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Published by theunrealwrestling, 2022-10-10 05:06:41

Monster Loot Vol. Monster Manual

Monster Loot Vol. Monster Manual

Keywords: Monster Loot Vol. Monster Manual

1

Also by Anne Gregersen

Credits

Design, Writing, and Layout: Anne Gregersen
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.

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Table of Contents

How To Use This Book? 5 Section E 41

Killing Humanoid Enemies 5 Elementals 41
Harvesting Checks 5 Elves: Drow 41
Harvest Time 6 Empyrean 42
Time of Death 6 Ettercap 43
Types of Loot 6 Ettin 43

Section A 8 Section F 43

Aarakocra 8 Faerie Dragon 43
Flameskull 43
Aboleth 8 Flumph 43
Fomorian 43
Angels 8

Animated Objects 9

Ankheg 9 Section G 44

Azer 9

Section B 10 Galeb Duhr 44
Gargoyle 44
Banshee 10 Genies 44
Basilisk 10 Fungi 44
Behir 10 Ghost 46
Beholders 10 Ghoul 46
Blights 11 Ghast 46
Bugbears 11 Giants 46
Bulette 12 Gibbering Mouther 47
Bullywug 12 Gith 47
Gnolls 48
Section C 12 Gnome, Deep (Svirfneblin) 49
Goblins 49
Cambion 12 Golems 49
Carrion Crawler 12 Gorgon 50
Centaur 12 Grell 50
Chimera 12 Grick 50
Chuul 13 Griffon 51
Cloaker 13 Grimlock 51
Cockatrice 13
Couatl 13 Section H 51
Crawling Claw 13
Cyclops 13 Hags 51
Half-Dragon 52
Section D 14 Harpy 52
Hell Hound 52
Darkmantle 14 Helmed Horror 52
Death Knight 14 Hippogriff 52
Demilich 14 Hobgoblins 52
Demons 15 Homunculus 53
Devils 17 Hook Horror 53
Dinosaurs 21 Hydra 53
Displacer Beast 21
Doppelganger 21 Section i 53
Dracolich 21
Dragon, Shadow 22 Intellect Devourer 53
Dragons, Chromatic 22 Invisible Stalker 53
Dragons, Metallic 30
Dragon Turtle 39 Section J 54
Drider 40
Dryad 40 Jackalwere 54
Duergar 40

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Section K 54 Section S 69

Kenku 54 Sahuagin 69
Kobolds 54
Kraken 54 Salamanders 69
Kuo-toas 55
Satyr 70

Scarecrow 70

Section L 56 Shadow 70

Shambling Mound 70

Lamia 56 Shield Guardian 70
Lich 56
Lizardfolk 56 Skeleton 70
Lycanthropes 57
Slaadi 70

Specter 72

Sphinxes 72

Section M 58 Sprite 73

Magmin 58 Stirge 73

Manticore 58 Succubus/Incubus 73

Medusa 58 Section T 74

Mephit 58 Tarrasque 74
Thri-kreen 74
Merfolk 59 Treant 75
Troglodyte 75
Merrow 59 Troll 75

Mimic 59

Mind Flayer 59

Minotaur 59

Modrons 60 Section U 75

Mummy 61

Myconids 61 Umber Hulk 75
Unicorn 75
Section N 62
Section V 76
Nagas 62
Nightmare 63 Vampire 76
Nothic 63 Vampire Spawn 76

Section O 64 Section W 77

Ogre 64 Water Weird 77
Oni 64
Oozes 64 Wight 77
Orcs 65
Otyugh 65 Will-o-Wisp 77
Owlbear 65
Wraith 77

Wyvern 77

Section P 66 Section X 78

Xorn 78

Pegasus 66 Section Y 78
Peryton 66
Piercer 66 Yeti 78
Pixie 66 Abominable Yeti 79
Pseudodragon 66 Yuan-ti 79
Purple Worm 66 Yugoloths 79

Section Q 67 Section Z 81

Quaggoth 67 Zombie 81

Section R 67

Rakshasa 67
Remorhaz 67
Revenant 68
Roc 68
Roper 68
Rust Monster 69

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How To Use This Book? adventurer be able to harvest useful organs
from a creature that has been marked
The work is half the reward, but what if you as humanoid. While defending yourself
want the whole reward? After braving the against an onslaught of enemies is expected
dangers of an acid-spewing dragon or the when venturing into the wilds is expected,
petrifying gaze of a snake headed medusa, it brutalizing the corpse of a fellow humanoid
is only reasonable that the adventurers who is not. As such, that manner of loot cannot be
survived the monster’s onslaught might claim harvested from humanoid enemies and it is
some sort of prize from it. This document not encouraged to spur the adventurers into
supplies a list of items and loot that traveling cutting apart their humanoid opponents after
adventurers might find on the monsters defeating them.
they encounter and slay on their fantastical
journeys. Harvesting Checks

What follows in this section are some light There are a few ways to harvest monsters
mechanics for harvesting dead creatures. encountered in the worlds of Dungeons &
There are different types of loot that can Dragons and doing so can impact the nature
be found on a monster, not all of which will of the game being played. What follows are
necessarily be useful for a group of travelling some suggestions as to how the characters
adventures. The supplied loot tied to each might be able to harvest a recently deceased
monster should be seen as suggestions creature.
that can be changed by the DM to fit the
circumstances of the campaign they are Ability Check
running.
When a character attempts to harvest a
The loot found within this document has creature, they must first succeed on a specific
been designed with the rules below in mind. ability check to successfully harvest the
This was to avoid characters being able components from it. The nature of the ability
to immediately pick something up from a check depends on the type of creature the
monster and use it within seconds of killing monster is. The following table should be seen
it. This document also assumes that there is as a suggestion for splitting up the checks and
a body left to harvest once the creature has can be changed to better fit the nature of the
been killed. This should be considered when game at hand.
the adventurers are fighting demons and
devils who are likely to leave no corpse as they Type of Ability Check
respawn in their home plane after being killed
in the material world. Creature Type Ability Check

Killing Humanoid Enemies Beast, Dragon, Giant, Nature
Monstrosity, Plant
Many humanoid enemies exist within the
worlds of Dungeons & Dragons. Some of the Humanoid Survival
more popular include goblins and orcs whose
wicked ways have set brave adventurers on the Celestial, Fiend, Undead Religion
path to becoming legends of the realm.
Aberration, Construct, Arcana
When killing a humanoid enemy, the Elemental, Fey, Ooze
characters are entitled to any loot they may
carry on their person. Weapons, armor, and The DC of the check is determined by the
other sparse items have been listed below, CR of the creature being harvested, but
is it has with every other monster. However, the Harvesting Check DC cannot be lower
harvesting body parts, such as hide and than 10 and cannot be higher than 30. If a
flesh, from these creatures is not something character succeeds on the ability check, they
this document explores. Very rarely will an are able to harvest all available loot on the
monster. If they fail the check, the character is
only able to harvest half of the items.

5

Harvesting Check DC = 10 + monster CR Time Spend Harvesting
(not lower than 10 and not higher than 30)
Monster Size Time to Fully Harvest
If the character fails the check by 5 or more,
a mishap will happen during the harvesting Tiny Less than ½ hour
process. This could be anything from piercing
a gland of acid to an environmental accident Small ½ hour
such as a rock slide covering the creature.
Regardless of the nature of the mishap, all loot Medium 1 hour
is lost if one occurs.
Large 2 hours
Remember that two characters can help
one another with harvesting a creature. This Huge 4 hours
means that one of them gets advantage on
their roll, thereby increasing their chances of Gargantuan 8+ hours
successfully getting the loot from the monster.
Time of Death
Tool Check
The amount of loot available on a creature
Without the necessary tools, the characters can vary depending on when it died. If the
might be unable to fully harvest the monster characters just killed it, all the loot will be
in question. What set of tools is needed to available to them if they wish to harvest the
harvest the creature is up to the DM and can creature. This is not the case if they stumble
vary from monster to monster. Whether or upon a carcass that has been rotting away in
not the loot needs tools to be harvested is also the wild for several weeks.
decided by the DM. Weapons and armor can
simply be picked up from the ground, while The amount of loot left on a monster should
organs and hide need more finesse to obtain. be considered by the DM if the party stumbles
upon a dead creature. In most cases, it will
Alternatively, the DM can introduce the idea be impossible to harvest food from creatures
of Harvester’s Tools, a set of tools that are that are entering a state of decay. There are
required when harvesting certain resources exceptions to this such as a character using
from a creature such as their hide and organs. the spell purify food and water on the carcass,
The harvester’s tools come in a leather satchel which might purify the flesh enough that
that can be rolled out for easy use while in rations can be harvested from it.
the field. The tool set includes a bonesaw, a
thinly bladed knife, a whetstone, a scraper, Types of Loot
and a mincing blade. The price for a set of
Harvester’s Tools is 30 gp. Some creatures are able to use armor and
weapons, but they don’t always take the
Harvest Time best care of them. If an item as the Broken
descriptor, this means that the item was
The size of the creature being harvested can damaged either prior to fighting or during the
heavily impact how long it takes to completely fight where the creature died. A broken item
loot the monster. If the adventurers are does not function until it has been repaired by
unwilling to harvest for the entire duration or an artisan or by a creature with proficiency in
they are somehow interrupted, they only get a the required set of tools. To repair the item,
portion of the loot. The amount of loot they get the characters must pay half of the cost of the
in this situation varies and is decided by the item. For instance, a broken glaive with an
DM. initial cost of 20 gp would cost 10 gp to repair.

Other items, such as blood or other liquids,
are harvested in Vials. This means that unless
a character has some sort of container to

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gather the item they cannot harvest it that can be
from the creature. A single vial holds crafted have a gold
four ounces of liquid. If items such as cost attached to them.
dust or ash can be harvested, these This gold cost represents
also need to be stored in some sort the purchasing of additional
of container if the characters wish to materials needed for the crafting
bring it with them. process and also the time spent
by the hired artisan working
Some creatures, like beasts and on the item. The amount of
monstrosities, will also allow the time it would take the trained
characters to harvest Rations. This artisan to craft the item is
refers to harvesting meat from the also marked down. If an item
creature that can be eaten as a has been crafted in this way, it is considered
day’s ration. Whether or not this magical for the purpose of overcoming
meat needs to be cooked before resistances and immunities. The gold cost and
it is edible and how long it lasts designated time allotted to these items should
before it turns rancid is determined by the DM. be seen as a suggestions and can be changed
Most meat starts to go bad after 1-2 days if not to fit the nature of the game being played.
cooked or cured.
An exception to this is when a character is
Certain creatures will have items that can be using monster loot to make Ammunition such
used as an Additional Material Component as arrows and crossbow bolts. When making
for spellcasters. The use of these components ammunition, the character only needs to have
must be declared before any saving throws or proficiency in the weapon the ammunition is
attack rolls are made because of the spell in for to successfully make the item. It takes 10
question. When the item is used in this way it minutes to make one piece of ammunition.
is consumed in the process of casting the spell
and cannot be reused.

The same is the case for items that need to
be Consumed by a character. These items are
eaten or drunk using an action 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 Supplies,
be cooked using Cooking Utensils, or distilled
into a type of alcohol using Brewer’s Supplies.
Treating one consumable takes one 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 will result in the
character having to make a DC 15 Constitution
saving throw. If they fail, the character spends
their next turn throwing up. Regardless of if
they succeed or fail, they gain no benefits 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

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_________S__E_C_T__I_O_N__A__________

Aarakocra crossbow bolt. Ranged attacks that use
ammunition made from these feathers
• 1d6 Aarakocra Feathers. Two feathers deal an additional 1d8 radiant damage
can be used as fletching on an arrow or on a hit. After the ammunition has been
a crossbow bolt. Ranged attacks that use fired, it loses this property.
ammunition made from these feathers
have an increased range of 10 feet. After • 1 Holy Mace. Requires attunement by a
the ammunition has been fired, it loses creature with a good alignment. This is a
this property. magical mace, which deals an additional
1d8 radiant damage on a hit. The mace
• 1 Broken Leather Armor. deals an additional 1d8 radiant damage
if the targeted creature is a fiend or
• 1d4 Javelins. undead.

Aboleth • 1 Set of Divine Bracers. Requires
attunement by a creature with a
• 1d3 Aboleth Eye. Can be used as an good alignment. While wearing these
additional material component when magical bracers, you have +1 to AC and
casting the spells charm person and resistance to radiant damage.
suggestion. When used in this way, the
target of the spell has disadvantage on • 1d2 Vials of Angel Blood. When
their saving throw against the spell’s consumed, this functions as a potion of
effects. greater healing.

• 1 Aboleth Hide. Can be crafted into a Planetar
cloak of the manta ray (DMG p. 159)
(200 gp, 14 days). • 1 Divine Tongue. When consumed, you
gain the benefits of the tongues spell for
• 4d6 Aboleth Teeth. Can be sold for 10 eight hours.
gold pieces per tooth.
• 2d6 Celestial Feathers. Two feathers can
• 1d4 Aboleth Tentacles. Can be crafted be used as fletching on an arrow or a
into a magical whip (200 gp, 14 days). crossbow bolt. Ranged attacks that use
This functions as a +1 weapon. ammunition made from these feathers
deal an additional 1d8 radiant damage
• 1d4 Vials of Aboleth Mucus. When on a hit. After the ammunition has been
consumed, you must succeed on a DC fired, it loses this property.
14 Constitution saving throw or become
diseased for 1d4 hours. While diseased, • 1 Holy Greatsword. Requires attunement
you can only breathe underwater. by a creature with a good alignment.
This is a magical greatsword, which
Angels deals an additional 1d8 radiant damage
on a hit. The greatsword deals an
Deva additional 1d8 radiant damage if the
targeted creature is a fiend or undead.
• 1 Divine Tongue. When consumed, you
gain the benefits of the tongues spell for • 1 Holy Sash. Requires attunement by a
eight hours. creature with a good alignment. While
wearing no armor, you have a +1 bonus
• 2d4 Celestial Feathers. Two feathers can
be used as fletching on an arrow or a

8

to AC and resistance to radiant damage. • 1 Ounce of Arcane Dust. Can be used as
Once per day, you may cast one of the an additional material component when
following spells: detect evil and good, casting spells that deal damage. When
shield of faith, death ward. used in this way, you can choose to reroll
one of the rolled damage dice and must
• 1d4 Vials of Angel Blood. When keep the second result.
consumed, this functions as a potion of
greater healing. Flying Sword

Solar • 1 Broken Longsword.

• 1 Divine Tongue. When consumed, you • 1 Ounce of Arcane Dust. Can be used as
gain the benefits of the tongues spell for an additional material component when
eight hours. casting spells that deal damage. When
used in this way, you can choose to reroll
• 3d8 Celestial Feathers. Two feathers can one of the rolled damage dice and must
be used as fletching on an arrow or a keep the second result.
crossbow bolt. Ranged attacks that use
ammunition made from these feathers Rug of Smothering
deal an additional 1d8 radiant damage
on a hit. After the ammunition has been • 1 Carpet. Can be worn as a cloak. While
fired, it loses this property. wearing this ragged fabric, you have
advantage on Charisma checks made to
• 1 Holy Greatsword. Requires attunement pass off as a member of the lower class.
by a creature with a good alignment.
This is a magical greatsword, which • 1d2 Ounces of Arcane Dust. Can be used
deals an additional 1d8 radiant damage as an additional material component
on a hit. The greatsword deals an when casting spells that deal damage.
additional 1d8 radiant damage if the When used in this way, you can choose to
targeted creature is a fiend or undead. reroll one of the rolled damage dice and
must keep the second result.
• 1 Holy Longbow. Requires attunement
by a creature with a good alignment. Ankheg
This is a magical longbow, which deals
an additional 1d8 radiant damage on a • 1 Ankheg Hide. Can be crafted into a set
hit. The longbow deals an additional 1d8 of studded leather armor (45 gp, 2 days).
radiant damage if the targeted creature
is a fiend or undead. • 2d6 Rations.

• 1 Robe of Sacrament. Requires • 2d4 Vials of Acid.
attunement by a creature with a good
alignment. While wearing this robe, you Azer
can cast the detect good and evil spell at
will. Once per day, you can also cast each • 1 Broken Warhammer.
of the following spells: commune, dispel
good and evil, resurrection. • 2d6 Random Gems (Value 10 GP).

• 1d6+2 Vials of Angel Blood. When • 1 Vial of Fire Essence. This liquid glows
consumed, this functions as a potion of in the dark, shedding bright light in
greater healing. a 10-foot radius and dim light for an
additional 10 feet if not covered. As an
Animated Objects action, the essence can be applied to
a weapon made of metal and imbue
Animated Armor it with magical fire. For one minute,
when the weapon hits a target it deals
• 1 Broken Plate Armor (size Medium). an additional 3 (1d6) fire damage. The
essence then evaporates.

