into a cloak (100 gp, 3
• 1 Velociraptor Hide. Eight hides can be days). While wearing this cloak, you have
crafted into leather armor (10 gp, 2 days) advantage on Dexterity (Stealth) checks
or studded leather armor (45 gp, 3 days). made while in dim light or darkness.

• 1 Ration. • 1d4 Vials of Demon Ichor. When

Draegloth consumed, you gain resistance to poison
damage for one hour.
• 1d8 Draegloth Claws. Can be crafted
__in_to a_sh_orts_wo_rd (_10 g_p, 2_da_ys).__________________

_________S__E_C__T_I_O_N__F__________

Firenewts the gland landed must succeed on a DC
12 Dexterity saving throw, taking 4d6 fire
Firenewt Warrior damage on a failed save, or half as much
damage on a successful one.
• 1 Broken Chain Shirt (size Medium).
• 1 Giant Strider Hide. Can be crafted into
• 1 Broken Scimitar. a set of light armor (2000 gp, 60 days).
While wearing this armor, you have
• 1 Broken Shield. resistance to fire damage.

• 1 Vial of Fire Essence. This liquid glows • 2d6 Rations.
in the dark, shedding bright light in
a 10-foot radius and dim light for an Firenewt Warlock of Imix
additional 10 feet if not covered. As an
action, the essence can be applied to • 1 Broken Morningstar.
a weapon made of metal and imbue
it with magical fire. For one minute, • 1 Component Pouch.
when the weapon hits a target it deals
an additional 3 (1d6) fire damage. The • 1d4 Vials of Fire Essence. This liquid
essence then evaporates. glows in the dark, shedding bright light
in a 10-foot radius and dim light for an
Giant Strider additional 10 feet if not covered. As an
action, the essence can be applied to
• 1 Giant Strider Fire Gland. As an action, a weapon made of metal and imbue
you can throw this gland up to 30 feet it with magical fire. For one minute,
away where it bursts in a fiery explosion. when the weapon hits a target it deals
Each creature within 10 feet of where

14


an additional 3 (1d6) fire damage. The Froghemoth
essence then evaporates.
• 1 Froghemoth Hide. Can be crafted into
Flail Snail a set of light armor (3000 gp, 70 days).
Requires attunement. This armor grants
• 1 Flail Snail Shell. Can be crafted into resistance to fire and lightning damage.
a shield (1500 gp, 22 days). Requires
attunement. This shield glows with a • 1d4 Froghemoth Tentacles. Can be
faint, colored light, shedding bright light crafted into a maul (150 gp, 9 days).
in a 5-foot radius and dim light for an On a hit, you deal an additional 1d6
additional 10 feet if not covered. Once bludgeoning damage with this weapon.
per short or long rest, you can use an
action to make this light scintillating • 1d6 Froghemoth Feet Webbing. Two
until the end of your next turn. During pieces of webbing can be crafted into
this time, the shell sheds bright light a pair of shoes (100 gp, 7 days). While
in a 30-foot radius and dim light for an wearing these shoes, your swimming
additional 30 feet, and creatures that can speed is the same as your movement
see you have disadvantage on attack rolls speed while on land.
against you. In addition, any creature
within the bright light and able to see • 4d6 Rations.
you when this power is activated must
succeed on a DC 15 Wisdom saving • 1d8 Vials of Froghemoth Blood. When
throw or be stunned until the light ends. consumed, you become amphibious for
Three shields can be crafted from this one hour.
shell.

• 1d4 Flail Snail Tentacles. Can be crafted

__in_to a_fla_il (1_0 g_p, 2_da_ys).____________________

_________S_E__C_T__I_O_N__G__________

Giants • 1d2 Giant’s Eyes. When consumed,
you become proficient in the Wisdom
Cloud Giant Smiling One (Perception) skill for one minute.

