TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen,  
  Louis Flindt Rask, Oskar Sandkvist, & 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 2021 by Anne Gregersen and 
  published under the Community Content Agreement for Dungeon Masters Guild.
  Also by Anne Gregersen
  
  3
  How To Use This Book?
  Killing Humanoid Enemies 
  5
  Harvesting Checks 
  5
  Harvest Time 
  6
  Time of Death 
  6
  Types of Loot 
  6
  New Monsters
  Bodytaker Plant 
  8
  Boneless 
  8
  Brain in a Jar 
  8
  Carrion Stalker 
  8
  Carrionette 
  8
  Death’s Head 
  9
  Dullahan 
  9
  Gallows Speaker 
  9
  Greater Star Spawn Emissary 
  9
  Gremishka 
  10
  Inquisitor of the Mind Fire 
  10
  Inquisitor of the Sword 
  10
  Inquisitor of the Tome 
  10
  Jiangshi 
  10
  Lesser Star Spawn Emissary 
  10
  Loup Garou 
  11
  Necrichor 
  11
  Nosferatu 
  11
  Podling 
  11
  Priest of Osybus 
  11
  Relentless Juggernaut 
  12
  Relentless Slasher 
  12
  Strigoi 
  12
  Swarm of Gremishkas 
  12
  Swarm of Maggots 
  12
  Swarm of Scarabs 
  12
  Swarm of Zombie Limbs 
  12
  Unspeakable Horror 
  12
  Vampiric Mind Flayer 
  13
  Wereraven 
  13
  Zombie Clot 
  13
  Zombie Plague Spreader 
  13
  Creatures From the 
  Monster Manual
  Aboleth 
  14
  Abominable Yeti 
  14
  Animated Armor 
  14
  Arcanaloth 
  15
  Archmage 
  15
  Assassin 
  15
  Bandit 
  15
  Banshee 
  15
  Basilisk 
  16
  Cambion 
  16
  Cat 
  16
  Chimera  
  16
  Chuul 
  16
  Cloud Giant 
  16
  Commoner  
  17
  Death Knight 
  17
  Displacer Beast 
  17
  Doppelganger 
  17
  Druid 
  17
  Dryad 
  18
  Elephant 
  18
  Flesh Golem 
  18
  Ghost 
  18
  Ghoul 
  18
  Giant Eagle 
  18
  Giant Poisonous Snake 
  18
  Giant Wasp 
  18
  Gladiator 
  19
  Goblin 
  19
  Goristro  
  19
  Green Hag 
  19
  Guard 
  19
  Harpy 
  19
  Hawk 
  19
  Homunculus  
  20
  Hydra 
  20
  Imp 
  20
  Intellect Devourer 
  20
  Table of Contents
  
  4
  Iron Golem 
  20
  Knight 
  20
  Lizardfolk 
  20
  Mage  
  21
  Mimic 
  21
  Mind Flayer  
  21
  Minotaur 
  21
  Mummy 
  21
  Mummy Lord 
  21
  Night Hag 
  22
  Noble 
  22
  Oni 
  22
  Panter 
  22
  Peryton 
  22
  Priest 
  22
  Pteranodons 
  23
  Purple Worm 
  23
  Quasit 
  23
  Rakshasa 
  23
  Rat 
  23
  Raven 
  23
  Revenant 
  24
  Saber-Toothed Tiger 
  24
  Scarecrow 
  24
  Scout 
  24
  Shadow 
  24
  Shadow Demon 
  24
  Shambling Mound 
  24
  Skeleton 
  25
  Specter 
  25
  Spy 
  25
  Stone Giant 
  25
  Succubus/Incubus 
  25
  Swarm of Rats 
  25
  Treant 
  25
  Tribal Warrior 
  26
  Twig Blight 
  26
  Tyrannosaurus Rex 
  26
  Unicorn 
  26
  Vampire 
  26
  Veteran 
  26
  Vine Blight 
  26
  Wererat 
  26
  Weretiger 
  27
  Werewolf 
  27
  Wight 
  27
  Wraith 
  27
  Wyvern 
  27
  Zombie 
  27
  
  5
  How To Use This Book?
  The work is half the reward, but what if you 
  want the whole reward? After braving the 
  dangers of an acid-spewing dragon or the 
  petrifying gaze of a snake-headed medusa, it is 
  reasonable that the adventurers who survived 
  the monster’s onslaught might claim some sort 
  of prize. This document supplies a list of items 
  and loot that traveling adventurers might find 
  on the monsters they encounter and slay on 
  their fantastical journeys.  
  What follows in this section are some light 
  mechanics for harvesting dead creatures. 
  There are different types of loot that can 
  be found on a monster, not all of which are 
  necessarily useful for a group of travelling 
  adventures. The supplied loot tied to each 
  monster are simply suggestions that can be 
  changed by the DM to fit the circumstances of 
  the campaign they are running. 
  The loot found within this document has 
  been designed with the rules below in mind 
  for two reasons. First, this prevents characters 
  immediately picking something up from a 
  monster and using it seconds later. Second, 
  this document assumes that there is a body 
  left to harvest once the creature has been 
  killed. This should be considered when the 
  adventurers are fighting demons and devils, 
  which are likely to leave no corpse as they 
  respawn on their home plane after being killed 
  on the Material Plane.
  Killing Humanoid Enemies
  Many humanoid enemies exist within the 
  worlds of Dungeons & Dragons. Some of 
  the more popular include goblins and orcs. 
  Opposing their wicked ways have set brave 
  adventurers on the path to becoming legends 
  of the realm. 
  When killing a humanoid enemy, the 
  adventurers are entitled to any loot the 
  humanoid may carry on their person. 
  Weapons, armor, and other sparse items are 
  listed below the humanoid’s name, as with 
  every other monster. However, harvesting 
  body parts, such as hide and flesh, from 
  humanoid creatures is not something this 
  document covers because we don’t encourage 
  adventurers to tear into the bodies of people.
  Harvesting Checks
  There are a few ways to harvest the monsters 
  found in the worlds of Dungeons & Dragons, 
  and doing so can impact the nature of the 
  game being played. What follows are some 
  suggestions as to how the characters might be 
  able to harvest a recently deceased creature. 
  Ability Check
  When a character attempts to harvest a 
  creature, they must first succeed on a specific 
  ability check to successfully harvest the 
  components from it. The nature of the ability 
  check depends on the monster’s type. The 
  following table should be seen as a suggestion 
  for splitting up the checks and can be changed 
  to better fit the nature of the game at hand. 
  Type of Ability Check
  Creature Type
  Ability Check
  Beast, dragon, giant, 
  monstrosity, plant
  Nature
  Humanoid
  Survival
  Celestial, fiend, undead
  Religion
  Aberration, construct, 
  elemental, fey, ooze
  Arcana
  The DC of the check is determined by the 
  CR of the creature being harvested, but the 
  harvesting check DC cannot be lower than 10 
  and cannot be higher than 30. If a character 
  succeeds on the ability check, they 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. 
  Harvesting Check DC = 10 + monster CR 
  (not lower than 10 and not higher than 30)
  If the character fails the check by 5 or more, a 
  mishap occurs during the harvesting process. 
  This could be anything from piercing a gland 
  of acid to an environmental accident, such as a 
  rock slide covering the creature. Regardless of 
  the nature of the mishap, all loot is lost. 
  Remember that two characters can help 
  one another harvest a creature. This means 
  that one of them gains advantage on their 
  roll, thereby increasing their chances of 
  successfully looting the monster. 
  