9

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_________S__E_C_T__I_O_N__B__________

Banshee an additional 3 (1d6) damage against
dragons.
• 1 Ounce of Phantom Dust. As an action,
you can blow this dust into the face of a • 1 Behir Hide. Can be crafted into a set of
creature standing within 5 feet of you. resistant light armor (1500 gp, 40 days).
The creature must succeed on a DC 13 While wearing this armor, you have
Wisdom saving throw or be frightened resistance to lightning damage.
of you for one minute on a failed save. A
frightened creature can repeat the saving • 4d6 Rations.
throw at the end of each of its turns,
ending the effect on a success. • 1d6 Vials of Behir Blood. Can be used as
an additional material component when
• 1 Spirit Cloth. Can be crafted into a bag casting spells that deal lightning damage.
of holding (DMG p. 153) (200 gp, 14 When used in this way, you may reroll
days). any 1s and 2s rolled on the damage dice
and must keep the second result.
• 1d2 Vials of Ectoplasm. When
consumed, you can see into the Ethereal Beholders
Plane for one hour.
Beholder
Basilisk
• 1d4 Beholder Eyestalks. Once per day,
• 1d2 Basilisk Eyes. When consumed, you the eye stalk can fire one beholder eye
must succeed on a DC 12 Constitution ray. The type of ray being fired depends
saving throw or become petrified as you on the type of eye stalk it was shot from.
are turned to stone. You remain petrified The type of eye stalk is determined at
until freed by the greater restoration random when the stalk is harvested.
spell or similar magic. It can also be used
as an additional material component • 4d6 Beholder Teeth. These teeth can be
when casting the spell flesh to stone. sold for 10 gold pieces per tooth.
When used in this way, the target of the
spell has disadvantage on their saving • 1 Large Beholder Eye. Can be crafted
throw against the spell’s effects. into an antimagic shield (2500 gp, 75
days). Requires attunement. Once per
• 1 Vial of Basilisk Blood. If poured on day, you can cast the antimagic field
a Medium or smaller creature that has spell using the shield with the following
been petrified by being turned to stone, changes: the duration of the spell is one
they are cured of the petrified condition. minute and the effects of the spell only
exist in a 60 foot cone originating from
Behir the shield.

• 4d6 Behir Claws. Can be sold for 10 gold • 1d4 Small Beholder Eyes. Can be used
pieces per claw. as an additional material component
when casting spells that deal psychic
• 1d2 Behir Fangs. Can be crafted damage. When used in this way, you
into a dagger (250 gp, 14 days). This may reroll any 1s and 2s rolled on the
weapon deals an additional 3 (1d6) damage dice and must keep the second
lightning damage on a hit. It also deals result.

10

• 1d6 Vials of Beholder Blood. When you can activate the shield as a reaction
consumed, you become hyper aware of and cast counterspell at its lowest level.
your surroundings and the actions of If you have to make an ability check
other people. You have advantage on when using this feature because of the
Wisdom (Insight) checks and on Wisdom opponent’s spell level, you add +2 to the
(Perception) checks that rely on sight. ability check. You add no other modifier.
This effect lasts for eight hours.
• 1d2 Spectator Eyestalks. Once per day,
Death Tyrant the eye stalk can fire one spectator eye
ray. The type of ray being fired depends
• 4d6 Death Tyrant Teeth. Can be sold for on the type of eye stalk it was shot from.
10 gold pieces per tooth. The type of eye stalk is determined at
random when the stalk is harvested.
• 1d6 Death Tyrant Bone Fragments.
Ranged attacks that use ammunition • 2d6 Spectator Teeth. These teeth can be
made from these bone fragments deal an sold for 2 gold pieces per tooth.
additional 1d8 necrotic damage on a hit.
It takes one bone fragment to make one Blights
piece of ammunition.
Needle Blight
• 1 Large Death Tyrant Eye. Can be
crafted into a negative energy shield • 1d4 Needles. Functions as a dart.
(2500 gp, 75 days). Requires attunement.
Once per day, you can activate the shield Twig Blight
and cause negative energy to flow from
it. For one minute, any creature within a • 1 Twig. Can be used as an arcane focus
60 foot cone from the shield can’t regain or a druidic focus.
hit points. Any humanoid that dies there
becomes a zombie under your command. Vine Blight
The dead humanoid retains its place
in the initiative order and animates at • 1d2 Vine. Can be used as a 20 foot long
the start if its next turn, provided its silk rope.
body hasn’t been completely destroyed.
Your command of the zombie lasts for • 1d4 Blight Buds. Can be used as an
one minute, after which the zombie will additional material component when
continue to act on its own. casting spells that deal acid damage.
When used in this way, you deal 2 (1d4)
• 1d4 Small Death Tyrant Eyes. Can additional acid damage with the spell.
be used as an additional material
component when casting spells that Bugbears
deal force damage. When used in this
way, you may reroll any 1s and 2s rolled Bugbear
on the damage dice and must keep the
second result. • 1 Broken Hide Armor (size Medium).

• 1d4 Vials of Ectoplasm. When • 1 Broken Morningstar.
consumed, you can see into the Ethereal
Plane for one hour. • 1 Broken Shield.

Spectator • 1d2 Javelins.

• 1 Large Spectator Eye. Can be crafted Bugbear Chief
into a counter shield (500 gp, 30 days).
Requires attunement. Once per day, • 1 Broken Chain Shirt (size Medium).

• 1 Broken Morningstar.

• 1 Broken Shield.

• 1 Heart of Hruggek. When consumed,
you gain advantage on saving throws
against being charmed, frightened,

11

paralyzed, poisoned, stunned, or put to days) or into a set of half-plate armor
sleep for one hour. (750 gp, 4 days).

• 1d2 Javelins. • 2d6 Rations.

Bulette Bullywug

• 1d3+1 Bulette Feet. Two bulette feet can • 1 Broken Hide Armor (size Small).
be crafted into a set of boots of striding • 1 Broken Shield.
and springing (DMG p. 156) (200 gp, 14 • 1 Broken Spear.
days)..

• 1 Bulette Plated Hide. Can be crafted • 1 Vial of Bullywug Slime. When

into a set of plate armor (1500 gp, 5 consumed, you become amphibious for

one round.

_____________________________

_________S__E_C_T__I_O_N__C__________

Cambion damage on a hit. Once per day on a
hit, you can force the target to make a
• 1 Broken Scale Mail (size Medium). DC 13 Constitution saving throw. On a
failed save, it is poisoned for 1 minute.
• 1 Broken Spear. Until this poison ends, the creature is
paralyzed. The target can repeat the
• 1d2 Cambion Hands. Requires saving throw at the end of each of its
attunement. Can be used as an arcane turns, ending the poison on itself on a
focus. You know the produce flame success.
cantrip, but only when you are holding
onto the hand. Charisma is your • 2d6 Rations.
spellcasting ability for the cantrip.
Centaur
• 1 Cambion Tongue. When consumed,
you gain advantage on Charisma • 3d6 Arrows.
checks for one hour. It can also be used
as an additional material component • 1 Broken Longbow.
when casting the spells charm person,
command, suggestion, and mass • 1 Broken Pike.
suggestion. When used in this way, one
target of the spell has disadvantage on • 1 Tuft of Centaur Hair. Two tufts be
their saving throw against the spell’s crafted into a rope of climbing (DMG p.
effects. 197) (200 gp, 14 days).

• 1d2 Cambion Wings. Two wings can be Chimera
crafted into a cloak of the bat (DMG p.
159) (2000 gp, 60 days). • 1d8 Chimera Claws. Can be sold for 3
gold pieces per claw.
Carrion Crawler
• 1 Chimera Fire Gland. When consumed,
• 1d2 Carrion Crawler Tentacle. Can be the gland functions as a potion of fire
crafted into a whip (300 gp, 20 days). breathing.
The whip deals an additional 1d4 poison
• 1d2 Chimera Hooves. These hooves can

12

be sold for 10 gold pieces per hoof. DC 11 Constitution saving throw or
become petrified and turn to stone. You
• 1d2 Chimera Wings. Two wings can be will remain petrified for 24 hours, after
crafted into a cloak of protection (DMG which the petrified effect ends.
p. 159) (200 gp, 14 days).
Couatl
• 2d6 Rations.
• 1d6 Celestial Feathers. Two feathers can
Chuul be used as fletching on an arrow or a
crossbow bolt. Ranged attacks that use
• 1d2 Chuul Pinchers. Two pinchers can ammunition made from these feathers
be crafted into a greatsword (150 gp, 10 deal an additional 1d8 radiant damage
days). When attacking with this weapon, on a hit. After the ammunition has been
you can try to grapple a creature you’re fired, it loses this property.
fighting. On a hit, you can choose to forgo
doing damage and instead grapple the • 1d2 Couatl Fangs. Can be crafted into
creature (escape DC 14) if it is Medium a dagger (200 gp, 14 days). Requires
or smaller. The grappled creature can attunement. Once per day, you can use
use its action on its turn to attempt to the weapon to force a creature you
free itself from the grapple. Until this hit with the weapon to make a DC 13
grapple ends, you can’t use this weapon Constitution saving throw. On a failed
on another target. save, the creature falls unconscious for
24 hours or until it is woken up by taking
• 2d4 Vials of Chuul Blood. When damage or by another creature using an
consumed, you are under the effects of action to shake it awake.
the detect magic spell for 10 minutes.
This effect isn’t magical. • 1 Couatl Hide. Can be crafted into a
cloak of nondetection (200 gp, 14 days).
Cloaker While wearing this cloak, you become
immune to scrying and to any effect that
• 1 Cloaker Hide. Can be crafted into a would sense your emotions, read your
cloak of displacement (DMG p. 158) thoughts, or detect your location as long
(2000 gp, 60 days). as you are wearing the cloak.

• 1 Cloaker Tail. Can be crafted into a Crawling Claw
shortsword (10 gp, 2 days).
• 1 Non-Crawling Claw. Can be used as an
• 1 Set of Cloaker Vocal Cords. Once per arcane focus.
day, you can blow into these vocal cords
as an action and sound out a horrifying Cyclops
moan. Each creature within 30 feet of
you that can hear the moan and that • 1 Broken Greatclub.
isn’t an aberration must succeed on a
DC 13 Wisdom saving throw or become • 1 Cyclops Eye. Can be crafted into a
frightened of you until the end of your driftglobe (DMG p. 166) (200 gp, 14
next turn. days).

• 1d4 Vials of Cloaker Blood. When • 1d10 Giant’s Toes. Can be sold for 4 gold
consumed, you gain darkvision out to a pieces per toe.
range of 60 feet for one hour.
• 1 Tribal Amulet. There is a 10% chance
Cockatrice that the amulet is an amulet of proof
against detection and location (DMG, p.
• 1 Vial of Cockatrice Venom. When 150) and a 90% chance that it is a non-
consumed, you must succeed on a magical tribal amulet.

13

_____________________________

_________S_E__C_T__I_O_N__D__________

Darkmantle the launcher in this way, it turns to dust
and stops functioning.
• 1 Darkmantle Hide. Three hides can be
crafted into a darkmantle cloak (100 gp, • 1d8 Revenant Bones. By crushing one
7 days). While wearing this cloak, you of these bones, you gain the effects of
have advantage on Dexterity (Stealth) the augury spell. By crushing three of
checks made while in dim light or these bones, you gain the effects of the
darkness. commune spell.

• 1d4 Rations. • 1d2 Death Knight Eyes. When
consumed, you gain darkvision out to a
Death Knight range of 120 feet for one hour.

• 1 Broken Longsword. • 1d10 Revenant Cloak Strips. Can
be used as an additional material
• 1 Broken Plate Armor (size Medium). component when casting spells that
deal necrotic damage. When used in this
• 1 Broken Shield. way, you may reroll any 1s and 2s rolled
on the damage dice and must keep the
• 1 Death Knight Hand. Requires second result.
attunement by a spellcaster. Can be used
as an arcane focus. You may cast each Demilich
of the spells banishment, dispel magic,
command, and hold person once per day. • 1d2 Demilich Eyes. Can be used as an
You use your own spellcasting ability and additional material component when
spell save DC when casting these spells, casting spells that deal necrotic damage.
and any spent uses recharge every day at When used in this way, you deal an
dawn. additional 14 (4d6) necrotic damage
when you cast the spell.
• 1 Death Knight Helmet. Requires
attunement by a character with at least • 1 Demilich Skull. Once per day, you
16 Strength. This helmet grants you +1 can open the mouth of this skull and
to armor class while you are wearing let a horrible howl escape its maw. All
armor. Once per day, you can cast the creatures within 30 feet of the skull,
spell compelled duel through the helmet including yourself, that can hear the howl
with a DC of 18. must succeed on a DC 15 Constitution
saving throw or become frightened of the
• 1 Hellfire Orb Launcher. You can use skull until the end of their next turn.
this launcher to hurl a magical ball of
fire towards a point you can see within • 4d6 Demilich Teeth. Can be sold for 20
120 feet of you. Each creature within a gold pieces per tooth.
20-foot-radius sphere centered on that
point must make a DC 18 Dexterity • 2d4 Ounces of Arcane Dust. Can be used
saving throw. The sphere spreads around as an additional material component
corners. A creature takes 35 (10d6) fire when casting spells that deal damage.
damage and 35 (10d6) necrotic damage When used in this way, you can choose to
on a failed save, or half as much damage reroll one of the rolled damage dice and
on a successful one. Once you have used must keep the second result.

14

• 2d4 Vials of Ectoplasm. When Dretch
consumed, you can see into the Ethereal
Plane for one hour. • 1 Vial of Demon Ichor. When consumed,
you gain resistance to poison damage for
Demons one hour.

Balor Glabrezu

• 1d6 Vials of Demon Ichor. When • 1d2 Glabrezu Fangs. Requires
consumed, you gain resistance to poison attunement by a spellcaster. Can be used
damage for one hour. as an arcane focus. You may cast each
of the spells darkness, detect magic and
• 1d4 Vials of Fire Essence. This liquid dispel magic once per day. You use your
glows in the dark, shedding bright light own spellcasting ability and spell save
in a 10-foot radius and dim light for an DC when casting these spells, and any
additional 10 feet if not covered. As an spent uses recharge every day at dawn.
action, the essence can be applied to
a weapon made of metal and imbue • 1d2 Glabrezu Pinchers. Can be crafted
it with magical fire. For one minute, into a greatsword (175, 11 days). When
when the weapon hits a target it deals attacking with this weapon, you can try
an additional 3 (1d6) fire damage. The to grapple a creature you’re fighting.
essence then evaporates. On a hit, you can choose to forgo
doing damage and instead grapple the
Barlgura creature (escape DC 15) if it is Medium
or smaller. The grappled creature can
• 1 Barlgura Hide. Can be crafted into a use its action on its turn to attempt to
set of light armor (4000 gp, 90 days). free itself from the grapple. Until this
Requires attunement. This armor grants grapple ends, you can’t use this weapon
resistance to cold, fire, and lightning on another target.
damage.
• 1d4 Vials of Demon Ichor. When
• 1d4 Random Gems (Value 50 GP). consumed, you gain resistance to poison
damage for one hour.
• 1d2 Vials of Demon Ichor. When
consumed, you gain resistance to poison Goristro
damage for one hour.
• 1d2 Abyssal Armrings. Requires
Chasme attunement. When wearing two of
these armrings, you have resistance
• 1 Chasme Hide. Can be crafted into to bludgeoning, piercing, and slashing
scale mail (50 gp, 3 days). damage from nonmagical attacks.

• 1d4 Chasme Wings. Two wings can be • 1d4 Goristro Claws. Can be crafted
crafted into a broom of flying (DMG p. into a shortsword (40 gp, 5 days). This
156) (200 gp, 14 days). weapon deals double damage to objects
and structures.
• 1 Chasme Proboscis. Can be crafted into
a lance (140 gp, 9 days) or into a rapier • 1d2 Goristro Eyes. When consumed, you
(150 gp, 9 days). On a hit, the target gain darkvision out to a range of 120 feet
takes an additional 1d6 necrotic damage for one hour.
and the target’s maximum hit points
is lowered by the amount of necrotic • 1 Goristro Hide. Can be crafted into a
damage dealt. set of light armor (4000 gp, 90 days).
Requires attunement. This armor grants
• 1d2 Vials of Demon Ichor. When resistance to cold, fire, and lightning
consumed, you gain resistance to poison damage.
damage for one hour.