• 1 Cloud Giant Heart. Can be crafted into • 1d10 Giant’s Toes. Can be sold for 4 gold
a potion of cloud giant strength (DMG p. pieces per toe.
187) (10000 gp, 150 days)
• 1d6 Vials of Smiling Essence. When
• 1 Cloud’s Core. Requires attunement by consumed, you can magically polymorph
a spellcaster. Can be used as an arcane into a beast or humanoid you have seen.
focus. You may cast each of the spells fog Any equipment you are wearing or
cloud, misty step and gaseous form once carrying is absorbed by this new form.
per day. You use your own spellcasting Your statistics, other than your size, are
ability and spell save DC when casting the same in each form. You revert to
these spells, and any spent uses recharge your true form after one hour has passed
every day at dawn. or if you fall unconscious as a result of
dropping to 0 hit points.

15


Fire Giant Dreadnought • 1 Hill Giant Heart. Can be crafted into
a potion of hill giant strength (DMG p.
• 1 Fire Giant Heart. Can be crafted into 187) (100 gp, 2 days)
a potion of fire giant strength (DMG p.
187) (1000 gp, 30 days) • 1d6 Vials of Grolantor Essence. When
consumed, you become immune to
• 1d2 Fireshields. Can be crafted into a confusion spells and similar magic.
set of heavy armor (3000 gp, 60 days) or
into a shield (2000 gp, 60 days). While Stone Giant Dreamwalker
wearing this armor, you have resistance
to acid damage. One set of armor can be • 1d2 Giant’s Eyes. When consumed,
crafted from a fireshield, or three shields you become proficient in the Wisdom
can be crafted from a fireshield. (Perception) skill for one minute.

• 1d2 Giant’s Eyes. When consumed, • 1d10 Giant’s Toes. Can be sold for 4 gold
you become proficient in the Wisdom pieces per toe.
(Perception) skill for one minute.
• 1 Stone Giant Heart. Can be crafted into
• 1d10 Giant’s Toes. Can be sold for 4 gold a potion of stone giant strength (DMG p.
pieces per toe. 187) (1000 gp, 30 days)

• 2d6 Vials of Fire Giant Blood. When • 1d8 Vials of Dreamwalker Essence.
consumed, you gain resistance to fire When consumed, an aura of charm
damage for one hour. radiates from you for one minute. If a
hostile creature starts its turn within
Frost Giant Everlasting One 30 feet of you, it must make a DC 13
Charisma saving throw. On a failed
• 1 Frost Giant Heart. Can be crafted into save, the creature is charmed by you. A
a potion of frost giant strength (DMG p. creature charmed in this way can repeat
187) (1000 gp, 30 days) the saving throw at the end of each of
its turns, ending the effect on itself on
• 1d2 Giant’s Eyes. When consumed, a success. If you hit a creature that is
you become proficient in the Wisdom charmed by you in this way with a melee
(Perception) skill for one minute. attack, the creature must make a DC 17
Constitution saving throw. On a failed
• 1d10 Giant’s Toes. Can be sold for 4 gold save, the creature becomes petrified until
pieces per toe. the end of its next turn.

• 1d8 Vials of Frost Giant Blood. When Storm Giant Quintessent
consumed, you gain resistance to cold
damage for one hour. • 1d2 Giant’s Eyes. When consumed,
you become proficient in the Wisdom
• 1d6 Vials of Everlasting Essence. When (Perception) skill for one minute.
consumed, you enter into a rage for one
minute. While raging you have advantage • 1 Storm Giant Heart. Can be crafted into
on Strength checks and Strength saving a potion of storm giant strength (DMG p.
throws, you gain a +4 bonus to damage 187) (100000 gp, 250 days)
rolls when hitting with a melee attack,
and you have resistance to bludgeoning, • 1 Storm’s Core. Requires attunement
piercing, and slashing damage. by a spellcaster. Can be used as an
arcane focus. You may cast each of the
Mouth of Grolantor spells feather fall, levitatate, and water
breathing once per day. You use your own
• 1d2 Giant’s Eyes. When consumed, spellcasting ability and spell save DC
you become proficient in the Wisdom when casting these spells, and any spent
(Perception) skill for one minute. uses recharge every day at dawn.