  6
  Tool Check
  Without the necessary tools, the characters 
  might be unable to fully harvest the monster 
  in question. The set of tools needed, if any, 
  to harvest the creature is up to the DM and 
  can vary from monster to monster. Weapons 
  and armor can simply be picked up from the 
  ground, while organs and hide need more 
  finesse to obtain. 
  Alternatively, the DM can introduce the idea 
  of harvester’s tools, a type of artisan’s tools 
  that are required when harvesting certain 
  resources from a creature, such as hide 
  and organs. The harvester’s tools come in a 
  leather satchel that can be rolled out for easy 
  use while in the field. The tool set includes a 
  bonesaw, a thinly bladed knife, a whetstone, a 
  scraper, and a mincing blade. The price for a 
  set of harvester’s tools is 30 gp. 
  Harvest Time
  The size of the creature being harvested can 
  heavily impact how long it takes to completely 
  loot the monster. If the adventurers are 
  unwilling to harvest for the entire duration, or 
  they are somehow interrupted, they only get 
  a portion of the loot. The amount of loot they 
  get in such a situation varies and is decided 
  by the DM. 
  Time Spend Harvesting
  Monster Size
  Time to Fully Harvest
  Tiny
  Less than ½ hour
  Small
  ½ hour
  Medium
  1 hour
  Large
  2 hours
  Huge
  4 hours
  Gargantuan
  8+ hours
  Time of Death
  The amount of loot available on a creature 
  can vary depending on time since death. If the 
  characters just killed it, all the loot is available 
  to them if they wish to harvest the creature. 
  This is not the case if they stumble upon a 
  carcass that has been rotting away in the wild 
  for several weeks. 
  The DM should estimate the amount of loot 
  left on a monster if the party stumbles upon a 
  dead creature. In most cases, it is impossible 
  to harvest food from creatures entering a state 
  of decay. There are exceptions to this, such 
  as a character using the spell purify food and 
  water on the carcass, which might cleanse the 
  flesh enough that rations can be harvested. 
  Types of Loot
  Some creatures are able to use armor and 
  weapons, but they don’t always take the 
  best care of them. If an item has the broken 
  descriptor, the item was damaged prior 
  to fighting or during the fight in which the 
  creature died. A broken item does not function 
  until it has been repaired by an artisan or by a 
  creature with proficiency in the required set of 
  tools. To repair the item, the characters must 
  pay half of the cost of the item. For instance, 
  a broken glaive with an 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 
  gather the item, they cannot harvest it from 
  the creature. A single vial holds four ounces 
  of liquid. If items like dust or ash can be 
  harvested, these also need to be stored in 
  some sort of container if the characters wish to 
  bring it with them. 
  Some creatures, like beasts and 
  monstrosities, might yield rations. This refers 
  to harvesting meat from the creature that can 
  be eaten as a day’s ration. Whether or not this 
  meat needs to be cooked before it is edible 
  and how long it lasts before it turns rancid is 
  determined by the DM. Most meat starts to go 
  bad after 1-2 days, if not cooked or cured. 
  Certain creatures have items that can be 
  used as an additional material component 
  for spellcasters. The use of these components 
  must be declared before any saving throws or 
  attack rolls are made because of the spell in 
  question. When the item is used in this way, it 
  is consumed in the process of casting the spell 
  and cannot be reused. 
  
  7
  The same is the case for items 
  that need to be consumed by a 
  character. As an action, these 
  items are eaten or drunk to 
  gain their benefits and cannot 
  be reused. To consume these 
  items, they first need to be 
  treated using a specific tool set. 
  The consumable can be turned 
  into a potion using alchemist’s 
  supplies, cooked using cook’s 
  utensils, or distilled into a type of 
  alcohol using brewer’s supplies. 
  Creating one consumable 
  takes an hour and the DC 
  for creating the finished 
  consumable is equal to 5 + 
  monster CR (not lower than 
  10 and not higher than 30). Consuming the 
  item before it has been treated results in the 
  character having to make a DC 15 Constitution 
  saving throw. If they fail, the character spends 
  their next turn incapacitated as they start 
  throwing up. Whether they succeed or fail, they 
  gain no benefit from consuming the item. 
  Some things, such as teeth and hide, need 
  to be crafted before they can be used. To craft 
  an item from harvested monster parts, the 
  materials need to be taken to an artisan who 
  knows how to craft magic items. Items that can 
  be crafted have a cost in gold pieces attached 
  to them. This cost represents the purchasing 
  of additional materials needed for the crafting 
  process and also the the hired artisan’s time 
  working on the item. The amount of time it 
  would take the trained artisan to craft the item 
  is also noted. If an item has been crafted in this 
  way, it is considered magical for the purpose 
  of overcoming resistances and immunities. 
  The cost and designated time allotted to these 
  items should be seen as a suggestions and 
  can be changed to fit the nature of the game 
  being played. 
  An exception to this is when a character is 
  using monster loot to make ammunition, such 
  as arrows and crossbow bolts. When making 
  ammunition, the character only needs to have 
  proficiency in the weapon the ammunition is 
  for to successfully make the item. It takes 10 
  minutes to make one piece of ammunition.  
  
  8
  _____________________________
  NEW MONSTERS
  _____________________________
  Bodytaker Plant
  • 
  1d6 Bodytaker Plant Vines. Three vines 
  can be crafted into a rope of climbing 
  (DMG p. 197) (200 gp, 14 days). Six 
  vines can be crafted into a rope of 
  entanglement (DMG p. 197) (2000 
  gp, 30 days). 
  • 
  1d6 Strips of Bodytaker Pod Flesh. 
  When consumed, your appearance 
  changes as with the alter self spell, but 
  you cannot control what this appearance 
  looks like. The appearance you take on 
  is taken from the previous victims of the 
  bodytaker the pod flesh was harvested 
  from. This transformation to your 
  appearance lasts for 1 hour.
  • 
  2d4 Vials of Bodytaker Plant Sap. 
  When consumed, there’s a 50 % chance 
  it functions as a potion of healing 
  and a 50 % chance it functions as a 
  potion of poison. 
  Boneless
  • 
  2d6 Boneless Skin Strips. Eight skin 
  strips can be crafted into leather armor 
  (10 gp, 2 days) or studded leather armor 
  (45 gp, 3 days). 
  Brain in a Jar
  • 
  1d4 Brain in a Jar Chunks. When 
  consumed, you can sense the presence 
  and location of any creature within 300 
  feet of you that has an Intelligence of 
  3 or higher, regardless of interposing 
  barriers, unless the creature is protected 
  by a mind blank spell. This effect 
  lasts for 1 hour.
  Carrion Stalker
  • 
  1d3 Carrion Stalker Shell Plates. 12 
  shell plates can be crafted into a set of 
  scale mail armor (100 gp, 6 days). This 
  set of armor doesn’t impose disadvantage 
  on Stealth checks. 
  • 
  1 Ration. 
  Carrionette
  • 
  1 Silver Needle. Functions as a simple 
  weapon that deals 1 piercing damage 
  on a hit and has the finesse and light 
  properties. Once per day, you can force 
  a creature you hit with this weapon to 
  make a DC 12 Charisma saving throw. 
  On a failed save, the creature becomes 
  cursed for 1 minute. While cursed in this 
  way, the target’s speed is reduced by 10 
  feet, and it must roll a d4 and subtract 
  the number rolled from each ability 
  check or attack roll it makes.
  • 
  2d4 Ounces of Arcane Dust (Cursed). 
  Can be used as an additional material 
  component when casting spells that 
  deal damage. Upon inspection, this 
  dust appears like normal arcane dust 
  that allows a caster to reroll one of the 
  rolled damage dice on a spell they cast 
  and keep the second result, but this dust 
  is infected with cursed energy and no 
  dice can be rerolled. When used as an 
  additional material component when 
  casting a spell, the target or location of 
  where the spell is directed centers on 
  the caster. If the spell includes a spell 
  attack it automatically hits, and if the 
  spell requires affected creatures to make 
  a saving throw, the caster makes the 
  saving throw with disadvantage. 
  