15

• 1d2 Goristro Horns. Can be crafted breastplate, you are resistant to cold, fire,
into a warhammer (45 gp, 5 days). This and lightning damage.
warhammer deals double damage to
objects and structures. • 1 Marilith Tail. Can be crafted into a
whip (200 gp, 14 days). When attacking
• 2d8 Goristro Teeth. Can be sold for 10 with this weapon, you can try to grapple
gold pieces per tooth. a creature you’re fighting. On a hit, you
can choose to forgo doing damage and
• 1d3 Tufts of Goristro Hair. Can be instead grapple the creature (escape
crafted into a rope of entanglement DC 18) if it is Medium or smaller. The
(DMG p. 197) (2000 gp, 60 days). grappled creature can use its action on
its turn to attempt to free itself from the
• 2d4 Vials of Demon Ichor. When grapple. Until this grapple ends, you can’t
consumed, you gain resistance to poison use this weapon on another target.
damage for one hour.
• 2d4 Vials of Demon Ichor. When
Hezrou consumed, you gain resistance to poison
damage for one hour.
• 1d4 Hezrou Claws. Can be crafted into a
longsword (15 gp, 2 days), a shortsword Nalfeshnee
(10 gp, 2 days), or a javelin (2 gp, 1 day).
• 1d2 Abyssal Armrings. Requires
• 1d4 Hezrou Glands. As an action, you attunement. When wearing two of
can throw this gland up to 30 feet away these armrings, you have resistance
where it will explode in a cloud of stinky to bludgeoning, piercing, and slashing
gas. Each creature within 10 feet of damage from nonmagical attacks.
where the gland landed must succeed on
a DC 14 Constitution saving throw or be • 1d4 Nalfeshnee Claws. Can be crafted
poisoned until the start of its next turn. into a dagger (200 gp, 14 days). This
functions as a +1 magical weapon.
• 1 Hezrou Hide. Can be crafted into a
set of light armor (4000 gp, 90 days). • 1 Nalfeshnee Hide. Requires attunement.
Requires attunement. This armor grants Can be crafted into a set of light armor
resistance to cold, fire, and lightning (4000 gp, 90 days). Requires attunement.
damage. This armor grants resistance to cold, fire,
and lightning damage.
• 1d4 Vials of Demon Ichor. When
consumed, you gain resistance to poison • 1d2 Nalfeshnee Tusks. Can be crafted
damage for one hour. into a magical shortsword (200 gp, 14
days). This functions as a +1 magical
Manes weapon.

• 1 Vial of Demon Ichor. When consumed, • 2d4 Vials of Demon Ichor. When
you gain resistance to poison damage for consumed, you gain resistance to poison
one hour. damage for one hour.

Marilith Quasit

• 1d2+2 Abyssal Armrings. Requires • 1 Quasit Head. As an action, you can
attunement. When wearing two of throw this head at a creature within
these armrings, you have resistance 30 feet of you. If the creature can see
to bludgeoning, piercing, and slashing the head, it must succeed on a DC
damage from nonmagical attacks. 10 Wisdom saving throw or become
frightened of the head for one minute.
• 6 Longswords. These weapons are The head then breaks and stops
magical. functioning.

• 1 Marilith Breastplate. Requires
attunement. While wearing this

16

• 1 Vial of Demon Ichor. When consumed, Yochlol
you gain resistance to poison damage for
one hour. • 1d4 Vials of Demon Ichor. When
consumed, you gain resistance to poison
Shadow Demon damage for one hour.

• 1d4 Shadow Demon Claws. Can be • 1d4 Vials of Yochlol Gas. As an action,
crafted into dagger (100 gp, 7 days). This you can throw this vial at a point within
dagger deals an additional 1d4 psychic 30 feet of you where it will shatter in a
damage on a hit. cloud of gas. Each creature within 5 feet
of where the vial landed must succeed on
• 1d2 Vials of Demon Ichor. When a DC 14 Constitution saving throw or be
consumed, you gain resistance to poison poisoned until the start of its next turn.
damage for one hour. While poisoned in this way, the target is
incapacitated.
Vrock
• 1d2 Vials of Yochlol Goop. When
• 1 Set of Vrock Vocal Cords. Once per consumed, you polymorph into a form
day, you can blow into these vocal cords resembling a female drow or giant
as an action and sound out a stunning spider. Your statistics are the same in
screech. Each creature within 30 feet of each form. This transformation lasts for
you that can hear the screech and that one hour.
isn’t a demon must succeed on a DC 14
Constitution saving throw or become • 1d2 Yochlol Limbs. Requires attunement.
stunned until the end of your next turn. Can be used as an arcane focus. Once
per day each, you may cast the spells
• 1 Spore Pocket. As an action, you can detect thoughts and gaseous form
throw this spore pocket at a point within through the limb. You use your own
30 feet of you where it will explode in spellcasting ability and spell save DC
a cloud of spores. These spores spread when casting these spells, and any spent
around corners. Each creature within 10 uses recharge every day at dawn.
feet of where the spore pocket landed
must succeed on a DC 14 Constitution Devils
saving throw or be poisoned. While
poisoned in this way, a target takes 5 Barbed Devil
(1d10) poison damage at the start of
each of its turns. A target can repeat • 1 Barbed Devil Hide. Can be crafted
the saving throw at the end of each of into spiky studded leather armor (100
its turns, ending the effect on itself on a gp, 7 days). When you are grappled, the
success. creature grappling you takes 5 (1d10)
piercing damage at the start of each
• 1d2 Vials of Demon Ichor. When of your turns as long as you remain
consumed, you gain resistance to poison grappled.
damage for one hour.
• 1 Barbed Devil Tail. Can be crafted
• 2d6 Vrock Feathers. Two feathers can into a greatsword (75 gp, 6 days). As a
be used as fletching on an arrow or a bonus action, you can switch the type
crossbow bolt. Ranged attacks that use of damage dealt by this weapon from
ammunition made from these feathers slashing to piercing, or from piercing to
ignore any resistances to magical or slashing.
nonmagical piercing damage. After the
ammunition has been fired, it loses this • 1d2 Devil Eyes. When consumed, you
property. gain darkvision out to a range of 60 feet
for one hour. Magical darkness does not
impede this darkvision.

17

• 1d4 Vials of Devil Blood. This functions • 1d2 Devil Eyes. When consumed, you
as a vial of acid. Can be used as an gain darkvision out to a range of 60 feet
additional material component when for one hour. Magical darkness does not
casting spells that deal acid damage. impede this darkvision.
When used in this way, you deal an
additional 3 (1d6) acid damage when you • 1d4 Vials of Devil Blood. This functions
cast the spell. as a vial of acid. Can be used as an
additional material component when
Bearded Devil casting spells that deal acid damage.
When used in this way, you deal an
• 1d2 Bearded Devil Coils. Can be crafted additional 3 (1d6) acid damage when you
into a flail (150 gp, 10 days). The first cast the spell.
time a creature is hit with this weapon,
it must succeed on a DC 12 Constitution Chain Devil
saving throw or be poisoned for one
minute. While poisoned in this way, the • 1d2 Chains. Can be used as a martial
target can’t regain hit points. The target weapon that deals 2d6 slashing damage
can repeat the saving throw at the end on a hit. When attacking with this
of each of its turns, ending the effect on weapon, you can try to grapple a creature
itself on a success. you’re fighting. On a hit, you can choose
to forgo doing damage and instead
• 1 Broken Glaive. grapple the creature (escape DC 14) if
it is Medium or smaller. The grappled
• 1d2 Devil Eyes. When consumed, you creature can use its action on its turn to
gain darkvision out to a range of 60 feet attempt to free itself from the grapple.
for one hour. Magical darkness does not Until this grapple ends, you can’t use this
impede this darkvision. weapon on another target.

• 1 Vial of Devil Blood. This functions as a • 1 Chain Devil Mask. Requires
vial of acid. Can be used as an additional attunement. When wearing this mask,
material component when casting spells you can use your reaction to target a
that deal acid damage. When used in this creature you can see within 30 feet of
way, you deal an additional 3 (1d6) acid you. You create an illusion that looks like
damage when you cast the spell. one of the creature’s departed loved ones
or bitter enemies. If the targeted creature
Bone Devil can see you, it must succeed on a DC 14
Wisdom saving throw or be frightened
• 1d8 Bone Devil Claws. Can be crafted until the end of its turn.
into a dagger (2 gp, 1 day).
• 1d2 Devil Eyes. When consumed, you
• 1 Bone Devil Stinger. Can be crafted gain darkvision out to a range of 60 feet
into a glaive (250 gp, 17 days). Once per for one hour. Magical darkness does not
day, when you hit a creature with this impede this darkvision.
weapon, you can use a bonus action
to force the creature to make a DC 14 • 1d4 Vials of Devil Blood. This functions
Constitution saving throw. On a failed as a vial of acid. Can be used as an
save, the creature takes 17 (5d6) poison additional material component when
damage and become poisoned for one casting spells that deal acid damage.
minute. While poisoned in this way, the When used in this way, you deal an
target can’t regain hit points. The target additional 3 (1d6) acid damage when you
can repeat the saving throw at the end cast the spell.
of each of its turns, ending the effect on
itself on a success. On a success, the
creature takes half damage and isn’t
poisoned.

18

Erinyes • 1 Horned Devil Tail. Can be crafted
into a lance (300 gp, 20 days) or into a
• 1 Broken Erinyes Plate Armor (size glaive (300 gp, 20 days). The first time
Medium). Can be crafted into plate a creature is hit with this weapon, it
armor (2000 gp, 60 days). Requires must succeed on a DC 17 Constitution
attunement. While wearing this plate saving throw or lose 7 (2d6) hit points
armor, you have resistance to cold and at the start of each of its turns due to
fire damage. an infernal wound. Any creature can
take an action to stanch the wound
• 1d2 Devil Eyes. When consumed, you with a successful DC 12 Wisdom
gain darkvision out to a range of 60 feet (Medicine) check. The wound also closes
for one hour. Magical darkness does not if the target receives magical healing.
impede this darkvision. Constructs and undead automatically
succeed on the saving throw.
• 1d10 Erinyes Feathers. Two feathers can
be used as fletching on an arrow or a • 1d2 Horned Devil Wings. Two wings
crossbow bolt. Ranged attacks that use can be crafted into a cloak of protection
ammunition made from these feathers (DMG p. 159) (200 gp, 14 days).
deal an additional 1d8 fire damage on a
hit. After the ammunition has been fired, • 1d6 Vials of Devil Blood. This functions
it loses this property. as a vial of acid. Can be used as an
additional material component when
• 1d6 Magical Arrows. These arrows casting spells that deal acid damage.
function as a piece of +1 ammunition When used in this way, you deal an
(DMG p. 150). additional 3 (1d6) acid damage when you
cast the spell.
• 1 Poisonous Longbow. This weapon is
magical. On a successful hit with this Ice Devil
longbow, you deal an additional 4 (1d8)
poison damage. • 1d2 Devil Eyes. When consumed, you
gain darkvision out to a range of 60 feet
• 1 Poisonous Longsword. This weapon for one hour. Magical darkness does not
is magical. On a successful hit with this impede this darkvision.
longsword, you deal an additional 4 (1d8)
poison damage. • 1d2 Ice Devil Antennae. Requires
attunement by a spellcaster. Can be used
• 1 Rope. There is a 40% chance that the as an arcane focus. You may cast the
rope is a rope of entanglement and a spell wall of ice once per day. You use
60% chance that it is a non-magical rope. your own spellcasting ability and spell
save DC when casting this spell.
• 1d4 Vials of Devil Blood. This functions
as a vial of acid. Can be used as an • 1 Ice Devil Hide. Can be crafted into a
additional material component when set of light armor (2000 gp, 60 days).
casting spells that deal acid damage. Requires attunement. While wearing
When used in this way, you deal an the armor, you are resistant to either fire
additional 3 (1d6) acid damage when you or cold damage. You decide which one
cast the spell. when crafting the item.

Horned Devil • 1d2 Ice Devil Mandibles. Can be crafted
into a dagger (150 gp, 9 days) or into
• 1d2 Devil Eyes. When consumed, you a sickle (150 gp, 9 days). On a hit, this
gain darkvision out to a range of 60 feet weapon deals an additional 3 (1d6) cold
for one hour. Magical darkness does not damage.
impede this darkvision.

• 1 Fork. Can be used as a martial weapon
that deals 2d6 piercing damage on a hit.

19

• 1 Ice Devil Tail. Can be crafted into an • 1d2 Pit Fiend Horns. Requires
lance (150 gp, 9 days) or into an glaive attunement by a spellcaster. Can be used
(150 gp, 9 days). On a hit, this weapon as an arcane focus. You may cast each of
deals an additional 3 (1d6) cold damage. the spells detect magic, fireball, and wall
of fire once per day. You use your own
• 1d8 Vials of Devil Blood. This functions spellcasting ability and spell save DC
as a vial of acid. Can be used as an when casting these spells, and any spent
additional material component when uses recharge every day at dawn.
casting spells that deal acid damage.
When used in this way, you deal an • 1 Pit Fiend Skull. Can be crafted into a
additional 3 (1d6) acid damage when you helm of fear (500 gp, 30 days). Requires
cast the spell. attunement. When worn, you can use
a bonus action to strike fear into those
Imp close to you by activating a fear aura that
lasts for one minute. Any hostile creature
• 1 Devil Eye. When consumed, you gain to you that starts its turn within 20 feet of
darkvision out to a range of 60 feet for you must make a DC 21 Wisdom saving
one hour. Magical darkness does not throw. On a failed save, the creature is
impede this darkvision. frightened until the start of its next turn.
On a success, the creature is immune to
• 1d2 Imp Wings. Can be used as an the fear aura for the next 24 hours.
additional material component when
casting spells that turn something • 1 Pit Fiend Tail. Can be crafted into
invisible. When used in this way, the a maul (150 gp, 9 days). On a hit, you
duration of the invisibility increases by deal an additional 3 (1d6) bludgeoning
one minute. damage with this weapon.

• 1 Vial of Devil Blood. This functions as a • 1d2 Pit Fiend Wings. One wing can be
vial of acid. Can be used as an additional crafted into a cloak of the bat (DMG p.
material component when casting spells 159) (2000 gp, 60 days) or into a cloak
that deal acid damage. When used in this of protection (DMG p. 159) (200 gp, 14
way, you deal an additional 3 (1d6) acid days).
damage when you cast the spell.
• 2d6 Vials of Devil Blood. This functions
Lemure as a vial of acid. Can be used as an
additional material component when
• 1 Vial of Devil Blood. This functions as a casting spells that deal acid damage.
vial of acid. Can be used as an additional When used in this way, you deal an
material component when casting spells additional 3 (1d6) acid damage when you
that deal acid damage. When used in this cast the spell.
way, you deal an additional 3 (1d6) acid
damage when you cast the spell. Spined Devil

Pit Fiend • 1d2 Devil Eyes. When consumed, you
gain darkvision out to a range of 60 feet
• 1d2 Devil Eyes. When consumed, you for one hour. Magical darkness does not
gain darkvision out to a range of 60 feet impede this darkvision.
for one hour. Magical darkness does not
impede this darkvision. • 1d12 Spined Devil Spines. Can be used
as darts that deal an additional 3 (1d6)
• 1 Pit Fiend Hide. Can be crafted into a fire damage on a hit.
set of light armor (3000 gp, 75 days) or a
set of medium armor (3100 gp, 75 days). • 1d4 Vials of Devil Blood. This functions
Requires attunement. While wearing this as a vial of acid. Can be used as an
armor, you have resistance to cold and additional material component when
fire damage.

20

casting spells that deal acid damage. Displacer Beast
When used in this way, you deal an
additional 3 (1d6) acid damage when you • 1 Displacer Beast Hide. Can be crafted
cast the spell. into a cloak of displacement (DMG p.
158) (2000 gp, 60 days).
Dinosaurs
• 1d2 Displacer Beast Tentacle. Can be
Allosaurus crafted into a mace (100 gp, 7 days). On
a hit, you deal an additional 1d4 piercing
• 1 Allosaurus Hide. Can be crafted into damage with this weapon.
leather armor (10 gp, 2 days) or studded
leather armor (45 gp, 3 days). • 2d6 Rations.

• 2d6 Rations. Doppelganger

Ankylosaurus • 1 Doppelganger Skull. Requires
attunement. Once per day, you can use
• 1 Ankylosaurus Hide. Can be crafted into this skull to read the thoughts of nearby
leather armor (10 gp, 2 days) or studded creatures. As an action, you can read
leather armor (45 gp, 3 days). Two sets of the surface thoughts of one creature
armor can be crafted from this hide. within 60 feet of you. The effect can
penetrate barriers, but 3 feet of wood or
• 4d6 Rations. dirt, 2 feet of stone, 2 inches of metal,
or a thin sheet of lead blocks it. This
Plesiosaurus effect lasts for ten minutes. While you
are reading a creature’s mind, you have
• 1 Plesiosaurus Hide. Can be crafted into advantage on Wisdom (Insight) and
leather armor (10 gp, 2 days) or studded Charisma (Deception, Intimidation, and
leather armor (45 gp, 3 days). Persuasion) checks against it.

• 2d6 Rations. • 1d2 Vials of Shapeshifter Blood. Can
be used as an additional material
Pteranodon component when casting spells that
physically alter a creature’s body. When
• 1 Pteranodon Hide. Can be crafted into used in this way, the duration of the spell
leather armor (10 gp, 2 days). . is extended by 10 minutes.

• 1d6 Rations. Dracolich

Triceratops Note: The dracolich is a template that is
placed on top of an already existing creature.
• 1 Triceratops Hide. Can be crafted into This means that the loot gotten from the
leather armor (10 gp, 2 days) or studded dracolich is in addition to any loot gotten
leather armor (45 gp, 3 days). Two sets of from the creature the template was placed
armor can be crafted from this hide. on. In the case for the dracolich, the hide
and rations from the dragon it is based on
• 4d6 Rations. cannot be harvested.

Tyrannosaurus Rex • 3d12 Dracolich Bones. Can be used as
an additional material component when
• 1 Tyrannosaurus Rex Hide. Can be casting spells that deal necrotic damage.
crafted into leather armor (10 gp, 2 days) When used in this way, you deal an
or studded leather armor (45 gp, 3 days). additional 3 (1d6) necrotic damage when
Two sets of armor can be crafted from you cast the spell.
this hide.