• 1d10 Giant’s Toes. Can be sold for 4 gold
pieces per toe.

16


• 1d10 Giant’s Toes. Can be sold for 4 gold weapon, it must immediately succeed on
pieces per toe. a DC 16 Constitution saving throw or be
paralyzed until the end of its next turn.
• 1d10 Vials of Storm Giant Blood.
When consumed, you gain resistance to • 1d4 Vials of Demon Ichor. When
lightning damage for one hour. consumed, you gain resistance to poison
damage for one hour.
• 1d4 Vials of Quintessent Essence.
When consumed, you become one with Gnoll Flesh Gnawer
the storm for one minute. As an action,
you can conjure a wind javelin in your • 1 Broken Shortsword.
hand and hurl it at a creature you can
see within 300 feet of you as a ranged • 1 Broken Studded Leather Armor (size
attack. The javelin is considered a magic Medium).
weapon and deals 3d6 damage on a hit
plus your ability modifier. The javelin • 1d4 Vials of Demon Ichor. When
disappears after it hits. You are proficient consumed, you gain resistance to poison
in these attacks. damage for one hour.

Girallon Gnoll Hunter

• 1 Girallon Hide. Can be crafted into • 2d6 Arrows.
leather armor (10 gp, 2 days) or studded
leather armor (45 gp, 3 days). • 1 Broken Leather Armor (size Medium).

• 1d8 Girallon Teeth. One tooth can • 1 Broken Longbow.
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use • 1d4 Broken Spears.
ammunition made from these teeth deal
an additional 1d4 damage on a hit. After • 1 Vial of Demon Ichor. When consumed,
the ammunition has been fired, it loses you gain resistance to poison damage for
this property. one hour.

• 2d6 Rations. Gnoll Witherling

• 1d4 Vials of Girallon Blood. When • 1 Broken Club.
consumed, you become aggressive
for one minute. While aggressive, you • 1d6 Gnoll Witherling Bone Fragments.
can use a bonus action to move up to When consumed, you become immune
your movement speed toward a hostile to being exhausted for one hour.
creature that you can see.
Grungs
Gnolls
Grung
Flind
• 1 Broken Dagger. 1d4 Vials of Demon
• 3d6 Arrows. Ichor. When consumed, you gain
resistance to poison damage for one
• 1 Broken Chain Mail Armor (size hour.
Medium).
• 1 Vial of Grung Poison. As an action, the
• 1 Broken Longbow. poison can be used to coat one slashing
or piercing weapon, or up to three pieces
• 1 Flind’s Flail. This weapon is magical. of ammunition. A creature hit by the
The first time you hit a creature with this weapon or ammunition must make a DC
12 Constitution saving throw or become
poisoned until the end of their next turn.
Once applied, the poison retains its
potency for one minute before drying.

17


Grung Elite Warrior three pieces of ammunition. A creature

• 3d6 Arrows. hit by the weapon or ammunition must

• 1 Broken Dagger. make a DC 12 Constitution saving throw
or become poisoned until the end of

• 1 Broken Shortbow. their next turn. Once applied, the poison

• 1d6 Vials of Grung Poison. As an action, retains its potency for one minute before
the poison can be used to coat one drying.

slashing or piercing weapon, or up to Guard Drake
three pieces of ammunition. A creature

hit by the weapon or ammunition must • 1 Guard Drake Hide. Can be crafted

make a DC 12 Constitution saving throw into a set of light armor (2000 gp, 60

or become poisoned until the end of days). While wearing this armor, you

their next turn. Once applied, the poison have resistance to the type of damage the

retains its potency for one minute before guard drake was resistant to.

drying. • 1d8 Guard Drake Teeth. One tooth

Grung Wildling can be used as the tip on an arrow or a

• 3d6 Arrows. crossbow bolt. Ranged attacks that use

• 1 Broken Dagger. ammunition made from these teeth deal
an additional 1d4 damage on a hit. After

• 1 Broken Shortbow. the ammunition has been fired, it loses

• 1d4 Vials of Grung Poison. As an action, this property.

the poison can be used to coat one • 1d6 Rations.
__sl_ash_ing_or p_ier_cing_we_apo_n, _or u_p to_________________

_________S_E__C_T__I_O_N__H__________

Hags an additional 1d8 damage. After the
ammunition has been fired, it loses this
Annis Hag property.