  9
  Death’s Head
  • 
  1d4 Ounces of Arcane Dust (Cursed). 
  Can be used as an additional material 
  component when casting spells that 
  deal damage. Upon inspection, this 
  dust appears like normal arcane dust 
  that allows a caster to reroll one of the 
  rolled damage dice on a spell they cast 
  and keep the second result, but this dust 
  is infected with cursed energy and no 
  dice can be rerolled. When used as an 
  additional material component when 
  casting a spell, the target or location of 
  where the spell is directed centers on 
  the caster. If the spell includes a spell 
  attack it automatically hits, and if the 
  spell requires affected creatures to make 
  a saving throw, the caster makes the 
  saving throw with disadvantage. 
  Dullahan
  • 
  1 Broken Breastplate (size Medium). 
  • 
  1 Dullahan Battleaxe. Requires 
  attunement. This battleaxe deals an 
  additional 1d6 necrotic damage on a hit. 
  If this weapon brings another creature 
  to 0 hit points and it has a head, it is 
  decapitated. After decapitating a creature 
  in this way, you have advantage on the 
  first attack roll you make on each of your 
  turns for the next minute. 
  • 
  1d4 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical fire. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 fire damage. The essence 
  then evaporates. 
  Gallows Speaker
  • 
  1d4 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 
  feet of you. The creature must succeed 
  on a DC 13 Wisdom saving throw or 
  be frightened of you for one minute 
  on a failed save. A frightened creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect 
  on a success.
  • 
  1 Spirit Cloth. Can be crafted into 
  a bag of holding (DMG p. 153) (200 
  gp, 14 days).
  • 
  1 Vial of Foresight’s Ichor. When 
  consumed, you gain a number of benefits 
  for the next hour. You can see 60 feet into 
  the Ethereal Plane when on the Material 
  Plane, you are under the effects of the 
  bless spell, any creature that tries to hit 
  you with a melee weapon attack subtract 
  1d4 from their attack roll, and your spell 
  and weapon attacks deal 1d6 additional 
  psychic damage.  
  • 
  1d6 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  Greater Star Spawn Emissary
  • 
  2d4 Star Spawn Cores. As an action, 
  you can crush this core in your hand and 
  cause the ground in a 20-foot square 
  that you can see within 90 feet of you to 
  turn into teeth and maws until the start 
  of your next turn. The area becomes 
  difficult terrain for the duration. Any 
  creature takes 3d6 piercing damage for 
  each 5 feet it moves on this terrain. 
  • 
  20d4 Star Spawn Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  
  10
  ammunition made from these teeth deal 
  an additional 1d10 acid damage. After 
  the ammunition has been fired, it loses 
  this property. 
  • 
  4d6 Vials of Star Spawn Bile. As an 
  action, you can throw this vial up to 
  30 feet away to an unoccupied space 
  where it shatters into a writhing mass of 
  horrifying flesh. A gibbering mouther 
  rises from where the vial landed, taking 
  its place in the initiative immediately 
  after you. You have no control of the 
  gibbering mouther and it remains 
  until it dies. 
  • 
  3d6 Vials of Star Spawn Gas. When 
  inhaled (no crafting or processing 
  required), you become resistant to acid, 
  force, necrotic, and psychic damage for 
  10 minutes. 
  Gremishka
  • 
  1d2 Ounces of Arcane Dust (Cursed). 
  Can be used as an additional material 
  component when casting spells that 
  deal damage. Upon inspection, this 
  dust appears like normal arcane dust 
  that allows a caster to reroll one of the 
  rolled damage dice on a spell they cast 
  and keep the second result, but this dust 
  is infected with cursed energy and no 
  dice can be rerolled. When used as an 
  additional material component when 
  casting a spell, the target or location of 
  where the spell is directed centers on 
  the caster. If the spell includes a spell 
  attack it automatically hits, and if the 
  spell requires affected creatures to make 
  a saving throw, the caster makes the 
  saving throw with disadvantage. 
  • 
  1 Ration. 
  Inquisitor of the Mind Fire
  • 
  1 Broken Breastplate (size Medium). 
  • 
  1 Silver Longsword. Requires 
  attunement. This silver longsword deals 
  an additional 1d4 force damage. 
  Inquisitor of the Sword
  • 
  1 Broken Breastplate (size Medium). 
  • 
  1 Silver Longsword. Requires 
  attunement. This silver longsword deals 
  an additional 1d4 force damage. 
  Inquisitor of the Tome
  • 
  1 Silver Longsword. Requires 
  attunement. This silver longsword deals 
  an additional 1d4 force damage. 
  Jiangshi
  • 
  1d2 Jiangshi Hands. Can be used as an 
  additional material component when 
  casting the polymorph spell. When used 
  in this way, you can cast the spell as a 
  2nd-level spell instead of as a standard 
  4th-level spell.  
  • 
  1 Spirit Cloth. Can be crafted into 
  a bag of holding (DMG p. 153) (200 
  gp, 14 days).
  Lesser Star Spawn Emissary
  • 
  1d6 Vials of Star Spawn Gas. When 
  inhaled (no crafting or processing 
  required), you become resistant to acid, 
  force, necrotic, and psychic damage for 
  10 minutes. 
  