• 2d6 Tyrannosaurus Rex Teeth. Can be
sold for 1 gold piece per tooth.

• 4d6 Rations.

21

Dragon, Shadow • 2d12 Black Dragon Scales. If you have
20 scales, you can craft them into scale
Note: The shadow dragon is a template mail armor (2000 gp, 60 days). While
that is placed on top of an already existing wearing this armor, you have resistance
creature. This means that the loot gotten to acid damage.
from the shadow dragon is in addition to any
loot gotten from the creature the template • 2d12 Black Dragon Teeth. One tooth
was placed on. can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
• 2d4 Vials of Shadow Flux. As an action, ammunition made from these teeth deal
you can throw this vial up to 30 feet an additional 1d6 acid damage on a hit.
away where it will shatter in a vapor After the ammunition has been fired, it
of darkness. The area within a 15 foot loses this property.
radius of where the vial landed becomes
pitch black, as if affected by the darkness • 1d2 Black Dragon Wings. One wing can
spell. When consumed, you have be crafted into a resistant cloak (1000
advantage on Dexterity (Stealth) checks gp, 30 days). Requires attunement.
made while in dim light or darkness. When worn, you have resistance to acid
damage.
Dragons, Chromatic
• 10d6 Rations.
Ancient Black Dragon
Adult Black Dragon
• 1 Ancient Black Dragon Acid Gland. As
an action, you can throw this gland up • 1 Adult Black Dragon Acid Gland. As an
to 30 feet away where it will explode action, you can throw this gland up to 30
in a burst of acid. Each creature within feet away where it will explode in a burst
10 feet of where the gland landed must of acid. Each creature within 10 feet of
succeed on a DC 22 Dexterity saving where the gland landed must succeed on
throw, taking 67 (15d8) acid damage on a DC 18 Dexterity saving throw, taking
a failed save, or half as much damage 54 (12d8) acid damage on a failed save,
on a successful one. The gland is fragile or half as much damage on a successful
and will burst 3d6 hours after being one. The gland is fragile and will
harvested, regardless of if it was thrown burst 3d6 hours after being harvested,
or not. regardless of if it was thrown or not.

• 2d6 Black Dragon Claws. Can be crafted • 1d6 Black Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a hit, into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 acid damage you deal an additional 1d6 acid damage
with this weapon. with this weapon.

• 1d2 Black Dragon Fangs. Can be crafted • 1d2 Black Dragon Fangs. Can be crafted
into a shortsword (150 gp, 9 days). On into a shortsword (150 gp, 9 days). On
a hit, you deal an additional 1d6 acid a hit, you deal an additional 1d6 acid
damage with this weapon. damage with this weapon.

• 1 Black Dragon Hide. Can be crafted into • 1 Black Dragon Hide. Can be crafted into
a set of light armor (2000 gp, 60 days). a set of light armor (2000 gp, 60 days).
While wearing this armor, you have While wearing this armor, you have
resistance to acid damage. Three sets of resistance to acid damage. Two sets of
armor can be crafted from this hide. armor can be crafted from this hide.

• 1d2 Black Dragon Lung Tissue. When • 1d2 Black Dragon Lung Tissue. When
consumed, you become amphibious for 8 consumed, you become amphibious for 8
hours. hours.

22

• 2d8 Black Dragon Scales. If you have 20 When worn, you can use your reaction to
scales, you can craft them into scale mail give yourself resistance to acid damage.
armor (2000 gp, 60 days). While wearing
this armor, you have resistance to acid • 2d6 Rations.
damage.
Black Dragon Wyrmling
• 2d8 Black Dragon Teeth. One tooth
can be used as the tip on an arrow or a • 1d2 Black Dragon Claws. Can be crafted
crossbow bolt. Ranged attacks that use into a dagger (150 gp, 9 days). On a hit,
ammunition made from these teeth deal you deal an additional 1d6 acid damage
an additional 1d6 acid damage on a hit. with this weapon.
After the ammunition has been fired, it
loses this property. • 1 Black Dragon Fang. Can be crafted into
a shortsword (150 gp, 9 days). On a hit,
• 1d2 Black Dragon Wings. One wing can you deal an additional 1d6 acid damage
be crafted into a resistant cloak (1000 with this weapon.
gp, 30 days). Requires attunement.
When worn, you have resistance to acid • 1 Black Dragon Hide. Can be crafted into
damage. a set of light armor (2000 gp, 60 days).
While wearing this armor, you have
• 4d6 Rations. resistance to acid damage.

Young Black Dragon • 1d4 Black Dragon Scales. If you have 20
scales, you can craft them into scale mail
• 1d2 Black Dragon Claws. Can be crafted armor (2000 gp, 60 days). While wearing
into a dagger (150 gp, 9 days). On a hit, this armor, you have resistance to acid
you deal an additional 1d6 acid damage damage.
with this weapon.
• 1d4 Black Dragon Teeth. One tooth
• 1d2 Black Dragon Fangs. Can be crafted can be used as the tip on an arrow or a
into a shortsword (150 gp, 9 days). On crossbow bolt. Ranged attacks that use
a hit, you deal an additional 1d6 acid ammunition made from these teeth deal
damage with this weapon. an additional 1d6 acid damage on a hit.
After the ammunition has been fired, it
• 1 Black Dragon Hide. Can be crafted into loses this property.
a set of light armor (2000 gp, 60 days).
While wearing this armor, you have • 1d6 Rations.
resistance to acid damage.
Ancient Blue Dragon
• 2d4 Black Dragon Scales. If you have 20
scales, you can craft them into scale mail • 1 Ancient Blue Dragon Lightning
armor (2000 gp, 60 days). While wearing Sparker. As an action, you slam this
this armor, you have resistance to acid sparker into the ground. Each creature
damage. in a 20 foot line that is 5 feet wide must
make a DC 23 Dexterity saving throw,
• 2d4 Black Dragon Teeth. One tooth taking 88 (16d10) lightning damage on
can be used as the tip on an arrow or a a failed save, or half as much damage
crossbow bolt. Ranged attacks that use on a successful one. The sparker is
ammunition made from these teeth deal unstable and will burst 3d6 hours after
an additional 1d6 acid damage on a hit. being harvested, regardless of if it was
After the ammunition has been fired, it slammed or not.
loses this property.
• 2d6 Blue Dragon Claws. Can be crafted
• 1d2 Young Black Dragon Wings. One into a dagger (150 gp, 9 days). On a hit,
wing can be crafted into a resistant cloak you deal an additional 1d6 lightning
(200 gp, 14 days). Requires attunement. damage with this weapon.

23

• 1d2 Blue Dragon Fangs. Can be crafted hit, you deal an additional 1d6 lightning
into a shortsword (150 gp, 9 days). On a damage with this weapon.
hit, you deal an additional 1d6 lightning
damage with this weapon. • 1 Blue Dragon Hide. Can be crafted into
a set of light armor (2000 gp, 60 days).
• 1 Blue Dragon Hide. Can be crafted into While wearing this armor, you have
a set of light armor (2000 gp, 60 days). resistance to lightning damage. Two sets
While wearing this armor, you have of armor can be crafted from this hide.
resistance to lightning damage. Two sets
of armor can be crafted from this hide. • 2d8 Blue Dragon Scales. If you have
20 scales, you can craft them into scale
• 2d12 Blue Dragon Scales. If you have mail armor (2000 gp, 60 days). While
20 scales, you can craft them into scale wearing this armor, you have resistance
mail armor (2000 gp, 60 days). While to lightning damage.
wearing this armor, you have resistance
to lightning damage. • 2d8 Blue Dragon Teeth. One tooth can
be used as the tip on an arrow or a
• 2d12 Blue Dragon Teeth. One tooth crossbow bolt. Ranged attacks that use
can be used as the tip on an arrow or a ammunition made from these teeth deal
crossbow bolt. Ranged attacks that use an additional 1d6 lightning damage on a
ammunition made from these teeth deal hit. After the ammunition has been fired,
an additional 1d6 lightning damage on a it loses this property.
hit. After the ammunition has been fired,
it loses this property. • 1d2 Blue Dragon Wings. One wing can
be crafted into a resistant cloak (1000
• 1d2 Blue Dragon Wings. One wing can gp, 30 days). Requires attunement. When
be crafted into a resistant cloak (1000 worn, you have resistance to lightning
gp, 30 days). Requires attunement. When damage.
worn, you have resistance to lightning
damage. • 4d6 Rations.

• 10d6 Rations. • 1d2 Sapphires.

• 1d2+2 Sapphires. Young Blue Dragon

Adult Blue Dragon • 1d2 Blue Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a hit,
• 1 Adult Blue Dragon Lightning Sparker. you deal an additional 1d6 lightning
As an action, you slam this sparker damage with this weapon.
into the ground. Each creature in a
20 foot line that is 5 feet wide must • 1d2 Blue Dragon Fang. Can be crafted
make a DC 19 Dexterity saving throw, into a shortsword (150 gp, 9 days). On a
taking 66 (12d10) lightning damage on hit, you deal an additional 1d6 lightning
a failed save, or half as much damage damage with this weapon.
on a successful one. The sparker is
unstable and will burst 3d6 hours after • 1 Blue Dragon Hide. Can be crafted into
being harvested, regardless of if it was a set of light armor (2000 gp, 60 days).
slammed or not. While wearing this armor, you have
resistance to lightning damage.
• 1d6 Blue Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a hit, • 2d4 Blue Dragon Scales. If you have
you deal an additional 1d6 lightning 20 scales, you can craft them into scale
damage with this weapon. mail armor (2000 gp, 60 days). While
wearing this armor, you have resistance
• 1d2 Blue Dragon Fangs. Can be crafted to lightning damage.
into a shortsword (150 gp, 9 days). On a
• 2d4 Blue Dragon Teeth. One tooth can

24

be used as the tip on an arrow or a throw, taking 77 (22d6) poison damage
crossbow bolt. Ranged attacks that use on a failed save, or half as much damage
ammunition made from these teeth deal on a successful one. The gland is fragile
an additional 1d6 lightning damage on a and will burst 3d6 hours after being
hit. After the ammunition has been fired, harvested, regardless of if it was thrown
it loses this property. or not.

• 1d2 Young Blue Dragon Wings. One • 2d6 Green Dragon Claws. Can be crafted
wing can be crafted into a resistant cloak into a dagger (150 gp, 9 days). On a
(200 gp, 14 days). Requires attunement. hit, you deal an additional 1d6 poison
When worn, you can use your reaction damage with this weapon.
to give yourself resistance to lightning
damage. • 1d2 Green Dragon Fangs. Can be crafted
into a shortsword (150 gp, 9 days). On
• 2d6 Rations. a hit, you deal an additional 1d6 poison
damage with this weapon.
Blue Dragon Wyrmling
• 1 Green Dragon Hide. Can be crafted
• 1d2 Blue Dragon Claws. Can be crafted into a set of light armor (2000 gp, 60
into a dagger (150 gp, 9 days). On a hit, days). While wearing this armor, you
you deal an additional 1d6 lightning have resistance to poison damage. Two
damage with this weapon. sets of armor can be crafted from this
hide.
• 1 Blue Dragon Fang. Can be crafted
into a shortsword (150 gp, 9 days). On a • 1d2 Green Dragon Lung Tissue. When
hit, you deal an additional 1d6 lightning consumed, you become amphibious for 8
damage with this weapon. hours.

• 1 Blue Dragon Hide. Can be crafted into • 2d12 Green Dragon Scales. If you have
a set of light armor (2000 gp, 60 days). 20 scales, you can craft them into scale
While wearing this armor, you have mail armor (2000 gp, 60 days). While
resistance to lightning damage. wearing this armor, you have resistance
to poison damage.
• 1d4 Blue Dragon Scales. If you have
20 scales, you can craft them into scale • 2d12 Green Dragon Teeth. One tooth
mail armor (2000 gp, 60 days). While can be used as the tip on an arrow or a
wearing this armor, you have resistance crossbow bolt. Ranged attacks that use
to lightning damage. ammunition made from these teeth deal
an additional 1d6 poison damage on a
• 1d4 Blue Dragon Teeth. One tooth can hit. After the ammunition has been fired,
be used as the tip on an arrow or a it loses this property.
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal • 1d2 Green Dragon Wings. One wing can
an additional 1d6 lightning damage on a be crafted into a resistant cloak (1000
hit. After the ammunition has been fired, gp, 30 days). Requires attunement. When
it loses this property. worn, you have resistance to poison
damage.
• 1d6 Rations.
• 10d6 Rations.
Ancient Green Dragon
Adult Green Dragon
• 1 Ancient Green Dragon Poison Gland.
As an action, you can throw this gland up • 1 Adult Green Dragon Poison Gland. As
to 30 feet away where it will explode in an action, you can throw this gland up
a cloud of poison. Each creature within to 30 feet away where it will explode in
10 feet of where the gland landed must a cloud of poison. Each creature within
succeed on a DC 22 Constitution saving

25

10 feet of where the gland landed must Young Green Dragon
succeed on a DC 18 Constitution saving
throw, taking 56 (16d6) poison damage • 1d2 Green Dragon Claws. Can be crafted
on a failed save, or half as much damage into a dagger (150 gp, 9 days). On a
on a successful one. The gland is fragile hit, you deal an additional 1d6 poison
and will burst 3d6 hours after being damage with this weapon.
harvested, regardless of if it was thrown
or not. • 1d2 Green Dragon Fang. Can be crafted
into a shortsword (150 gp, 9 days). On
• 1d6 Green Dragon Claws. Can be crafted a hit, you deal an additional 1d6 poison
into a dagger (150 gp, 9 days). On a damage with this weapon.
hit, you deal an additional 1d6 poison
damage with this weapon. • 1 Green Dragon Hide. Can be crafted
into a set of light armor (2000 gp, 60
• 1d2 Green Dragon Fangs. Can be crafted days). While wearing this armor, you
into a shortsword (150 gp, 9 days). On have resistance to poison damage.
a hit, you deal an additional 1d6 poison
damage with this weapon. • 2d4 Green Dragon Scales. If you have 20
scales, you can craft them into scale mail
• 1 Green Dragon Hide. Can be crafted armor (2000 gp, 60 days). While wearing
into a set of light armor (2000 gp, 60 this armor, you have resistance to poison
days). While wearing this armor, you damage.
have resistance to poison damage. Two
sets of armor can be crafted from this • 2d4 Green Dragon Teeth. One tooth
hide. can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
• 1d2 Green Dragon Lung Tissue. When ammunition made from these teeth deal
consumed, you become amphibious for 8 an additional 1d6 poison damage on a
hours. hit. After the ammunition has been fired,
it loses this property.
• 2d8 Green Dragon Scales. If you have 20
scales, you can craft them into scale mail • 1d2 Young Green Dragon Wings. One
armor (2000 gp, 60 days). While wearing wing can be crafted into a resistant cloak
this armor, you have resistance to poison (200 gp, 14 days). Requires attunement.
damage. When worn, you can use your reaction
to give yourself resistance to poison
• 2d8 Green Dragon Teeth. One tooth damage.
can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use • 2d6 Rations.
ammunition made from these teeth deal
an additional 1d6 poison damage on a Green Dragon Wyrmling
hit. After the ammunition has been fired,
it loses this property. • 1d2 Green Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a
• 1d2 Green Dragon Wings. One wing can hit, you deal an additional 1d6 poison
be crafted into a resistant cloak (1000 damage with this weapon.
gp, 30 days). Requires attunement. When
worn, you have resistance to poison • 1 Green Dragon Fang. Can be crafted
damage. into a shortsword (150 gp, 9 days). On
a hit, you deal an additional 1d6 poison
• 4d6 Rations. damage with this weapon.

• 1 Green Dragon Hide. Can be crafted
into a set of light armor (2000 gp, 60
days). While wearing this armor, you
have resistance to poison damage.

26

• 1d4 Green Dragon Scales. If you have 20 ammunition made from these teeth deal
scales, you can craft them into scale mail an additional 1d6 fire damage on a hit.
armor (2000 gp, 60 days). While wearing After the ammunition has been fired, it
this armor, you have resistance to poison loses this property.
damage.
• 1d2 Red Dragon Wings. One wing can
• 1d4 Green Dragon Teeth. One tooth be crafted into a resistant cloak (1000
can be used as the tip on an arrow or a gp, 30 days). Requires attunement. When
crossbow bolt. Ranged attacks that use worn, you have resistance to fire damage.
ammunition made from these teeth deal
an additional 1d6 poison damage on a • 10d6 Rations.
hit. After the ammunition has been fired,
it loses this property. • 1d2+2 Rubies.