• 1d2 Annis Hag Hands. Requires • 1d6 Vials of Annis Hag Blood. When
attunement. Can be used as an arcane consumed, your Strength score becomes
focus. Once per day each, you can cast 21 for one minute.
the spells disguise self and fog cloud.
These spells are cast at their lowest Bheur Hag
level.
• 1d2 Bheur Hag Hands. Requires
• 1d4 Tufts of Annis Hag Hair. When attunement. Can be used as an arcane
consumed, you have advantage on any focus. Once per day each, you can cast
Charisma checks made against children the spells hold person and ice storm.
for one hour. These spells are cast at their lowest level
and Charisma is your spellcasting ability
• 1d10 Iron Teeth. One tooth can be used for these spells.
as the tip on an arrow or a crossbow bolt.
Ranged attacks that use ammunition • 1 Greystaff. This functions as a broom of
made from these teeth deal an additional flying (DMG 156).
1d4 damage on a hit. If the target is a fey
creature, the ammunition instead deals • 1d8 Vials of Bheur Hag Blood. When
consumed, you can move across and

18


climb icy surfaces without needing to Hobgoblin Iron Shadow
make an ability check. Additionally,
difficult terrain compoased of ice or • 1d6 Darts.
snow doesn’t cost you extra movement.
This effect lasts for one hour. • 1 Robe of Shadows. Requires
attunement. While wearing these robes
Hobgoblins and no other armor, you can use an
action to magically teleport yourself
Hobgoblin Devastator and any equipment you are wearing or
carrying to an unoccupied space you can
• 1 Arcane Focus. see within 30 feet of you. Once you have
teleported in this way, you cannot do so
• 1 Broken Quarterstaff. again until you have finished a short or
long rest.
• 1 Broken Studded Leather Armor (size
Medium).

• 1 Spellbook. It has in it the following
spells: fog cloud, Melf’s acid arrow,

_____________________________scorching ray

_________S_E__C_T__I_O_N__K__________

Ki-rin • 1d4 Ki-rin Legs. Can be crafted into a
maul (150 gp, 9 days). On a hit, you deal
• 1 Divine Tongue. When consumed, you an additional 1d6 radiant damage with
gain the benefits of the tongues spell for this weapon.
eight hours.
• 1d6 Vials of Ki-rin Blood. When
• 1 Ki-rin Hide. Can be crafted into a set of consumed, you have advantage on saving
light armor (3000 gp, 75 days). Requires throws against spells and other magical
attunement. While wearing this armor, effects for one hour.
you have resistance to poison damage. In
addition, once per long rest if you fail a Kobolds
saving throw you can choose to succeed
instead. Kobold Dragonshield

• 2d6 Tufts of Ki-rin Fur. Can be used as • 1 Broken Leather Armor (size Small).
an additional material component when
casting spells that restore hit points. • 1 Broken Shield.
When used in this way, the spell restores
an additional 1d6 hit points. • 1d4 Broken Spears.

• 1 Ki-rin Horn. Can be crafted into a Kobold Inventor
shortsword (2000 gp, 60 days). Requires
attunement. On a hit, you deal an • 1 Broken Dagger.
additional 1d6 radiant damage with this
weapon. In addition, cnce per day each, • 1 Broken Sling.
you can cast the spells gaseous form and
wind walk. • 1 Green Slime Pot. As an action, you can
throw this pot at a target within 10 feet
of you, treating the pot as an improvised
weapon. On a hit, the target is covered
in a patch of green slime (DMG, p. 105).

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