  11
  Loup Garou
  • 
  1 Broken Longsword. 
  • 
  1 Loup Garou Heart. When consumed, 
  you have advantage on attack rolls 
  against a creature that doesn’t have all 
  its hit points for 1 hour. At the end of 
  the hour, you must succeed on a DC 17 
  Constitution saving throw or be cursed 
  with loup garou lycanthropy. 
  • 
  1d6 Rations. 
  • 
  1d4 Vials of Cursed Cruor. When 
  consumed, your speed is halved and 
  you have disadvantage on ability checks, 
  saving throws, and attacks based on 
  Strength or Dexterity for one hour. 
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  Necrichor
  • 
  2d6 Vials of Necrichor Blood. When 
  consumed, you are resistant to acid 
  damage, and you are immune to being 
  charmed or frightened. These effects last 
  for 10 minutes. 
  Nosferatu
  • 
  1d10 Nosferatu Bones. Can be used as 
  an additional material component when 
  casting the spells that attempt to charm 
  a creature. When used in this way, the 
  target of the spell has disadvantage 
  on their saving throw against the 
  spell’s effects. 
  • 
  1d2 Nosferatu Fangs. One fang can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 2d10 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken, and you regain hit points equal to 
  that amount. After the ammunition has 
  been fired, it loses these properties. 
  • 
  1d10 Nosferatu Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d8 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken. After the ammunition has been 
  fired, it loses these properties. 
  • 
  1d6 Vials of Disgorged Blood. As an 
  action, you can throw this vial up to 30 
  feet away where it shatters in a small 
  pool of blood. Creatures standing within 
  5 feet of where the vial landed must 
  succeed on a DC 16 Constitution saving 
  throw. On a failed save, a creature takes 
  4d8 necrotic damage, and it can’t regain 
  hit points for 1 minute. On a successful 
  save, the creature takes half as much 
  damage with no additional effects.
  Podling
  • 
  1 Vial of Podling Plant Sap. When 
  consumed, there’s a 25 % chance 
  it functions as a potion of healing 
  and a 75 % chance it functions as a 
  potion of poison. 
  Priest of Osybus
  • 
  1d4 Vials of Soulstream Discharge. As 
  an action, you can throw this vial up to 
  30 feet away to an unoccupied space 
  where it shatters into a writhing mass 
  of black. A shadow rises from where 
  the vial landed, taking its place in the 
  initiative immediately after you. For the 
  next minute, the shadow obeys your 
  spoken commands (no action required). 
  When the minute has passed, you lose 
  control of the shadow. 
  
  12
  Relentless Juggernaut
  • 
  1 Executioner’s Pick. Requires 
  attunement. This pick functions as a 
  martial weapon that deals 2d10 piercing 
  damage on a hit and has the heavy 
  and two-handed properties. If you hit a 
  creature with this weapon, you can use 
  a bonus action to reduce its speed by 10 
  feet until the start of your next turn. 
  • 
  2d8 Vials of Relentless Blood. When 
  consumed, you are immune to any 
  effect that would sense your emotions 
  or read your thoughts. This effect lasts 
  for 24 hours. 
  Relentless Slasher
  • 
  1 Slasher’s Knife. Requires attunement. 
  This knife functions as a simple weapon 
  that deals 1d4 piercing damage plus 
  2d6 necrotic damage on a hit and has 
  the finesse, light, and thrown (range 
  30/60) properties. Once per turn, when 
  you hit a creature you can cause it to 
  suffer a lingering wound that deals 2d6 
  necrotic damage at the start of each of 
  the creature’s turns. The wound ends 
  if the creature regains hit points or if a 
  creature uses an action to stanch the 
  wound, which requires a successful DC 
  15 Wisdom (Medicine) check.
  • 
  1d8 Vials of Relentless Blood. When 
  consumed, you are immune to any 
  effect that would sense your emotions 
  or read your thoughts. This effect lasts 
  for 24 hours. 
  Strigoi
  • 
  1d6 Rations. 
  • 
  1d10 Strigoi Claws. One claw can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these claws deal 
  an additional 1d12 acid damage. After 
  the ammunition has been fired, it loses 
  this property. 
  • 
  1 Strigoi Proboscis. Can be crafted into 
  a rapier (150 gp, 9 days). On a hit, the 
  target takes an additional 1d6 necrotic 
  damage and the target’s maximum 
  hit points is lowered by the amount of 
  necrotic damage dealt. 
  • 
  1d2 Strigoi Wings. One wing can be 
  crafted into a cloak (20 gp, 1 day). 
  When worn, stirges won’t attack you 
  unless provoked. 
  Swarm of Gremishkas
  • 
  1d6 Rations.
  • 
  2d4 Ounces of Arcane Dust (Cursed). 
  Can be used as an additional material 
  component when casting spells that 
  deal damage. Upon inspection, this 
  dust appears like normal arcane dust 
  that allows a caster to reroll one of the 
  rolled damage dice on a spell they cast 
  and keep the second result, but this dust 
  is infected with cursed energy and no 
  dice can be rerolled. When used as an 
  additional material component when 
  casting a spell, the target or location of 
  where the spell is directed centers on 
  the caster. If the spell includes a spell 
  attack it automatically hits, and if the 
  spell requires affected creatures to make 
  a saving throw, the caster makes the 
  saving throw with disadvantage. 
  Swarm of Maggots
  • 
  1d6 Rations. 
  Swarm of Scarabs
  • 
  1d6 Rations. 
  Swarm of Zombie Limbs
  • 
  1d100 Copper Coins. 
  Unspeakable Horror
  • 
  4d6 Rations. 
  • 
  Unspeakable Horror Body Composition 
  Loot. Depending on the body 
  composition of the unspeakable horror, 
  
  13
  it has different loot options. See the 
  list below for loot appropriate to your 
  specific horror. 
  1. Aberrant Armor. 1d4 Horror Skin 
  Plates. One skin plate can be crafted 
  into plate armor (1600 gp, 7 days) or 
  into half-plate armor (800 gp, 7 days). 
  While wearing this armor, you are 
  immune to the petrified condition. 
  2. Loathsome Limbs. 4d6 
  Additional Rations. 
  3. Malleable Mass. 2d6 Vials of Stretchy 
  Blood. When consumed, you become 
  temporarily amorphous. For 1 hour, 
  you can move through any opening at 
  least 1 inch wide without squeezing.
  4. Oozing Organs. 2d4 Vials of Horror 
  Bile. When consumed, your hit point 
  maximum is lowered with 2 hit 
  dice to a minimum of 1 hit die. Your 
  unarmed strikes deal 1d10 additional 
  acid damage, and any creature that 
  hits you with a weapon attack from 
  within 5 feet of you takes 1d10 acid 
  damage. These effects last for 1 hour. 
  Vampiric Mind Flayer
  • 
  3d10 Vampiric Mind Flayer Teeth. One 
  tooth can be used as the tip on an arrow 
  or a crossbow bolt. Ranged attacks that 
  use ammunition made from these teeth 
  deal an additional 1d6 necrotic damage. 
  After the ammunition has been fired, it 
  loses this property. 
  • 
  3d4 Vials of Vampiric Mind Flayer 
  Processed Cerebral Fluid. As an action, 
  the fluid can be used to coat one slashing 
  or piercing weapon, or up to three pieces 
  of ammunition. A creature hit by the 
  coated weapon or ammunition must 
  succeed on a DC 15 Wisdom saving 
  throw or take 2d6 psychic damage and 
  gain 1 level of exhaustion to a maximum 
  of 3 levels. Once applied, the fluid retains 
  its potency for one minute before drying. 
  Wereraven
  • 
  1 Broken Hand Crossbow. 
  • 
  1 Broken Shortsword. 
  • 
  2d6 Crossbow Bolts. 
  • 
  1d2 Vials of Cursed Cruor. When 
  consumed, your speed is halved and 
  you have disadvantage on ability checks, 
  saving throws, and attacks based on 
  Strength or Dexterity for one hour. 
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  Zombie Clot
  • 
  20d10 Vials of Undead Walker’s 
  Essence. Can be used as an additional 
  material component when casting spells 
  that deal necrotic damage. When used 
  in this way, the spell deals one additional 
  die of necrotic damage. 
  Zombie Plague Spreader
  • 
  1d4 Vials of Zombie Plague. As an 
  action, you can throw this vial up to 30 
  feet away to an unoccupied space where 
  it shatters into a cloud of yellowish gas. 
  Each creature within 15 feet of where 
  the vial landed must make a DC 12 
  Constitution saving throw, taking 4d6 
  poison damage on a failed save, or half 
  as much damage on a successful one. 
  A Humanoid reduced to 0 hit points by 
  this damage dies and rises as a zombie 
  1 minute later. The zombie rolls its 
  own initiative.
  