• 1d6 Rations. Adult Red Dragon

Ancient Red Dragon • 1 Adult Red Dragon Fire Gland. As an
action, you can throw this gland up to
• 1 Ancient Red Dragon Fire Gland. As 30 feet away where it will burst in a
an action, you can throw this gland up fiery explosion. Each creature within
to 30 feet away where it will burst in a 10 feet of where the gland landed must
fiery explosion. Each creature within succeed on a DC 21 Dexterity saving
10 feet of where the gland landed must throw, taking 63 (18d6) fire damage on
succeed on a DC 24 Dexterity saving a failed save, or half as much damage
throw, taking 91 (26d6) fire damage on on a successful one. The gland is fragile
a failed save, or half as much damage and will burst 3d6 hours after being
on a successful one. The gland is fragile harvested, regardless of if it was thrown
and will burst 3d6 hours after being or not.
harvested, regardless of if it was thrown
or not. • 1d6 Red Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a hit,
• 2d6 Red Dragon Claws. Can be crafted you deal an additional 1d6 fire damage
into a dagger (150 gp, 9 days). On a hit, with this weapon.
you deal an additional 1d6 fire damage
with this weapon. • 1d2 Red Dragon Fangs. Can be crafted
into a shortsword (150 gp, 9 days). On
• 1d2 Red Dragon Fangs. Can be crafted a hit, you deal an additional 1d6 fire
into a shortsword (150 gp, 9 days). On damage with this weapon.
a hit, you deal an additional 1d6 fire
damage with this weapon. • 1 Red Dragon Hide. Can be crafted into
a set of light armor (2000 gp, 60 days).
• 1 Red Dragon Hide. Can be crafted into While wearing this armor, you have
a set of light armor (2000 gp, 60 days). resistance to fire damage. Two sets of
While wearing this armor, you have armor can be crafted from this hide.
resistance to fire damage. Two sets of
armor can be crafted from this hide. • 2d8 Red Dragon Scales. If you have 20
scales, you can craft them into scale mail
• 2d12 Red Dragon Scales. If you have 20 armor (2000 gp, 60 days). While wearing
scales, you can craft them into scale mail this armor, you have resistance to fire
armor (2000 gp, 60 days). While wearing damage.
this armor, you have resistance to fire
damage. • 2d8 Red Dragon Teeth. One tooth can
be used as the tip on an arrow or a
• 2d12 Red Dragon Teeth. One tooth crossbow bolt. Ranged attacks that use
can be used as the tip on an arrow or a ammunition made from these teeth deal
crossbow bolt. Ranged attacks that use an additional 1d6 fire damage on a hit.

27

After the ammunition has been fired, it • 1 Red Dragon Fang. Can be crafted into
loses this property. a shortsword (150 gp, 9 days). On a hit,
you deal an additional 1d6 fire damage
• 1d2 Red Dragon Wings. One wing can with this weapon.
be crafted into a resistant cloak (1000
gp, 30 days). Requires attunement. When • 1 Red Dragon Hide. Can be crafted into
worn, you have resistance to fire damage. a set of light armor (2000 gp, 60 days).
While wearing this armor, you have
• 4d6 Rations. resistance to fire damage.

• 1d2 Rubies. • 1d4 Red Dragon Scales. If you have 20
scales, you can craft them into scale mail
Young Red Dragon armor (2000 gp, 60 days). While wearing
this armor, you have resistance to fire
• 1d2 Red Dragon Claws. Can be crafted damage.
into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 fire damage • 1d4 Red Dragon Teeth. One tooth can
with this weapon. be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
• 1d2 Red Dragon Fang. Can be crafted ammunition made from these teeth deal
into a shortsword (150 gp, 9 days). On an additional 1d6 fire damage on a hit.
a hit, you deal an additional 1d6 fire After the ammunition has been fired, it
damage with this weapon. loses this property.

• 1 Red Dragon Hide. Can be crafted into • 1d6 Rations.
a set of light armor (2000 gp, 60 days).
While wearing this armor, you have Ancient White Dragon
resistance to fire damage.
• 1 Ancient White Dragon Frost Gland.
• 2d4 Red Dragon Scales. If you have 20 As an action, you can throw this gland
scales, you can craft them into scale mail up to 30 feet away where it will burst in
armor (2000 gp, 60 days). While wearing a fiery explosion. Each creature within
this armor, you have resistance to fire 10 feet of where the gland landed must
damage. succeed on a DC 22 Constitution saving
throw, taking 72 (16d8) cold damage on
• 2d4 Red Dragon Teeth. One tooth can a failed save, or half as much damage
be used as the tip on an arrow or a on a successful one. The gland is fragile
crossbow bolt. Ranged attacks that use and will burst 3d6 hours after being
ammunition made from these teeth deal harvested, regardless of if it was thrown
an additional 1d6 fire damage on a hit. or not.
After the ammunition has been fired, it
loses this property. • 2d6 White Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a hit,
• 1d2 Young Red Dragon Wings. One wing you deal an additional 1d6 cold damage
can be crafted into a resistant cloak (200 with this weapon.
gp, 14 days). Requires attunement. When
worn, you can use your reaction to give • 1d2 White Dragon Fangs. Can be crafted
yourself resistance to fire damage. into a shortsword (150 gp, 9 days). On
a hit, you deal an additional 1d6 cold
• 2d6 Rations. damage with this weapon.

Red Dragon Wyrmling • 1 White Dragon Hide. Can be crafted
into a set of light armor (2000 gp, 60
• 1d2 Red Dragon Claws. Can be crafted days). While wearing this armor, you
into a dagger (150 gp, 9 days). On a hit, have resistance to cold damage. Two sets
you deal an additional 1d6 fire damage of armor can be crafted from this hide.
with this weapon.

28

• 2d12 White Dragon Scales. If you have • 1 White Dragon Hide. Can be crafted
20 scales, you can craft them into scale into a set of light armor (2000 gp, 60
mail armor (2000 gp, 60 days). While days). While wearing this armor, you
wearing this armor, you have resistance have resistance to cold damage. Two sets
to cold damage. of armor can be crafted from this hide.

• 2d4+2 White Dragon Soles. Two soles • 2d8 White Dragon Scales. If you have 20
can be crafted into a set of ice walker’s scales, you can craft them into scale mail
boots (100 gp, 7 days). While wearing armor (2000 gp, 60 days). While wearing
these shoes, you can move and climb this armor, you have resistance to cold
icy surfaces without needing to make damage.
an ability check. Additionally, difficult
terrain composed of ice or snow doesn’t • 1d4+1 White Dragon Soles. Two soles
cost you extra movement. can be crafted into a set of ice walker’s
boots (100 gp, 7 days). While wearing
• 2d12 White Dragon Teeth. One tooth these shoes, you can move and climb
can be used as the tip on an arrow or a icy surfaces without needing to make
crossbow bolt. Ranged attacks that use an ability check. Additionally, difficult
ammunition made from these teeth deal terrain composed of ice or snow doesn’t
an additional 1d6 cold damage on a hit. cost you extra movement.
After the ammunition has been fired, it
loses this property. • 2d8 White Dragon Teeth. One tooth
can be used as the tip on an arrow or a
• 1d2 White Dragon Wings. One wing can crossbow bolt. Ranged attacks that use
be crafted into a resistant cloak (1000 ammunition made from these teeth deal
gp, 30 days). Requires attunement. an additional 1d6 cold damage on a hit.
When worn, you have resistance to cold After the ammunition has been fired, it
damage. loses this property.

• 10d6 Rations. • 1d2 White Dragon Wings. One wing can
be crafted into a resistant cloak (1000
Adult White Dragon gp, 30 days). Requires attunement.
When worn, you have resistance to cold
• 1 Adult White Dragon Frost Gland. As damage.
an action, you can throw this gland up
to 30 feet away where it will burst in a • 4d6 Rations.
fiery explosion. Each creature within
10 feet of where the gland landed must Young White Dragon
succeed on a DC 19 Dexterity saving
throw, taking 54 (12d8) cold damage on • 1d2 White Dragon Claws. Can be crafted
a failed save, or half as much damage into a dagger (150 gp, 9 days). On a hit,
on a successful one. The gland is fragile you deal an additional 1d6 cold damage
and will burst 3d6 hours after being with this weapon.
harvested, regardless of if it was thrown
or not. • 1d2 White Dragon Fang. Can be crafted
into a shortsword (150 gp, 9 days). On
• 1d6 White Dragon Claws. Can be crafted a hit, you deal an additional 1d6 cold
into a dagger (150 gp, 9 days). On a hit, damage with this weapon.
you deal an additional 1d6 cold damage
with this weapon. • 1 White Dragon Hide. Can be crafted
into a set of light armor (2000 gp, 60
• 1d2 White Dragon Fangs. Can be crafted days).While wearing this armor, you have
into a shortsword (150 gp, 9 days). On resistance to cold damage.
a hit, you deal an additional 1d6 cold
damage with this weapon. • 2d4 White Dragon Scales. If you have 20
scales, you can craft them into scale mail

29

armor (2000 gp, 60 days). While wearing Dragons, Metallic
this armor, you have resistance to cold
damage. Ancient Brass Dragon

• 2d4 White Dragon Teeth. One tooth • 1 Ancient Brass Dragon Fire Gland. As
can be used as the tip on an arrow or a an action, you can throw this gland up
crossbow bolt. Ranged attacks that use to 30 feet away where it will burst in a
ammunition made from these teeth deal fiery explosion. Each creature within
an additional 1d6 cold damage on a hit. 10 feet of where the gland landed must
After the ammunition has been fired, it succeed on a DC 24 Dexterity saving
loses this property. throw, taking 91 (26d6) fire damage on
a failed save, or half as much damage
• 1d2 Young White Dragon Wings. One on a successful one. The gland is fragile
wing can be crafted into a resistant cloak and will burst 3d6 hours after being
(200 gp, 14 days). Requires attunement. harvested, regardless of if it was thrown
When worn, you can use your reaction to or not.
give yourself resistance to cold damage.
• 2d6 Brass Dragon Claws. Can be crafted
• 2d6 Rations. into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 fire damage
White Dragon Wyrmling with this weapon.

• 1d2 White Dragon Claws. Can be crafted • 1d2 Brass Dragon Fangs. Can be crafted
into a dagger (150 gp, 9 days). On a hit, into a shortsword (150 gp, 9 days). On
you deal an additional 1d6 cold damage a hit, you deal an additional 1d6 fire
with this weapon. damage with this weapon.

• 1 White Dragon Fang. Can be crafted • 1 Brass Dragon Hide. Can be crafted
into a shortsword (150 gp, 9 days). On into a set of light armor (2000 gp, 60
a hit, you deal an additional 1d6 cold days).While wearing this armor, you have
damage with this weapon. resistance to fire damage. Two sets of
armor can be crafted from this hide.
• 1 White Dragon Hide. Can be crafted
into a set of light armor (2000 gp, 60 • 2d12 Brass Dragon Scales. If you have
days). While wearing this armor, you 20 scales, you can craft them into scale
have resistance to cold damage. mail armor (2000 gp, 60 days). While
wearing this armor, you have resistance
• 1d4 White Dragon Scales. If you have 20 to fire damage.
scales, you can craft them into scale mail
armor (2000 gp, 60 days). While wearing • 2d12 Red Dragon Teeth. One tooth
this armor, you have resistance to cold can be used as the tip on an arrow or a
damage. crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
• 1d4 White Dragon Teeth. One tooth an additional 1d6 fire damage on a hit.
can be used as the tip on an arrow or a After the ammunition has been fired, it
crossbow bolt. Ranged attacks that use loses this property.
ammunition made from these teeth deal
an additional 1d6 cold damage on a hit. • 1d2 Brass Dragon Wings. One wing can
After the ammunition has been fired, it be crafted into a resistant cloak (1000
loses this property. gp, 30 days). Requires attunement. When
worn, you have resistance to fire damage.
• 1d6 Rations.
• 10d6 Rations.

30

• 1d4 Vials of Sleep Gas. As an action, • 1d2 Brass Dragon Wings. One wing can
you can throw this vial up to 30 feet be crafted into a resistant cloak (1000
away where it will shatter. Each creature gp, 30 days). Requires attunement. When
within 20 feet of where the vial landed worn, you have resistance to fire damage.
must succeed on a DC 21 Constitution
saving throw or fall unconscious for 10 • 4d6 Rations.
minutes. This effect ends for a creature
if the creature takes damage or someone • 1d2 Vials of Sleep Gas. As an action,
uses an action to wake it. you can throw this vial up to 30 feet
away where it will shatter. Each creature
Adult Brass Dragon within 20 feet of where the vial landed
must succeed on a DC 18 Constitution
• 1 Adult Brass Dragon Fire Gland. As saving throw or fall unconscious for 10
an action, you can throw this gland up minutes. This effect ends for a creature
to 30 feet away where it will burst in a if the creature takes damage or someone
fiery explosion. Each creature within uses an action to wake it.
10 feet of where the gland landed must
succeed on a DC 21 Dexterity saving Young Brass Dragon
throw, taking 63 (18d6) fire damage on
a failed save, or half as much damage • 1d2 Brass Dragon Claws. Can be crafted
on a successful one. The gland is fragile into a dagger (150 gp, 9 days). On a hit,
and will burst 3d6 hours after being you deal an additional 1d6 fire damage
harvested, regardless of if it was thrown with this weapon.
or not.
• 1d2 Brass Dragon Fang. Can be crafted
• 1d6 Brass Dragon Claws. Can be crafted into a shortsword (150 gp, 9 days). On
into a dagger (150 gp, 9 days). On a hit, a hit, you deal an additional 1d6 fire
you deal an additional 1d6 fire damage damage with this weapon.
with this weapon.
• 1 Brass Dragon Hide. Can be crafted
• 1d2 Brass Dragon Fangs. Can be crafted into a set of light armor (2000 gp, 60
into a shortsword (150 gp, 9 days). On days).While wearing this armor, you have
a hit, you deal an additional 1d6 fire resistance to fire damage.
damage with this weapon.
• 2d4 Brass Dragon Scales. If you have 20
• 1 Brass Dragon Hide. Can be crafted scales, you can craft them into scale mail
into a set of light armor (2000 gp, 60 armor (2000 gp, 60 days). While wearing
days).While wearing this armor, you have this armor, you have resistance to fire
resistance to fire damage. Two sets of damage.
armor can be crafted from this hide.
• 2d4 Brass Dragon Teeth. One tooth
• 2d8 Brass Dragon Scales. If you have 20 can be used as the tip on an arrow or a
scales, you can craft them into scale mail crossbow bolt. Ranged attacks that use
armor (2000 gp, 60 days). While wearing ammunition made from these teeth deal
this armor, you have resistance to fire an additional 1d6 fire damage on a hit.
damage. After the ammunition has been fired, it
loses this property.
• 2d8 Brass Dragon Teeth. One tooth
can be used as the tip on an arrow or a • 1d2 Young Brass Dragon Wings. One
crossbow bolt. Ranged attacks that use wing can be crafted into a resistant cloak
ammunition made from these teeth deal (200 gp, 14 days). Requires attunement.
an additional 1d6 fire damage on a hit. When worn, you can use your reaction to
After the ammunition has been fired, it give yourself resistance to fire damage.
loses this property.
• 2d6 Rations.

31

Brass Dragon Wyrmling crafted into a dagger (150 gp, 9 days).
On a hit, you deal an additional 1d6
• 1d2 Brass Dragon Claws. Can be crafted lightning damage with this weapon.
into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 fire damage • 1d2 Bronze Dragon Fangs. Can be
with this weapon. crafted into a shortsword (150 gp, 9
days). On a hit, you deal an additional
• 1 Brass Dragon Fang. Can be crafted 1d6 lightning damage with this weapon.
into a shortsword (150 gp, 9 days). On
a hit, you deal an additional 1d6 fire • 1 Bronze Dragon Hide. Can be crafted
damage with this weapon. into a set of light armor (2000 gp, 60
days).While wearing this armor, you have
• 1 Brass Dragon Hide. Can be crafted resistance to lightning damage. Two sets
into a set of light armor (2000 gp, 60 of armor can be crafted from this hide.
days).While wearing this armor, you have
resistance to fire damage. • 2d12 Bronze Dragon Scales. If you have
20 scales, you can craft them into scale
• 1d4 Brass Dragon Scales. If you have 20 mail armor (2000 gp, 60 days). While
scales, you can craft them into scale mail wearing this armor, you have resistance
armor (2000 gp, 60 days). While wearing to lightning damage.
this armor, you have resistance to fire
damage. • 2d12 Bronze Dragon Teeth. One tooth
can be used as the tip on an arrow or a
• 1d6 Rations. crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
• 1d4 Young Brass Dragon Teeth. One an additional 1d6 lightning damage on a
tooth can be used as the tip on an arrow hit. After the ammunition has been fired,
or a crossbow bolt. Ranged attacks that it loses this property.
use ammunition made from these teeth
deal an additional 1d6 fire damage on a • 1d2 Bronze Dragon Wings. One wing
hit. After the ammunition has been fired, can be crafted into a resistant cloak
it loses this property. (1000 gp, 30 days). Requires attunement.
When worn, you have resistance to
Ancient Bronze Dragon lightning damage.