  14
  The following creatures from the Monster 
  Manual appear in Van Richten's Guide to 
  Ravenloft, alongside new monsters and 
  enemies fit for looting. The entries below 
  can all be found in the Monster Loot: 
  Monster Manual supplement and have been 
  added to this document for easy reference. 
  They are largely unchanged from how they 
  are written in the Monster Loot: Monster 
  Manual supplement.
  Aboleth
  • 
  1d3 Aboleth Eye. Can be used as an 
  additional material component when casting 
  the spells charm person and suggestion. When 
  used in this way, the target of the spell has 
  disadvantage on their saving throw against 
  the spell’s effects. 
  • 
  1 Aboleth Hide. Can be crafted into a 
  cloak of the manta ray (DMG p. 159) (200 
  gp, 14 days).
  • 
  4d6 Aboleth Teeth. Can be sold for 10 gold 
  pieces per tooth. 
  • 
  1d4 Aboleth Tentacles. Can be crafted into 
  a magical whip (200 gp, 14 days). This 
  functions as a +1 weapon. 
  • 
  1d4 Vials of Aboleth Mucus. When 
  consumed, you must succeed on a DC 
  14 Constitution saving throw or become 
  diseased for 1d4 hours. While diseased, you 
  can only breathe underwater. 
  _____________________________
  CREATURES FROM THE 
  MONSTER MANUAL
  _____________________________
  Abominable Yeti
  • 
  2d6 Rations.
  • 
  1d8 Tufts of Yeti Fur. Three tufts can 
  be crafted into a cloak (75 gp, 6 days). 
  When worn, you have advantage on 
  Dexterity (Stealth) checks made to hide in 
  snowy terrain.
  • 
  1d2 Yeti Eyes. Can be used as an additional 
  material component when casting spells that 
  deal cold damage.When used in this way, you 
  deal an additional 3d6 cold damage when 
  you cast the spell.
  • 
  1 Yeti Hide. Can be crafted into a set of light 
  armor (2000 gp, 60 days). While wearing this 
  armor, you have resistance to cold damage.
  • 
  1 Abominable Yeti Frost Gland. As an action, 
  you can throw this gland up to 30 feet away 
  where it will explode in a cloud of frost. Each 
  creature within 10 feet of where the gland 
  landed must make a DC 18 Constitution 
  saving throw. A creature takes 10d8 cold 
  damage on a failed save and half as much 
  damage on a successful one.
  Animated Armor
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When used 
  in this way, you can choose to reroll one of 
  the rolled damage dice and must keep the 
  second result.
  
  15
  Arcanaloth
  • 
  1d4 Arcanaloth Claws. Can be crafted into a 
  dagger (250 gp, 14 days). This weapon deals 
  an additional 1d6 poison damage on a hit.
  • 
  1d2 Arcanaloth Eyes. When consumed, 
  you gain truesight out to a range of 30 feet 
  for 10 minutes.
  • 
  1 Arcanaloth Hide. Can be crafted into a set 
  of light armor (4000 gp, 90 days). Requires 
  attunement. This armor grants resistance to 
  cold, fire, and lightning damage.
  • 
  1 Arcanaloth Tongue. When consumed, 
  you gain advantage on Charisma checks 
  for one hour.
  • 
  1 Spellbook. It has in it the following spells: 
  detect thoughts, contact other plane, identify, 
  chain lightning.
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you.
  • 
  1d10 Vials of Yugoloth Muk. As an action, 
  you can throw this vial up to 30 feet away 
  where it will shatter in a vapor of darkness. 
  The area within a 15 foot radius of where the 
  vial landed becomes pitch black, as if affected 
  by the darkness spell. When consumed, you 
  have advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness.
  • 
  1d8 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid and 
  poison damage for one hour.
  Archmage
  • 
  1 Arcane Focus.
  • 
  1 Broken Dagger.
  • 
  1 Book.
  • 
  1 Spellbook. It has in it the following 
  spells: cone of cold, detect magic, fire shield, 
  identify, teleport.
  • 
  1d6 Vials.
  Assassin
  • 
  1 Broken Light Crossbow.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Studded Leather Armor.
  • 
  1 Set of Thieves’ Tools.
  • 
  3d6 Poisoned Crossbow Bolts. When you hit 
  a creature using this piece of ammunition, 
  the target must succeed on a DC 13 
  Constitution saving throw or be poisoned 
  for one hour. If the saving throw fails by 5 or 
  more, the target is also unconscious while 
  poisoned in this way. The target wakes up if it 
  takes damage or if another creature uses an 
  action to shake it awake.
  • 
  1d2 Vials of Poison.
  Bandit
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Scimitar.
  Banshee
  • 
  1 Ounce of Phantom Dust. As an action, you 
  can blow this dust into the face of a creature 
  standing within 5 feet of you. The creature 
  must succeed on a DC 13 Wisdom saving 
  throw or be frightened of you for one minute 
  on a failed save. A frightened creature can 
  repeat the saving throw at the end of each of 
  its turns, ending the effect on a success.
  • 
  1 Spirit Cloth. Can be crafted into a bag of 
  holding (DMG p. 153) (200 gp, 14 days).
  • 
  1d2 Vials of Ectoplasm. When consumed, 
  you can see into the Ethereal Plane 
  for one hour.
  
  16
  Basilisk
  • 
  1d2 Basilisk Eyes. When consumed, you 
  must succeed on a DC 12 Constitution 
  saving throw or become petrified as you 
  are turned to stone. You remain petrified 
  until freed by the greater restoration spell 
  or similar magic. It can also be used as an 
  additional material component when casting 
  the spell flesh to stone. When used in this way, 
  the target of the spell has disadvantage on 
  their saving throw against the spell’s effects.
  • 
  1 Vial of Basilisk Blood. If poured on a 
  Medium or smaller creature that has been 
  petrified by being turned to stone, they are 
  cured of the petrified condition.
  Cambion
  • 
  1 Broken Scale Mail (size Medium).
  • 
  1 Broken Spear.
  • 
  1d2 Cambion Hands. Requires attunement. 
  Can be used as an arcane focus. You know 
  the produce flame cantrip, but only when you 
  are holding onto the hand. Charisma is your 
  spellcasting ability for the cantrip.
  • 
  1 Cambion Tongue. When consumed, you 
  gain advantage on Charisma checks for one 
  hour. It can also be used as an additional 
  material component when casting the spells 
  charm person, command, suggestion, and mass 
  suggestion. When used in this way, one target 
  of the spell has disadvantage on their saving 
  throw against the spell’s effects.
  • 
  1d2 Cambion Wings. Two wings can be 
  crafted into a cloak of the bat (DMG p. 159) 
  (2000 gp, 60 days).
  Cat
  • 
  1 Cat Hide. Eight hides can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  1 Ration.
  Chimera 
  • 
  1d8 Chimera Claws. Can be sold for 3 gold 
  pieces per claw.
  • 
  1 Chimera Fire Gland. When consumed, the 
  gland functions as a potion of fire breathing.
  • 
  1d2 Chimera Hooves. These hooves can be 
  sold for 10 gold pieces per hoof.
  • 
  1d2 Chimera Wings. Two wings can be 
  crafted into a cloak of protection (DMG p. 
  159) (200 gp, 14 days).
  • 
  2d6 Rations.
  Chuul
  • 
  1d2 Chuul Pinchers. Two pinchers can be 
  crafted into a greatsword (150 gp, 10 days). 
  When attacking with this weapon, you can 
  try to grapple a creature you’re fighting. On 
  a hit, you can choose to forgo doing damage 
  and instead grapple the creature (escape DC 
  14) if it is Medium or smaller. The grappled 
  creature can use its action on its turn to 
  attempt to free itself from the grapple. Until 
  this grapple ends, you can’t use this weapon 
  on another target.
  • 
  2d4 Vials of Chuul Blood. When consumed, 
  you are under the effects of the detect magic 
  spell for 10 minutes. This effect isn’t magical.
  Cloud Giant
  • 
  1 Cloud Giant Heart. Can be crafted into a 
  potion of cloud giant strength (DMG p. 187) 
  (10000 gp, 150 days)
  • 
  1 Cloud’s Core. Requires attunement by a 
  spellcaster. Can be used as an arcane focus. 
  You may cast each of the spells fog cloud, 
  misty step and gaseous form once per day. You 
  use your own spellcasting ability and spell 
  save DC when casting these spells, and any 
  spent uses recharge every day at dawn.
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proficient in the Wisdom 
  (Perception) skill for one minute.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Tribal Amulet. There is a 10% chance 
  that the amulet is an amulet of health (DMG, 
  p. 150), 30% chance that the amulet is an 
  
  17
  amulet of proof against detection and location 
  (DMG, p. 150), and a 60% chance that it is a 
  non-magical tribal amulet.
  Commoner 
  • 
  1 Broken Club.
  Death Knight
  • 
  1 Broken Longsword.
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Broken Shield.
  • 
  1 Death Knight Hand. Requires attunement 
  by a spellcaster. Can be used as an arcane 
  focus. You may cast each of the spells 
  banishment, dispel magic, command, and 
  hold person once per day. You use your own 
  spellcasting ability and spell save DC when 
  casting these spells, and any spent uses 
  recharge every day at dawn.
  • 
  1 Death Knight Helmet. Requires attunement 
  by a character with at least 16 Strength. This 
  helmet grants you +1 to armor class while 
  you are wearing armor. Once per day, you 
  can cast the spell compelled duel through the 
  helmet with a DC of 18.
  • 
  1 Hellfire Orb Launcher. You can use this 
  launcher to hurl a magical ball of fire 
  towards a point you can see within 120 feet 
  of you. Each creature within a 20-foot-radius 
  sphere centered on that point must make a 
  DC 18 Dexterity saving throw. The sphere 
  spreads around corners. A creature takes 
  10d6 fire damage and 10d6 necrotic damage 
  on a failed save, or half as much damage on 
  a successful one. Once you have used the 
  launcher in this way, it turns to dust and 
  stops functioning.
  • 
  1d8 Revenant Bones. By crushing one 
  of these bones, you gain the effects of 
  the augury spell. By crushing three of 
  these bones, you gain the effects of the 
  commune spell.
  • 
  1d2 Death Knight Eyes. When consumed, 
  you gain darkvision out to a range of 120 feet 
  for one hour.
  • 
  1d10 Revenant Cloak Strips. Can be used 
  as an additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you may reroll any 1s 
  and 2s rolled on the damage dice and must 
  keep the second result.
  Displacer Beast
  • 
  1 Displacer Beast Hide. Can be crafted into 
  a cloak of displacement (DMG p. 158) (2000 
  gp, 60 days).
  • 
  1d2 Displacer Beast Tentacle. Can be crafted 
  into a mace (100 gp, 7 days). On a hit, you 
  deal an additional 1d4 piercing damage with 
  this weapon.
  • 
  2d6 Rations.
  Doppelganger
  • 
  1 Doppelganger Skull. Requires attunement. 
  Once per day, you can use this skull to read 
  the thoughts of nearby creatures. As an 
  action, you can read the surface thoughts of 
  one creature within 60 feet of you. The effect 
  can penetrate barriers, but 3 feet of wood 
  or dirt, 2 feet of stone, 2 inches of metal, 
  or a thin sheet of lead blocks it. This effect 
  lasts for ten minutes. While you are reading 
  a creature’s mind, you have advantage 
  on Wisdom (Insight) and Charisma 
  (Deception, Intimidation, and Persuasion) 
  checks against it.
  • 
  1d2 Vials of Shapeshifter Blood. Can be used 
  as an additional material component when 
  casting spells that physically alter a creature’s 
  body. When used in this way, the duration of 
  the spell is extended by 10 minutes.
  Druid
  • 
  1d4 Day Rations.
  • 
  1 Druidic Focus.
  • 
  1 Quarterstaff.
  • 
  1 Waterskin.
  