• 1 Ancient Bronze Dragon Lightning • 10d6 Rations.
Sparker. As an action, you slam this
sparker into the ground. Each creature Adult Bronze Dragon
in a 20 foot line that is 5 feet wide must
make a DC 23 Dexterity saving throw, • 1 Adult Bronze Dragon Lightning
taking 88 (16d10) lightning damage on Sparker. As an action, you slam this
a failed save, or half as much damage sparker into the ground. Each creature
on a successful one. The sparker is in a 20 foot line that is 5 feet wide must
unstable and will burst 3d6 hours after make a DC 19 Dexterity saving throw,
being harvested, regardless of if it was taking 66 (12d10) lightning damage on
slammed or not. a failed save, or half as much damage
on a successful one. The sparker is
• 1 Ancient Bronze Dragon Repulsion unstable and will burst 3d6 hours after
Organ. Once per day, you can use an being harvested, regardless of if it was
action to activate this organ to send slammed or not.
out repulsion in a 15 foot cone. Each
creature in that area must succeed on • 1 Adult Bronze Dragon Repulsion Organ.
a DC 19 Strength saving throw or be Once per day, you can use an action to
pushed 30 feet away from you. activate this organ to send out repulsion
in a 10 foot cone. Each creature in that
• 2d6 Bronze Dragon Claws. Can be area must succeed on a DC 19 Strength

32

saving throw or be pushed 30 feet away • 2d4 Bronze Dragon Scales. If you have
from you. 20 scales, you can craft them into scale
mail armor (2000 gp, 60 days). While
• 1d6 Bronze Dragon Claws. Can be wearing this armor, you have resistance
crafted into a dagger (150 gp, 9 days). to lightning damage.
On a hit, you deal an additional 1d6
lightning damage with this weapon. • 2d4 Bronze Dragon Teeth. One tooth
can be used as the tip on an arrow or a
• 1d2 Bronze Dragon Fangs. Can be crossbow bolt. Ranged attacks that use
crafted into a shortsword (150 gp, 9 ammunition made from these teeth deal
days). On a hit, you deal an additional an additional 1d6 lightning damage on a
1d6 lightning damage with this weapon. hit. After the ammunition has been fired,
it loses this property.
• 1 Bronze Dragon Hide. Can be crafted
into a set of light armor (2000 gp, 60 • 2d6 Rations.
days).While wearing this armor, you have
resistance to lightning damage. Two sets • 1d2 Young Bronze Dragon Wings. One
of armor can be crafted from this hide. wing can be crafted into a resistant cloak
(200 gp, 14 days). Requires attunement.
• 2d8 Bronze Dragon Scales. If you have When worn, you can use your reaction
20 scales, you can craft them into scale to give yourself resistance to lightning
mail armor (2000 gp, 60 days). While damage.
wearing this armor, you have resistance
to lightning damage. Bronze Dragon Wyrmling

• 2d8 Bronze Dragon Teeth. One tooth • 1d2 Bronze Dragon Claws. Can be
can be used as the tip on an arrow or a crafted into a dagger (150 gp, 9 days).
crossbow bolt. Ranged attacks that use On a hit, you deal an additional 1d6
ammunition made from these teeth deal lightning damage with this weapon.
an additional 1d6 lightning damage on a
hit. After the ammunition has been fired, • 1 Bronze Dragon Fang. Can be crafted
it loses this property. into a shortsword (150 gp, 9 days). On a
hit, you deal an additional 1d6 lightning
• 1d2 Bronze Dragon Wings. One wing damage with this weapon.
can be crafted into a resistant cloak
(1000 gp, 30 days). Requires attunement. • 1 Bronze Dragon Hide. Can be crafted
When worn, you have resistance to into a set of light armor (2000 gp, 60
lightning damage. days).While wearing this armor, you have
resistance to lightning damage.
• 4d6 Rations.
• 1d4 Bronze Dragon Scales. If you have
Young Bronze Dragon 20 scales, you can craft them into scale
mail armor (2000 gp, 60 days). While
• 1d2 Bronze Dragon Claws. Can be wearing this armor, you have resistance
crafted into a dagger (150 gp, 9 days). to lightning damage.
On a hit, you deal an additional 1d6
lightning damage with this weapon. • 1d4 Bronze Dragon Teeth. One tooth
can be used as the tip on an arrow or a
• 1d2 Bronze Dragon Fang. Can be crafted crossbow bolt. Ranged attacks that use
into a shortsword (150 gp, 9 days). On a ammunition made from these teeth deal
hit, you deal an additional 1d6 lightning an additional 1d6 lightning damage on a
damage with this weapon. hit. After the ammunition has been fired,
it loses this property.
• 1 Bronze Dragon Hide. Can be crafted
into a set of light armor (2000 gp, 60 • 1d6 Rations.
days).While wearing this armor, you have
resistance to lightning damage.

33

Ancient Copper Dragon creature within 20 feet of where the
vial landed must succeed on a DC 18
• 1 Ancient Copper Dragon Acid Gland. Constitution saving throw. On a failed
As an action, you can throw this gland save, the creature can’t use reactions, its
up to 30 feet away where it will explode speed is halved, and it can’t make more
in a burst of acid. Each creature within than one attack on its turn. In addition,
10 feet of where the gland landed must the creature can use either an action or
succeed on a DC 22 Dexterity saving a bonus action on its turn, but not both.
throw, taking 67 (15d8) acid damage on These effects last for one minute. The
a failed save, or half as much damage creature can repeat the saving throw at
on a successful one. The gland is fragile the end of each of its turns, ending the
and will burst 3d6 hours after being effect on itself with a successful save.
harvested, regardless of if it was thrown
or not. Adult Copper Dragon

• 2d6 Copper Dragon Claws. Can be • 1 Adult Copper Dragon Acid Gland. As
crafted into a dagger (150 gp, 9 days). an action, you can throw this gland up
On a hit, you deal an additional 1d6 acid to 30 feet away where it will explode
damage with this weapon. in a burst of acid. Each creature within
10 feet of where the gland landed must
• 1d2 Copper Dragon Fangs. Can be succeed on a DC 18 Dexterity saving
crafted into a shortsword (150 gp, 9 throw, taking 54 (12d8) acid damage on
days). On a hit, you deal an additional a failed save, or half as much damage
1d6 acid damage with this weapon. on a successful one. The gland is fragile
and will burst 3d6 hours after being
• 1 Copper Dragon Hide. Can be crafted harvested, regardless of if it was thrown
into a set of light armor (2000 gp, 60 or not.
days).While wearing this armor, you have
resistance to acid damage. Three sets of • 1d6 Copper Dragon Claws. Can be
armor can be crafted from this hide. crafted into a dagger (150 gp, 9 days).
On a hit, you deal an additional 1d6 acid
• 2d12 Copper Dragon Scales. If you have damage with this weapon.
20 scales, you can craft them into scale
mail armor (2000 gp, 60 days). While • 1d2 Copper Dragon Fangs. Can be
wearing this armor, you have resistance crafted into a shortsword (150 gp, 9
to acid damage. days). On a hit, you deal an additional
1d6 acid damage with this weapon.
• 2d12 Copper Dragon Teeth. One tooth
can be used as the tip on an arrow or a • 1 Copper Dragon Hide. Can be crafted
crossbow bolt. Ranged attacks that use into a set of light armor (2000 gp, 60
ammunition made from these teeth deal days).While wearing this armor, you have
an additional 1d6 acid damage on a hit. resistance to acid damage. Two sets of
After the ammunition has been fired, it armor can be crafted from this hide.
loses this property.
• 2d8 Copper Dragon Scales. If you have
• 1d2 Copper Dragon Wings. One wing 20 scales, you can craft them into scale
can be crafted into a resistant cloak mail armor (2000 gp, 60 days). While
(1000 gp, 30 days). Requires attunement. wearing this armor, you have resistance
When worn, you have resistance to acid to acid damage.
damage.
• 2d8 Copper Dragon Teeth. One tooth
• 10d6 Rations. can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
• 1d2+1 Vials of Slowing Gas. As an ammunition made from these teeth deal
action, you can throw this vial up to 30
feet away where it will shatter. Each

34

an additional 1d6 acid damage on a hit. After the ammunition has been fired, it
After the ammunition has been fired, it loses this property.
loses this property.
• 2d6 Rations.
• 1d2 Copper Dragon Wings. One wing
can be crafted into a resistant cloak • 1d2 Young Copper Dragon Wings. One
(1000 gp, 30 days). Requires attunement. wing can be crafted into a resistant cloak
When worn, you have resistance to acid (200 gp, 14 days). Requires attunement.
damage. When worn, you can use your reaction to
give yourself resistance to acid damage.
• 4d6 Rations.
Copper Dragon Wyrmling
• 1 Vial of Slowing Gas. As an action, you
can throw this vial up to 30 feet away • 1d2 Copper Dragon Claws. Can be
where it will shatter. Each creature crafted into a dagger (150 gp, 9 days).
within 20 feet of where the vial landed On a hit, you deal an additional 1d6 acid
must succeed on a DC 18 Constitution damage with this weapon.
saving throw. On a failed save, the
creature can’t use reactions, its speed • 1 Copper Dragon Fang. Can be crafted
is halved, and it can’t make more than into a shortsword (150 gp, 9 days). On
one attack on its turn. In addition, the a hit, you deal an additional 1d6 acid
creature can use either an action or a damage with this weapon.
bonus action on its turn, but not both.
These effects last for one minute. The • 1 Copper Dragon Hide. Can be crafted
creature can repeat the saving throw at into a set of light armor (2000 gp, 60
the end of each of its turns, ending the days).While wearing this armor, you have
effect on itself with a successful save. resistance to acid damage.

Young Copper Dragon • 1d4 Copper Dragon Scales. If you have
20 scales, you can craft them into scale
• 1d2 Copper Dragon Claws. Can be mail armor (2000 gp, 60 days). While
crafted into a dagger (150 gp, 9 days). wearing this armor, you have resistance
On a hit, you deal an additional 1d6 acid to acid damage.
damage with this weapon.
• 1d4 Copper Dragon Teeth. One tooth
• 1d2 Copper Dragon Fangs. Can be can be used as the tip on an arrow or a
crafted into a shortsword (150 gp, 9 crossbow bolt. Ranged attacks that use
days). On a hit, you deal an additional ammunition made from these teeth deal
1d6 acid damage with this weapon. an additional 1d6 acid damage on a hit.
After the ammunition has been fired, it
• 1 Copper Dragon Hide. Can be crafted loses this property.
into a set of light armor (2000 gp, 60
days).While wearing this armor, you have • 1d6 Rations.
resistance to acid damage.
Ancient Gold Dragon
• 2d4 Copper Dragon Scales. If you have
20 scales, you can craft them into scale • 1 Ancient Gold Dragon Fire Gland. As
mail armor (2000 gp, 60 days). While an action, you can throw this gland up
wearing this armor, you have resistance to 30 feet away where it will burst in a
to acid damage. fiery explosion. Each creature within
10 feet of where the gland landed must
• 2d4 Copper Dragon Teeth. One tooth succeed on a DC 24 Dexterity saving
can be used as the tip on an arrow or a throw, taking 91 (26d6) fire damage on
crossbow bolt. Ranged attacks that use a failed save, or half as much damage
ammunition made from these teeth deal on a successful one. The gland is fragile
an additional 1d6 acid damage on a hit. and will burst 3d6 hours after being
harvested, regardless of if it was thrown

35

or not. Adult Gold Dragon

• 2d6 Gold Dragon Claws. Can be crafted • 1 Adult Gold Dragon Fire Gland. As
into a dagger (150 gp, 9 days). On a hit, an action, you can throw this gland up
you deal an additional 1d6 fire damage to 30 feet away where it will burst in a
with this weapon. fiery explosion. Each creature within
10 feet of where the gland landed must
• 1d2 Gold Dragon Fangs. Can be crafted succeed on a DC 21 Dexterity saving
into a shortsword (150 gp, 9 days). On throw, taking 63 (18d6) fire damage on
a hit, you deal an additional 1d6 fire a failed save, or half as much damage
damage with this weapon. on a successful one. The gland is fragile
and will burst 3d6 hours after being
• 1 Gold Dragon Hide. Can be crafted into harvested, regardless of if it was thrown
a set of light armor (2000 gp, 60 days). or not.
While wearing this armor, you have
resistance to fire damage. Two sets of • 1d6 Gold Dragon Claws. Can be crafted
armor can be crafted from this hide. into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 fire damage
• 1d2 Gold Dragon Lung Tissue. When with this weapon.
consumed, you become amphibious for 8
hours. • 1d2 Gold Dragon Fangs. Can be crafted
into a shortsword (150 gp, 9 days). On
• 2d12 Gold Dragon Scales. If you have 20 a hit, you deal an additional 1d6 fire
scales, you can craft them into scale mail damage with this weapon.
armor (2000 gp, 60 days). While wearing
this armor, you have resistance to fire • 1 Gold Dragon Hide. Can be crafted into
damage. a set of light armor (2000 gp, 60 days).
While wearing this armor, you have
• 2d12 Gold Dragon Teeth. One tooth resistance to fire damage. Two sets of
can be used as the tip on an arrow or a armor can be crafted from this hide.
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal • 1d2 Gold Dragon Lung Tissue. When
an additional 1d6 fire damage on a hit. consumed, you become amphibious for 8
After the ammunition has been fired, it hours.
loses this property.
• 2d8 Gold Dragon Scales. If you have 20
• 1d2 Gold Dragon Wings. One wing can scales, you can craft them into scale mail
be crafted into a resistant cloak (1000 armor (2000 gp, 60 days). While wearing
gp, 30 days). Requires attunement. When this armor, you have resistance to fire
worn, you have resistance to fire damage. damage.

• 10d6 Rations. • 2d8 Gold Dragon Teeth. One tooth can
be used as the tip on an arrow or a
• 1d4 Vials of Weakening Gas. As an crossbow bolt. Ranged attacks that use
action, you can throw this vial up to 30 ammunition made from these teeth deal
feet away where it will shatter. Each an additional 1d6 fire damage on a hit.
creature within 20 feet of where the After the ammunition has been fired, it
vial landed must succeed on a DC loses this property.
18 Constitution saving throw or have
disadvantage on Strength-based attack • 1d2 Gold Dragon Wings. One wing can
rolls, Strength checks, and Strength be crafted into a resistant cloak (1000
saving throws for one minute. A creature gp, 30 days). Requires attunement. When
can repeat the saving throw at the end worn, you have resistance to fire damage.
of each of its turns, ending the effect on
itself on a success. • 4d6 Rations.

36

• 1d2 Vials of Weakening Gas. As an Gold Dragon Wyrmling
action, you can throw this vial up to 30
feet away where it will shatter. Each • 1d2 Gold Dragon Claws. Can be crafted
creature within 20 feet of where the into a dagger (150 gp, 9 days). On a hit,
vial landed must succeed on a DC you deal an additional 1d6 fire damage
18 Constitution saving throw or have with this weapon.
disadvantage on Strength-based attack
rolls, Strength checks, and Strength • 1 Gold Dragon Fang. Can be crafted into
saving throws for one minute. A creature a shortsword (150 gp, 9 days). On a hit,
can repeat the saving throw at the end you deal an additional 1d6 fire damage
of each of its turns, ending the effect on with this weapon.
itself on a success.
• 1 Gold Dragon Hide. Can be crafted into
Young Gold Dragon a set of light armor (2000 gp, 60 days).
While wearing this armor, you have
• 1d2 Gold Dragon Claws. Can be crafted resistance to fire damage.
into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 fire damage • 1d4 Gold Dragon Scales. If you have 20
with this weapon. scales, you can craft them into scale mail
armor (2000 gp, 60 days). While wearing
• 1d2 Gold Dragon Fang. Can be crafted this armor, you have resistance to fire
into a shortsword (150 gp, 9 days). On damage.
a hit, you deal an additional 1d6 fire
damage with this weapon. • 1d4 Gold Dragon Teeth. One tooth can
be used as the tip on an arrow or a
• 1 Gold Dragon Hide. Can be crafted into crossbow bolt. Ranged attacks that use
a set of light armor (2000 gp, 60 days). ammunition made from these teeth deal
While wearing this armor, you have an additional 1d6 fire damage on a hit.
resistance to fire damage. After the ammunition has been fired, it
loses this property.
• 2d4 Gold Dragon Scales. If you have 20
scales, you can craft them into scale mail • 1d6 Rations.
armor (2000 gp, 60 days). While wearing
this armor, you have resistance to fire Ancient Silver Dragon
damage.
• 1 Ancient Silver Dragon Frost Gland.
• 2d4 Gold Dragon Teeth. One tooth can As an action, you can throw this gland
be used as the tip on an arrow or a up to 30 feet away where it will burst in
crossbow bolt. Ranged attacks that use a fiery explosion. Each creature within
ammunition made from these teeth deal 10 feet of where the gland landed must
an additional 1d6 fire damage on a hit. succeed on a DC 22 Constitution saving
After the ammunition has been fired, it throw, taking 72 (16d8) cold damage on
loses this property. a failed save, or half as much damage
on a successful one. The gland is fragile
• 2d6 Rations. and will burst 3d6 hours after being
harvested, regardless of if it was thrown
• 1d2 Young Gold Dragon Wings. One or not.
wing can be crafted into a resistant cloak
(200 gp, 14 days). Requires attunement. • 2d6 Silver Dragon Claws. Can be crafted
When worn, you can use your reaction to into a dagger (150 gp, 9 days). On a hit,
give yourself resistance to fire damage. you deal an additional 1d6 cold damage
with this weapon.

• 1d2 Silver Dragon Fangs. Can be crafted
into a shortsword (150 gp, 9 days). On

37

a hit, you deal an additional 1d6 cold and will burst 3d6 hours after being
damage with this weapon. harvested, regardless of if it was thrown
or not.
• 1 Silver Dragon Hide. Can be crafted
into a set of light armor (2000 gp, 60 • 1d6 Silver Dragon Claws. Can be crafted
days).While wearing this armor, you have into a dagger (150 gp, 9 days). On a hit,
resistance to cold damage. Two sets of you deal an additional 1d6 cold damage
armor can be crafted from this hide. with this weapon.

• 2d12 Silver Dragon Scales. If you have • 1d2 Silver Dragon Fangs. Can be crafted
20 scales, you can craft them into scale into a shortsword (150 gp, 9 days). On
mail armor (2000 gp, 60 days). While a hit, you deal an additional 1d6 cold
wearing this armor, you have resistance damage with this weapon.
to cold damage.
• 1 Silver Dragon Hide. Can be crafted
• 2d12 Silver Dragon Teeth. One tooth into a set of light armor (2000 gp, 60
can be used as the tip on an arrow or a days).While wearing this armor, you have
crossbow bolt. Ranged attacks that use resistance to cold damage. Two sets of
ammunition made from these teeth deal armor can be crafted from this hide.
an additional 1d6 cold damage on a hit.
After the ammunition has been fired, it • 2d8 Silver Dragon Scales. If you have 20
loses this property. scales, you can craft them into scale mail
armor (2000 gp, 60 days). While wearing
• 1d2 Silver Dragon Wings. One wing can this armor, you have resistance to cold
be crafted into a resistant cloak (1000 damage.
gp, 30 days). Requires attunement.
When worn, you have resistance to cold • 2d8 Silver Dragon Teeth. One tooth
damage. can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
• 10d6 Rations. ammunition made from these teeth deal
an additional 1d6 cold damage on a hit.
• 1d4 Vials of Paralyzing Gas. As an After the ammunition has been fired, it
action, you can throw this vial up to 30 loses this property.
feet away where it will shatter. Each
creature within 20 feet of where the • 1d2 Silver Dragon Wings. One wing can
vial landed must succeed on a DC be crafted into a resistant cloak (1000
18 Constitution saving throw or be gp, 30 days). Requires attunement.
paralyzed for one minute. A creature When worn, you have resistance to cold
can repeat the saving throw at the end damage.
of each of its turns, ending the effect on
itself on a success. • 4d6 Rations.

Adult Silver Dragon • 1d2 Vials of Paralyzing Gas. As an
action, you can throw this vial up to 30
• 1 Adult Silver Dragon Frost Gland. As feet away where it will shatter. Each
an action, you can throw this gland up creature within 20 feet of where the
to 30 feet away where it will burst in a vial landed must succeed on a DC
fiery explosion. Each creature within 18 Constitution saving throw or be
10 feet of where the gland landed must paralyzed for one minute. A creature
succeed on a DC 19 Dexterity saving can repeat the saving throw at the end
throw, taking 54 (12d8) cold damage on of each of its turns, ending the effect on
a failed save, or half as much damage itself on a success.
on a successful one. The gland is fragile

38

Young Silver Dragon • 1d4 Silver Dragon Scales. If you have 20
scales, you can craft them into scale mail
• 1d2 Silver Dragon Claws. Can be crafted armor (2000 gp, 60 days). While wearing
into a dagger (150 gp, 9 days). On a hit, this armor, you have resistance to cold
you deal an additional 1d6 cold damage damage.
with this weapon.
• 1d4 Silver Dragon Teeth. One tooth
• 1d2 Silver Dragon Fang. Can be crafted can be used as the tip on an arrow or a
into a shortsword (150 gp, 9 days). On crossbow bolt. Ranged attacks that use
a hit, you deal an additional 1d6 cold ammunition made from these teeth deal
damage with this weapon. an additional 1d6 cold damage on a hit.
After the ammunition has been fired, it
• 1 Silver Dragon Hide. Can be crafted loses this property.
into a set of light armor (2000 gp, 60
days).While wearing this armor, you have • 1d6 Rations.
resistance to cold damage.
Dragon Turtle
• 2d4 Silver Dragon Scales. If you have 20
scales, you can craft them into scale mail • 1d2 Dragon Turtle Eyes. When
armor (2000 gp, 60 days). While wearing consumed, you gain darkvision out to a
this armor, you have resistance to cold range of 120 feet for one hour.
damage.
• 2d10 Dragon Turtle Teeth. Can be sold
• 2d4 Silver Dragon Teeth. One tooth for 5 gold pieces per tooth.
can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use • 1d2 Large Dragon Turtle Shell Plates.
ammunition made from these teeth deal Can be crafted into a shield (400 gp, 17
an additional 1d6 cold damage on a hit. days). Using this shield, you can use your
After the ammunition has been fired, it reaction to give yourself resistance to fire
loses this property. damage. If you use two shell plates, they
can be crafted into plate armor (2000
• 2d6 Rations. gp, 60 days). Wearing this plate armor
grants you resistance to fire damage.
• 1d2 Young Silver Dragon Wings. One
wing can be crafted into a resistant cloak • 1d4 Medium Dragon Turtle Shell Plates.
(200 gp, 14 days). Requires attunement. One shell plate can be crafted into an
When worn, you can use your reaction to enhanced shield (200 gp, 14 days) which
give yourself resistance to cold damage. gives you a +1 bonus to armor class. Two
shell plates can be crafted into a thicker
Silver Dragon Wyrmling enhanced shield (2000 gp, 60 days)
which gives you a +2 bonus to armor
• 1d2 Silver Dragon Claws. Can be crafted class.
into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 cold damage • 10d6 Rations.
with this weapon.
• 3d12 Small Dragon Turtle Shell Plates.
• 1 Silver Dragon Fang. Can be crafted If you have 20 shell plates, you can craft
into a shortsword (150 gp, 9 days). On them into scale mail armor (2000 gp,
a hit, you deal an additional 1d6 cold 60 days). Requires attunement. While
damage with this weapon. wearing this armor, you have resistance
to fire damage.
• 1 Silver Dragon Hide. Can be crafted
into a set of light armor (2000 gp, 60
days).While wearing this armor, you have
resistance to cold damage.

39

Drider Dryad

• 3d6 Arrows. • 1d4 Dryad Leaves. When consumed, you
regain 1d4 hit points.
• 1 Broken Longbow.
• 1 Dryad Heart. Can be used as an
• 1 Broken Longsword. additional material component when
casting spells that attempt to charm a
• 1 Drider Chest Plate. Requires creature. When used in this way, the
attunement. While wearing this chest targeted creature has disadvantage on
plate, you have advantage on saving the saving throw against being charmed.
throws against being charmed, and This component can only be used on
magic can’t put you to sleep. You can also spells of 2nd level or lower.
cast the spell spider climb once per day.
• 1 Ounce of Fey Dust. As an action, you
• 1d6 Drider Legs. Can be crafted into can blow this dust into the face of a
a shortsword (20 gp, 3 days) or into creature standing within 5 feet of you.
a dagger (10 gp, 2 days). You have The creature must succeed on a DC
advantage on climbing checks if you use 10 Wisdom saving throw or become
this weapon to help you climb. confused as with the confusion spell until
the end of their next turn.
• 2d6 Rations.
Duergar
• 1d2 Vials of Basic Poison.
• 1 Broken Scale Mail (size Medium).

• 1 Broken Shield.

• 1 Broken War Pick.

• 1d3 Javelins.

• 1 Vial of Duergar Blood. Can
be used as an additional material
component when casting the spell

enlarge/reduce. When using the
spell to enlarge a creature,
the creature deals an
additional 1d8 damage
with its enlarged weapons
instead of the written 1d4
damage.

40

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Elementals it with magical fire. For one minute,
when the weapon hits a target it deals
Air Elemental an additional 3 (1d6) fire damage. The
essence then evaporates.
• 1d4 Ounces of Arcane Dust. Can be used
as an additional material component Water Elemental
when casting spells that deal damage.
When used in this way, you can choose to • 1d4 Ounces of Arcane Dust. Can be used
reroll one of the rolled damage dice and as an additional material component
must keep the second result. when casting spells that deal damage.
When used in this way, you can choose to
• 1d4+1 Vials of Air Essence. When reroll one of the rolled damage dice and
consumed, for one minute your jumping must keep the second result.
and leaping distance is doubled and your
speed is increased by 10 feet. • 1d4+1 Vials of Water Essence. When
consumed, the pure water cleanses the
Earth Elemental body. If you are suffering from either
the blinded, deafened, paralyzed, or the
• 1d4+1 Chunks of Earth Essence. As an poisoned condition, you can choose one
action, this essence can be rubbed on of these conditions and end its effects on
a weapon where it solidifies. For one you. Alternatively, the essence can also
minute, the weapon is magical, attacks remove one disease that is afflicting you.
with the weapon deal an additional 3
(1d6) bludgeoning damage, and the Elves: Drow
weapon deals double damage to objects
and structures. Drow

• 1d4 Ounces of Arcane Dust. Can be used • 1 Broken Chain Shirt (size Medium).
as an additional material component
when casting spells that deal damage. • 1 Broken Hand Crossbow.
When used in this way, you can choose to
reroll one of the rolled damage dice and • 1 Broken Shortsword.
must keep the second result.
Drow Elite Warrior
Fire Elemental
• 1 Broken Hand Crossbow.
• 1d4 Ounces of Arcane Dust. Can be used
as an additional material component • 1 Broken Shield.
when casting spells that deal damage.
When used in this way, you can choose to • 1 Broken Shortsword.
reroll one of the rolled damage dice and
must keep the second result. • 1 Broken Studded Leather Armor (size
Medium).
• 1d4+1 Vials of Fire Essence. This liquid
glows in the dark, shedding bright light • 2d6 Poisoned Crossbow Bolts. When
in a 10-foot radius and dim light for an you hit a creature using this piece of
additional 10 feet if not covered. As an ammunition, the target must succeed
action, the essence can be applied to on a C 13 Constitution saving throw or
a weapon made of metal and imbue be poisoned for one hour. If the saving
throw fails by 5 or more, the target is
also unconscious while poisoned in

41

this way. The target wakes up if it takes • 1d2 Empyrean Hands. Requires
damage or if another creature uses an attunement by a spellcaster. Can be used
action to shake it awake. as an arcane focus. You may cast each
of the spells greater restoration, pass
• 1 Vial of Basic Poison. without trace, and water breathing once
per day. You use your own spellcasting
Drow Mage ability and spell save DC when casting
these spells, and any spent uses recharge
• 1 Broken Quarterstaff. every day at dawn.

• 2d4 Ounces of Arcane Dust. Can be used • 1 Sash of the Chosen. Requires
as an additional material component attunement. While you are wearing this
when casting spells that deal damage. sash around your waist and no other
When used in this way, you can choose to armor you have a +1 bonus to armor
reroll one of the rolled damage dice and class, you have advantage on initiative
must keep the second result. checks, and your weapon attacks are
magical.
• 1 Spellbook. It has in it the following
spells: lightning bolt, greater invisibility, • 1 Set of Empyrean Boots. Requires
mage armor, web attunement. These magical boots change
in size to fit the creature wearing them.
• 1 Spell Scroll. There is a 80% chance Once per day, you can use an action to
that the scroll is a spell scroll of summon put your foot down hard on the ground,
lesser demon and a 20% chance that it is triggering an earth tremor. All other
a spell scroll of summon greater demon. creatures on the ground within 30 feet of
you must succeed on a DC 17 Strength
Drow Priestess of Lolth saving throw or be knocked prone.

• 1 Broken Scale Mail Armor (size • 1 Set of Empyrean Bracers. Requires
Medium). attunement. These magical bracers
change in size to fit the creature wearing
• 2d4 Ounces of Arcane Dust. Can be used them. Once per day, you can use an
as an additional material component action to slam the bracers together,
when casting spells that deal damage. sending out an echoing hum that bolsters
When used in this way, you can choose to your allies. All non-hostile creatures
reroll one of the rolled damage dice and within 60 feet of you are bolstered by the
must keep the second result. sound until the end of your next turn.
Bolstered creatures are immune to being
• 1 Spellbook. It has in it the following charmed or frightened, and they have
spells: detect poison and disease, dispel advantage on ability checks and saving
magic, freedom of movement, insect throws until the end of your next turn.
plague, web.
• 2d4 Tufts of Empyrean Hair. Can be used
• 1 Spell Scroll. There is a 80% chance as an additional material component
that the scroll is a spell scroll of summon when casting spells that deal acid, cold,
lesser demon and a 20% chance that it is fire, force, lightning, radiant, or thunder
a spell scroll of summon greater demon. damage. When used in this way, you deal
an additional 10 (3d6) damage when you
Empyrean cast the spell.

• 1 Divine Tongue. When consumed, you • 1d3 Vials of Empyrean Blood. When
gain the benefits of the tongues spell for consumed, this functions as a potion of
eight hours. stone giant strength.

• 1d2 Empyrean Eyes. When consumed,
you gain truesight out to a range of 30
feet for one hour.

42

Ettercap webbing is destroyed. The webbing has
an AC of 10, 5 hit points, resistance to
• 1d4 Ettercap Claws. Can be crafted into bludgeoning damage, and immunity to
a dagger (2 gp, 1 day). poison and psychic damage.

• 1d6 Rations.

• 1d3 Web Sac. As an action, you can Ettin

target a creature within 30 feet of you • 1 Broken Battleaxe.
and make a ranged attack at them. You • 1 Broken Morningstar.
treat the sac as an improvised weapon. If

you hit the creature, they are restrained • 1 Ettin Heart. When consumed, this
as the sac ruptures and covers them functions as a potion of hill giant
with webbing. On its turn, the restrained strength.
creature can use an action to attempt to
make a DC 11 Strength check, freeing • 1d10 Giant’s Toes. Can be sold for 4 gold
itself on a success. The effect ends if the pieces per toe.

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Faerie Dragon Flumph

• 1 Ration. • 1 Flumph Tendril. Can be crafted into a
whip (100 gp, 7 days). This weapon deals
• 1 Vial of Euphoriants. As an action, you an additional 1d4 poison damage on a
can throw this vial at a creature up to 30 hit.
feet away where it shatters in a cloud of
sparkly gas. The targeted creature must Fomorian
make a DC 11 Wisdom saving throw. On
a failed save, the target becomes unable • 1 Broken Greatclub.
to take reactions for one minute.
• 1d2 Fomorian Eyes. Requires
Flameskull attunement. Once per day, you can use
an action to point at a creature within 30
• 1d2 Flameskull Eyes. Can be used as feet of you that you can see and force it
an additional material component when to make a DC 14 Charisma saving throw.
casting spells that deal fire damage. The creature takes 18 (4d8) psychic
When used in this way, you deal an damage on a failed save, or half as much
additional 10 (3d6) fire damage when damage on a successful one.
you cast the spell.
• 1 Tribal Amulet. There is a 10% chance
• 1d10 Ounces of Arcane Dust. Can that the amulet is an amulet of proof
be used as an additional material against detection and location (DMG, p.
component when casting spells that deal 150) and a 90% chance that it is a non-
damage. When used in this way, you can magical tribal amulet.
choose to reroll one of the rolled damage
dice and must keep the second result. • 1 Tribal Belt. There is a 10% chance that
the belt is an belt of hill giant strength

43

and a 90% chance that it is a non- Shrieker
magical tribal belt.
• 1 Shrieker Stem. When consumed,
• 2d4 Vials of Cursed Cruor. When you must make a DC 12 Constitution
consumed, your speed is halved and saving throw. On a failed save, you take
you have disadvantage on ability checks, 7 (2d6) poison damage. On a successful
saving throws, and attacks based on save, you take no damage and you gain
Strength or Dexterity for one hour. blindsight out to a range of 15 feet for
one hour.

Fungi • 1d6 Rations.

Gas Spore Violet Fungus

• 1 Ounce of Spore Dust. As an action, • 1 Violet Fungus Tendril. Can be used as
you can blow this dust into the face of a an additional material component when
creature standing within 5 feet of you. casting spells that deal necrotic damage.
The creature must succeed on a DC 12 When used in this way, you deal an
Constitution saving throw or take 10 additional 2 (1d4) necrotic damage when
(3d6) poison damage on a failed save. you cast the spell.

• 1d6 Rations.

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Galeb Duhr weapon deals double damage to objects
and structures.
• 1d6+1 Chunks of Earth Essence. As an
action, this essence can be rubbed on • 2d6 Magical Pebbles. One pebble can be
a weapon where it solidifies. For one used as ammunition for a sling. These
minute, the weapon is magical, attacks pebbles acts as +1 ammunition.
with the weapon deal an additional 3
(1d6) bludgeoning damage, and the Genies
weapon deals double damage to objects
and structures. Dao

• 2d10 Magical Pebbles. One pebble can • 1d2 Chunks of Earth Essence. As an
be used as ammunition for a sling. These action, this essence can be rubbed on
pebbles acts as +1 ammunition. a weapon where it solidifies. For one
minute, the weapon is magical, attacks
Gargoyle with the weapon deal an additional 3
(1d6) bludgeoning damage, and the
• 1d2 Chunks of Earth Essence. As an weapon deals double damage to objects
action, this essence can be rubbed on and structures.
a weapon where it solidifies. For one
minute, the weapon is magical, attacks • 1 Dao Sash. Can be crafted into a cloak
with the weapon deal an additional 3 or cape (150 gp, 9 days). Requires
(1d6) bludgeoning damage, and the attunement. When worn, you are
immune to the petrified condition.