  18
  Dryad
  • 
  1d4 Dryad Leaves. When consumed, you 
  regain 1d4 hit points.
  • 
  1 Dryad Heart. Can be used as an additional 
  material component when casting spells 
  that attempt to charm a creature. When 
  used in this way, the targeted creature has 
  disadvantage on the saving throw against 
  being charmed. This component can only be 
  used on spells of 2nd level or lower.
  • 
  1 Ounce of Fey Dust. As an action, you can 
  blow this dust into the face of a creature 
  standing within 5 feet of you. The creature 
  must succeed on a DC 10 Wisdom saving 
  throw or become confused as with the 
  confusion spell until the end of their next turn.
  Elephant
  • 
  1 Elephant Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). Two sets of armor can 
  be crafted from this hide.
  • 
  4d6 Rations.
  Flesh Golem
  • 
  1d4 Flesh Golem Strips. When consumed, 
  you gain resistance to lightning damage 
  for one hour.
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component when 
  casting spells that deal damage. When used 
  in this way, you can choose to reroll one of 
  the rolled damage dice and must keep the 
  second result.
  • 
  1d6 Vials of Golem Grease. When consumed, 
  you become immune to any spell or effect 
  that would alter your form for one hour.
  Ghost
  • 
  1 Spirit Cloth. Can be crafted into a bag of 
  holding (DMG p. 153) (200 gp, 14 days).
  • 
  1d2 Ounces of Phantom Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. The 
  creature must succeed on a DC 13 Wisdom 
  saving throw or be frightened of you for one 
  minute for one minute on a failed save. A 
  frightened creature can repeat the saving 
  throw at the end of each of its turns, ending 
  the effect on a success.
  • 
  1d4 Vials of Ectoplasm. When consumed, 
  you can see into the Ethereal Plane 
  for one hour.
  Ghoul
  • 
  1 Ghoul Claw. Can be crafted into a dagger 
  (100 gp, 7 days). Once per day, when you 
  hit a creature with this weapon the creature 
  must succeed on a DC 10 Constitution 
  saving throw or become paralyzed until the 
  beginning of its next turn. If the creature is 
  an elf or undead it automatically succeeds on 
  the saving throw.
  • 
  1d2 Vials of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  Giant Eagle
  • 
  2d6 Giant Eagle Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  2d6 Rations.
  Giant Poisonous Snake
  • 
  1 Giant Poisonous Snake Hide. Two hides 
  can be crafted into leather armor (10 
  gp, 2 days) or studded leather armor (45 
  gp, 3 days).
  • 
  1d6 Rations.
  Giant Wasp
  • 
  1 Giant Wasp Stinger. One stinger can be 
  used as the tip on an arrow or a crossbow 
  bolt. Ranged attacks that use ammunition 
  made from these feathers deal an additional 
  1d6 poison damage. After the ammunition 
  has been fired, it loses this property.
  • 
  2d6 Rations.
  
  19
  Gladiator
  • 
  1 Broken Shield.
  • 
  1d4 Broken Spears.
  • 
  1 Broken Studded Leather Armor.
  Goblin
  • 
  2d6 Arrows.
  • 
  1 Broken Leather Armor (size Small).
  • 
  1 Broken Scimitar.
  • 
  1 Broken Shield.
  • 
  1 Broken Shortbow.
  • 
  1d8 Goblin Teeth. Can be sold for 1 gold 
  piece per tooth.
  Goristro 
  • 
  1d2 Abyssal Armrings. Requires attunement. 
  When wearing two of these armrings, you 
  have resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks.
  • 
  1d4 Goristro Claws. Can be crafted 
  into a shortsword (40 gp, 5 days). This 
  weapon deals double damage to objects 
  and structures.
  • 
  1d2 Goristro Eyes. When consumed, you 
  gain darkvision out to a range of 120 feet 
  for one hour.
  • 
  1 Goristro Hide. Can be crafted into a set 
  of light armor (4000 gp, 90 days). Requires 
  attunement. This armor grants resistance to 
  cold, fire, and lightning damage.
  • 
  1d2 Goristro Horns. Can be crafted 
  into a warhammer (45 gp, 5 days). This 
  warhammer deals double damage to objects 
  and structures.
  • 
  2d8 Goristro Teeth. Can be sold for 10 gold 
  pieces per tooth.
  • 
  1d3 Tufts of Goristro Hair. Can be crafted 
  into a rope of entanglement (DMG p. 197) 
  (2000 gp, 60 days).
  • 
  2d4 Vials of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  Green Hag
  • 
  1d2 Green Hag Hands. Requires attunement. 
  Can be used as an arcane focus. You know 
  the dancing lights and minor illusion cantrips, 
  but only when you are holding onto the hand. 
  Charisma is your spellcasting ability for 
  these cantrips.
  • 
  1 Green Hag Tongue. When consumed, you 
  can mimic animal sounds and humanoid 
  voices for one hour. A creature that hears 
  the sounds can tell they are imitations with a 
  successful DC 14 Wisdom (Insight) check.
  • 
  1d4 Vials of Green Hag Blood. Can be used 
  as an additional material component when 
  casting spells that turn something invisible. 
  When used in this way, the duration of the 
  invisibility increases by one minute.
  Guard
  • 
  1 Broken Chain Shirt.
  • 
  1 Broken Shield.
  • 
  1d4 Broken Spears.
  Harpy
  • 
  1 Broken Club.
  • 
  1d6 Rations.
  • 
  1 Set of Harpy Vocal Cords. Once per day, 
  you can blow into these vocal cords as an 
  action and sound out a magical melody. 
  Each creature within 150 feet of you that can 
  hear the melody must succeed on a DC 11 
  Wisdom saving throw or become charmed 
  by you until the melody ends. You can use 
  a bonus action on your subsequent turns to 
  continue blowing into the vocal cords, but 
  you cannot do so for longer than one minute.
  Hawk
  • 
  1d4 Hawk Feathers. Two feathers can be 
  used as fletching on an arrow or a crossbow 
  bolt. Ranged attacks that use ammunition 
  made from these feathers deal an additional 
  1d4 damage. After the ammunition has been 
  fired, it loses this property.
  • 
  1d4 Rations.
  
  20
  Homunculus 
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When used 
  in this way, you can choose to reroll one of 
  the rolled damage dice and must keep the 
  second result.
  • 
  1d4 Magical Pebbles. One pebble can be 
  used as ammunition for a sling. These 
  pebbles act as +1 ammunition.
  Hydra
  • 
  1 Hydra Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). Two sets of armor can 
  be crafted from this hide.
  • 
  3d10 Hydra Teeth. One tooth can be used 
  as the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition made 
  from these teeth deal 1 additional damage on 
  a hit. After the ammunition has been fired, it 
  loses this property.
  • 
  4d6 Rations.
  • 
  2d6 Vials of Hydra Blood. When consumed, 
  you regain 1d4 hit points at the end of each 
  of your turns for the next minute.
  Imp
  • 
  1 Devil Eye. When consumed, you gain 
  darkvision out to a range of 60 feet for one 
  hour. Magical darkness does not impede 
  this darkvision.
  • 
  1d2 Imp Wings. Can be used as an additional 
  material component when casting spells that 
  turn something invisible. When used in this 
  way, the duration of the invisibility increases 
  by one minute.
  • 
  1 Vial of Devil Blood. This functions as a 
  vial of acid. Can be used as an additional 
  material component when casting spells 
  that deal acid damage. When used in this 
  way, you deal an additional 1d6 acid damage 
  when you cast the spell.
  Intellect Devourer
  • 
  1d4 Intellect Devourer Brain Chunks. When 
  consumed, you can sense the presence and 
  location of any creature within 300 feet of 
  you that has an intelligence of 3 or higher, 
  regardless of interposing barriers, unless the 
  creature is protected by a mind blank spell. 
  This effect lasts for 10 minutes.
  • 
  1d2 Vials of Intellect Devourer Blood. When 
  consumed, your Intelligence score increases 
  by 1d4 to a maximum of 20 for one hour.
  Iron Golem
  • 
  1d8 Iron Golem Nuggets. When consumed, 
  you gain resistance to fire damage 
  for one hour.
  • 
  1 Iron Golem Blade. Can be crafted into a 
  longsword (15 gp, 2 days) or a greatsword 
  (50 gp, 3 days).
  • 
  2d6 Ounces of Arcane Dust. Can be used 
  as an additional material component when 
  casting spells that deal damage. When used 
  in this way, you can choose to reroll one of 
  the rolled damage dice and must keep the 
  second result.
  • 
  2d6 Vials of Golem Grease. When consumed, 
  you become immune to any spell or effect 
  that would alter your form for one hour.
  Knight
  • 
  1 Broken Greatsword.
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Plate Armor.
  • 
  2d6 Crossbow Bolts.
  Lizardfolk
  • 
  1 Broken Heavy Club. This weapon, when 
  repaired, functions as a martial weapon that 
  deals 1d6 bludgeoning damage on a hit. It 
  costs 2 gold pieces to repair the weapon.
  • 
  1 Broken Spiked Shield. This weapon, 
  when repaired, functions as a light martial 
  weapon that deals 1d6 piercing damage on 
  a hit and also functions as a shield. You need 
  proficiency with both to wield it. It costs 20 
  gold pieces to repair the weapon.
  • 
  1d3 Javelins.
  