44

• 1 Earthbreaker Maul. Requires • 1 Efreeti Sash. Can be crafted into
attunement. When you hit a creature a cloak or cape (2000 gp, 60 days).
with this weapon, you can use your Requires attunement. When worn, you
bonus action to force the creature to are resistant to fire damage.
make a DC 15 Strength saving throw.
On a failed save, the creature is knocked • 1 Vial of Efreeti Smoke. Requires
prone. attunement by a spellcaster. Can be used
as an arcane focus or a druidic focus.
• 1 Vial of Dao Crystalline Powder. You may cast each of the spells fire shield
Requires attunement by a spellcaster. and wall of fire once per day. You use
Can be used as an arcane focus or a your own spellcasting ability and spell
druidic focus. You may cast each of the save DC when casting these spells, and
spells stone shape and move earth once any spent uses recharge every day at
per day. You use your own spellcasting dawn.
ability and spell save DC when casting
these spells, and any spent uses recharge • 1d2 Vials of Fire Essence. This liquid
every day at dawn. glows in the dark, shedding bright light
in a 10-foot radius and dim light for an
Djinni additional 10 feet if not covered. As an
action, the essence can be applied to
• 1 Djinni Sash. Can be crafted into a weapon made of metal and imbue
a cloak or cape (2000 gp, 60 days). it with magical fire. For one minute,
Requires attunement. When worn, you when the weapon hits a target it deals
are resistant to lightning damage. an additional 3 (1d6) fire damage. The
essence then evaporates.
• 1 Vial of Djinni Wind. Requires
attunement by a spellcaster. Can be used Marid
as an arcane focus or a druidic focus. You
may cast each of the spells thunderwave • 1 Marid Sash. Can be crafted into
and wind wall once per day. You use your a cloak or cape (2000 gp, 60 days).
own spellcasting ability and spell save Requires attunement. When worn, you
DC when casting these spells, and any are resistant to cold damage.
spent uses recharge every day at dawn.
• 1d2 Random Gems (Value 500 gp).
• 1d2 Vials of Air Essence. When
consumed, for one minute your jumping • 1 Vial of Marid Foam. Requires
and leaping distance is doubled and your attunement by a spellcaster. Can be used
speed is increased by 10 feet. as an arcane focus or a druidic focus.
You may cast each of the spells wall of
• 1 Whirlwind Scimitar. Requires water and water breathing once per day.
attunement. When you hit a creature You use your own spellcasting ability and
with this weapon, you deal an additional spell save DC when casting these spells,
3 (1d6) damage to it. You decide if the and any spent uses recharge every day at
type of damage is lightning or thunder dawn.
damage.
• 1d2 Vials of Water Essence. When
Efreeti consumed, the pure water cleanses the
body. If you are suffering from either
• 1 Blazefire Scimitar. Requires the blinded, deafened, paralyzed, or the
attunement. When you hit a creature poisoned condition, you can choose one
with this weapon, you deal an additional of these conditions and end its effects on
5 (1d10) fire damage to it. you. Alternatively, the essence can also
remove one disease that is afflicting you.

45

Ghost gas. Each creature within 5 feet of where
the gland landed must succeed on a
• 1 Spirit Cloth. Can be crafted into a bag DC 10 Constitution saving throw or be
of holding (DMG p. 153) (200 gp, 14 poisoned until the start of its next turn.
days).
• 1d4 Vials of Demon Ichor. When
• 1d2 Ounces of Phantom Dust. As an consumed, you gain resistance to poison
action, you can blow this dust into the damage for one hour.
face of a creature standing within 5 feet
of you. The creature must succeed on Giants
a DC 13 Wisdom saving throw or be
frightened of you for one minute for one Cloud Giant
minute on a failed save. A frightened
creature can repeat the saving throw at • 1 Cloud Giant Heart. Can be crafted into
the end of each of its turns, ending the a potion of cloud giant strength (DMG p.
effect on a success. 187) (10000 gp, 150 days)

• 1d4 Vials of Ectoplasm. When • 1 Cloud’s Core. Requires attunement by
consumed, you can see into the Ethereal a spellcaster. Can be used as an arcane
Plane for one hour. focus. You may cast each of the spells fog
cloud, misty step and gaseous form once
Ghoul per day. You use your own spellcasting
ability and spell save DC when casting
• 1 Ghoul Claw. Can be crafted into a these spells, and any spent uses recharge
dagger (100 gp, 7 days). Once per day, every day at dawn.
when you hit a creature with this weapon
the creature must succeed on a DC 10 • 1d2 Giant’s Eyes. When consumed,
Constitution saving throw or become you become proficient in the Wisdom
paralyzed until the beginning of its next (Perception) skill for one minute.
turn. If the creature is an elf or undead
it automatically succeeds on the saving • 1d10 Giant’s Toes. Can be sold for 4 gold
throw. pieces per toe.

• 1d2 Vials of Demon Ichor. When • 1 Tribal Amulet. There is a 10% chance
consumed, you gain resistance to poison that the amulet is an amulet of health
damage for one hour. (DMG, p. 150), 30% chance that the
amulet is an amulet of proof against
Ghast detection and location (DMG, p. 150),
and a 60% chance that it is a non-
• 1d2 Ghast Claw. Can be crafted into magical tribal amulet.
a dagger (100 gp, 7 days) or into a
shortsword (100 gp, 7 days). Once per Fire Giant
day, when you hit a creature with this
weapon the creature must succeed on • 1 Fire Giant Heart. Can be crafted into
a DC 10 Constitution saving throw or a potion of fire giant strength (DMG p.
become paralyzed until the beginning of 187) (1000 gp, 30 days)
its next turn. If the creature is an elf or
undead it automatically succeeds on the • 1d2 Giant’s Eyes. When consumed,
saving throw. you become proficient in the Wisdom
(Perception) skill for one minute.
• 1 Ghast Stench Gland. As an action, you
can throw this gland up to 20 feet away • 1d10 Giant’s Toes. Can be sold for 4 gold
where it will explode in a cloud of stinky pieces per toe.

• 1d6 Vials of Fire Giant Blood. When
consumed, you gain resistance to fire
damage for one hour.

46

Frost Giant Storm Giant

• 1 Frost Giant Heart. Can be crafted into • 1d2 Giant’s Eyes. When consumed,
a potion of frost giant strength (DMG p. you become proficient in the Wisdom
187) (1000 gp, 30 days) (Perception) skill for one minute.

• 1d2 Giant’s Eyes. When consumed, • 1 Storm Giant Heart. Can be crafted into
you become proficient in the Wisdom a potion of storm giant strength (DMG p.
(Perception) skill for one minute. 187) (100000 gp, 250 days)

• 1d10 Giant’s Toes. Can be sold for 4 gold • 1 Storm’s Core. Requires attunement
pieces per toe. by a spellcaster. Can be used as an
arcane focus. You may cast each of the
• 1d6 Vials of Frost Giant Blood. When spells feather fall, levitatate, and water
consumed, you gain resistance to cold breathing once per day. You use your own
damage for one hour. spellcasting ability and spell save DC
when casting these spells, and any spent
Hill Giant uses recharge every day at dawn.

• 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.
• 1d6 Vials of Storm Giant Blood. When
• 1d10 Giant’s Toes. Can be sold for 4 gold consumed, you gain resistance to
pieces per toe. lightning damage for one hour.

• 1 Hill Giant Heart. Can be crafted into Gibbering Mouther
a potion of hill giant strength (DMG p.
187) (100 gp, 2 days) • 1d6 Vials of Gibbering Mouther Goo. As
an action, you can throw this vial up to
• 1 Tribal Amulet. There is a 10% chance 30 feet away where it will shatter and let
that the amulet is an amulet of proof out an pulsating ooze. The area where
against detection and location (DMG, p. the vial landed becomes difficult terrain
150) and a 90% chance that it is a non- for one hour.
magical tribal amulet.
• 1d2 Vials of Blinding Spittle. As an
Stone Giant action, you can throw this vial up to
15 feet away where it will shatter in a
• 1d2 Giant’s Eyes. When consumed, blinding flash. Each creature within
you become proficient in the Wisdom 5 feet of where the vial landed must
(Perception) skill for one minute. succeed on a DC 13 Dexterity saving
throw or be blinded until the end of your
• 1d10 Giant’s Toes. Can be sold for 4 gold next turn.
pieces per toe.
Gith
• 1 Stone Giant Heart. Can be crafted into
a potion of stone giant strength (DMG p. Githyanki Warrior
187) (1000 gp, 30 days)
• 1 Broken Greatsword.
• 1 Tribal Amulet. There is a 10% chance
that the amulet is an amulet of health • 1 Broken Half Plate Armor (size
(DMG, p. 150), 30% chance that the Medium).
amulet is an amulet of proof against
detection and location (DMG, p. 150), • 1 Githyanki Power Bead. Requires
and a 60% chance that it is a non- attunement. When attached to a weapon,
magical tribal amulet.

47

the weapon becomes magical and it Gnolls
deals an additional 3 (1d6) psychic
damage on a hit. Gnoll

Githyanki Knight • 3d6 Arrows.

• 1 Broken Plate Armor (size Medium). • 1 Broken Hide Armor (size Medium).

• 1 Githyanki Power Bead. Requires • 1 Broken Longbow.
attunement. When attached to a weapon,
the weapon becomes magical and it • 1 Broken Shield.
deals an additional 3 (1d6) psychic
damage on a hit. • 1d2 Broken Spears.

• 1 Silver Greatsword. This weapon is • 1d2 Gnoll Fangs. Can be sold for 3 gold
magical. On a critical hit against a target pieces per fang.
in an astral body (as if with the astral
projection spell), you can cut the silvery Gnoll Pack Lord
cord that tethers the target to its material
body, instead of dealing damage. • 3d6 Arrows.

Githzerai Monk • 1 Broken Chainmail (size Medium).

• 1 Broken Dagger. • 1 Broken Glaive.

• 1 Set of Githzerai Robes (size Medium). • 1 Broken Longbow.
When worn and you are wearing no
other armor, you gain a +1 bonus to your • 1d2 Gnoll Fangs. Can be sold for 3 gold
armor class. pieces per fang.

• 1 Set of Githzerai Power Bracers. • 1 Vial of Demon Ichor. When consumed,
Requires attunement. When worn, your you gain resistance to poison damage for
weapon attacks become magical and one hour.
you deal an additional 3 (1d6) psychic
damage with your unarmed strikes. Gnoll Fang of Yeenoghu

Githzerai Zerth • 1 Broken Hide Armor.

• 1 Broken Dagger. • 1d2 Gnoll Fangs. Can be sold for 3 gold
pieces per fang.
• 1 Set of Githzerai Robes (size Medium).
When worn and you are wearing no • 1d4 Vials of Gnoll Fang Bile. When
other armor, you gain a +1 bonus to your consumed by a hyena, the beast
armor class. undergoes a minute-long transformation.
At the end of this transformation, the
• 1 Set of Githzerai Power Bracers. hyena has transformed into a gnoll.
Requires attunement. When worn, your As an action, the bile can be poured
weapon attacks become magical and on a weapon. For one minute, when
you deal an additional 3 (1d6) psychic the weapon hits a target it deals an
damage with your unarmed strikes. additional 3 (1d6) poison damage.

• 1d4 Vials of Demon Ichor. When
consumed, you gain resistance to poison
damage for one hour.

48

Gnome, Deep (Svirfneblin) When used in this way, you can choose to
reroll one of the rolled damage dice and
• 1 Broken Chain Shirt (size Small). must keep the second result.

• 1 Broken War Pick. • 1d6 Vials of Golem Grease. When
consumed, you become immune to any
• 1d4 Poisonous Darts. When you hit a spell or effect that would alter your form
creature with this dart, the creature must for one hour.
succeed on a DC 12 Constitution saving
throw be poisoned for one minute. The • 1d4 Vials of Liquid Clay. When
creature can repeat the saving throw at consumed, you gain resistance to acid
the end of each of its turns, ending the damage for one hour.
effect on a success.
Flesh Golem
Goblins
• 1d4 Flesh Golem Strips. When
Goblin consumed, you gain resistance to
lightning damage for one hour.
• 2d6 Arrows.
• 2d4 Ounces of Arcane Dust. Can be used
• 1 Broken Leather Armor (size Small). as an additional material component
when casting spells that deal damage.
• 1 Broken Scimitar. When used in this way, you can choose to
reroll one of the rolled damage dice and
• 1 Broken Shield. must keep the second result.

• 1 Broken Shortbow. • 1d6 Vials of Golem Grease. When
consumed, you become immune to any
• 1d8 Goblin Teeth. Can be sold for 1 gold spell or effect that would alter your form
piece per tooth. for one hour.

Goblin Boss Iron Golem

• 1 Broken Chain Shirt (size Small). • 1d8 Iron Golem Nuggets. When
consumed, you gain resistance to fire
• 1 Broken Scimitar. damage for one hour.

• 1 Broken Shield. • 1 Iron Golem Blade. Can be crafted
into a longsword (15 gp, 2 days) or a
• 1d8 Goblin Teeth. Can be sold for 1 gold greatsword (50 gp, 3 days).
piece per tooth.
• 2d6 Ounces of Arcane Dust. Can be used
• 1d2 Javelins. as an additional material component
when casting spells that deal damage.
Golems When used in this way, you can choose to
reroll one of the rolled damage dice and
Clay Golem must keep the second result.

• 1d6 Chunks of Earth Essence. As an • 2d6 Vials of Golem Grease. When
action, this essence can be rubbed on consumed, you become immune to any
a weapon where it solidifies. For one spell or effect that would alter your form
minute, the weapon is magical, attacks for one hour.
with the weapon deal an additional 3
(1d6) bludgeoning damage, and the Stone Golem
weapon deals double damage to objects
and structures. • 2d6 Chunks of Earth Essence. As an
action, this essence can be rubbed on
• 2d6 Ounces of Arcane Dust. Can be used a weapon where it solidifies. For one
as an additional material component
when casting spells that deal damage.

49

minute, the weapon is magical, attacks Grell
with the weapon deal an additional 3
(1d6) bludgeoning damage, and the • 1d2 Chunks of Grell Meat. When
weapon deals double damage to objects consumed, you gain blindsight out to a
and structures. range of 15 feet and you are resistant to
lightning damage. These effects last for
• 2d4 Ounces of Arcane Dust. Can be used one hour.
as an additional material component
when casting spells that deal damage. • 1d4 Grell Tentacles. Can be crafted
When used in this way, you can choose to into a whip (100 gp, 7 days). Once per
reroll one of the rolled damage dice and day when you hit a creature with this
must keep the second result. weapon you can force it to make a DC
11 Constitution saving throw. On a failed
• 1d8 Vials of Golem Grease. When save it is poisoned for one minute. The
consumed, you become immune to any poisoned creature is paralyzed, and it
spell or effect that would alter your form can repeat the saving throw at the end
for one hour. of each of its turns, ending the effect
on a success. When attacking with this
Gorgon weapon, you can also try to grapple a
creature you’re fighting. On a hit, you
• 1 Gorgon Hide. Can be crafted into plate can choose to forgo doing damage and
armor (1600 gp, 7 days) or into half-plate instead grapple the creature (escape
armor (800 gp, 7 days). While wearing DC 15) if it is Medium or smaller. The
this armor, you are immune to the grappled creature can use its action on
petrified condition. its turn to attempt to free itself from the
grapple. Until this grapple ends, you can’t
• 1d2 Gorgon Horns. Can be crafted into a use this weapon on another target.
shortsword (10 gp, 2 days).
Grick
• 2d6 Rations.
Grick
• 1d2 Vials of Gorgon Blood. If poured on
a Medium or smaller creature that has • 1 Grick Hide. Two grick hides can be
been petrified by being turned to stone, crafted into a cloak or cape (75 gp, 6
they are cured of the petrified condition. days). When worn, you have advantage
on Dexterity (Stealth) checks made to
• 1d2 Vials of Gorgon Gas. As an action, hide in rocky terrain.
you can throw this vial up to 30 feet
away where it shatters in a cloud of gas. • 1d4 Grick Tentacles. Can be crafted into
Each creature within 10 feet of where a dagger (2 gp, 1 day).
the vial landed must succeed on a DC
14 Constitution saving throw. On a failed • 1d6 Rations.
save, a creature begins to turn to stone
and is restrained. The restrained target Grick Alpha
must repeat the saving throw at the
end of its next turn. On a success, the • 1 Grick Alpha Beak. Can be crafted into
effect ends on the creature. On a failure, a greataxe (30 gp, 3 days).
the creature is petrified until freed by
the greater restoration spell or similar • 1 Grick Alpha Hide. Can be crafted into
magic. a cloak or cape (75 gp, 6 days). When
worn, you have advantage on Dexterity
(Stealth) checks made to hide in rocky
terrain.

50


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