  21
  Mage 
  • 
  1 Arcane Focus.
  • 
  1 Broken Dagger.
  • 
  1 Book.
  • 
  1 Spellbook. It has in it the following 
  spells: cone of cold, greater invisibility, misty 
  step, suggestion.
  Mimic
  • 
  1d6 Rations.
  • 
  1d4 Vials of Mimic Adhesive. When poured 
  on a Medium or smaller creature, the 
  creature becomes adhesive for 10 minutes. 
  While adhesive, the creature adheres to 
  anything that it touches or that touches it. 
  A Medium or smaller creature adhered to 
  the adhesive creature is also grappled by it 
  (escape DC 13). The adhesive creature also 
  automatically succeeds on climbing checks 
  as long as it is adhesive.
  Mind Flayer 
  • 
  1 Broken Breastplate.
  • 
  1d4 Mind Flayer Tentacles. Can be crafted 
  into a dagger (300 gp, 19 days) or a 
  shortsword (300 gp, 19 days). Once per day, 
  when you hit a creature with this weapon 
  you can force it to make a DC 15 Intelligence 
  saving throw. On a failed save, the creature is 
  stunned until the end of its next turn.
  • 
  1d2 Mind Flayer Eyes. When consumed, you 
  gain darkvision out to a range of 120 feet 
  for one hour.
  • 
  1d6 Vials of Mind Flayer Blood. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  effects for one hour.
  • 
  1d4 Vials of Mind Flayer Brain Matter. When 
  consumed, you can communicate with any 
  creature you can see within 60 feet of you for 
  one hour. You don’t need to share a language 
  with the creature for it to understand you, but 
  the creature must be able to understand at 
  least one language.
  Minotaur
  • 
  1 Broken Greataxe.
  • 
  1 Minotaur Heart. When consumed, you can 
  perfectly recall any path you have traveled 
  within the past seven days. This effect lasts 
  for 24 hours.
  • 
  2d6 Rations.
  • 
  1d4 Vials of Minotaur Blood. When 
  consumed, you gain advantage on all melee 
  weapon attack rolls you make, but attack 
  rolls against you have advantage. This effect 
  lasts until the beginning of your next turn. 
  This item can be consumed as a bonus 
  action instead of the usual action.
  Mummy
  • 
  1 Mummy Skull. Can be crafted into a 
  helmet of dreadful glaring (200 gp, 14 days). 
  Requires attunement. As a bonus action, you 
  can target one creature you can see within 60 
  feet of you. If the target can see you, it must 
  succeed on a DC 11 Wisdom saving throw 
  against this magic or become frightened 
  until the end of your next turn. If the target 
  fails the saving throw by 5 or more, it is also 
  paralyzed for the same duration. Once you 
  have used the item in this way, you can’t do 
  so again until you finish a short or long rest.
  • 
  2d4 Mummy Wrapping Strips. Can be used 
  as an additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you may reroll any 1s 
  and 2s rolled on the damage dice and must 
  keep the second result.
  Mummy Lord
  • 
  1d2 Mummy Eyes. Can be crafted into 
  a wand of fear (DMG p. 210) (2000 
  gp, 30 days).
  • 
  1d2 Mummy Hands. Requires attunement. 
  Can be used as an arcane focus. You know 
  the sacred flame cantrip, but only when you 
  are holding onto the hand. Charisma is your 
  spellcasting ability for the cantrip.
  • 
  1 Mummy Skull. Can be crafted into a 
  helmet of dreadful glaring (200 gp, 14 days). 
  Requires attunement. As a bonus action, you 
  can target one creature you can see within 60 
  
  22
  feet of you. If the target can see you, it must 
  succeed on a DC 11 Wisdom saving throw 
  against this magic or become frightened 
  until the end of your next turn. If the target 
  fails the saving throw by 5 or more, it is also 
  paralyzed for the same duration. Once you 
  have used the item in this way, you can’t do 
  so again until you finish a short or long rest.
  • 
  2d10 Mummy Wrapping Strips. Can be used 
  as an additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you may reroll any 1s 
  and 2s rolled on the damage dice and must 
  keep the second result.
  Night Hag
  • 
  1d2 Night Hag Hands. Requires attunement. 
  Can be used as an arcane focus. Once per 
  day each, you can cast the spells detect magic, 
  magic missile, and sleep. These spells are cast 
  at their lowest level.
  • 
  1 Soul Bag. Can be sold for 500 gold pieces.
  • 
  1d2 Vials of Night Hag Blood. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  effects for one hour.
  • 
  1d2 Vials of Nightmare Fuel. When 
  consumed, you begin to feel strangely and 
  when you fall asleep you have terrible 
  nightmares. You gain no benefit from your 
  rest and your hit point maximum is reduced 
  by 1d10. If this effect reduces your hit point 
  maximum to 0, you die. The effect can only 
  be removed by using the protection from good 
  and evil or lesser restoration spells.
  Noble
  • 
  1 Broken Breastplate.
  • 
  1 Broken Rapier.
  • 
  1d4 Random Gems (Value 10 GP).
  Oni
  • 
  1 Broken Chain Mail (size Large).
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Glaive. This weapon is magical.
  • 
  1d2 Oni Eyes. Can be crafted into a potion of 
  invisibility (DMG, p. 188) (2000 gp, 60 days).
  • 
  2d4 Oni Teeth. One tooth can be used as the 
  tip on an arrow or a crossbow bolt. Ranged 
  attacks that use ammunition made from 
  these teeth cast the spell darkness on the 
  area they hit. After the ammunition has been 
  fired, it loses this property.
  Panter
  • 
  1 Panther Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  Peryton
  • 
  1d10 Peryton Feathers. Two feathers can be 
  used as fletching on an arrow or a crossbow 
  bolt. Ranged attacks that use ammunition 
  made from these feathers have an increased 
  range of 10 feet. After the ammunition has 
  been fired, it loses this property.
  • 
  1d4 Peryton Talons. Can be crafted into a 
  dagger (2 gp, 1 day).
  • 
  1d10 Peryton Teeth. Can be sold for 5 gold 
  pieces per tooth.
  • 
  1d6 Rations.
  Priest
  • 
  1 Broken Mace.
  • 
  1 Broken Chain Shirt.
  • 
  1d4 Flasks of Holy Water.
  • 
  1 Holy Symbol. Matches the religious beliefs 
  of the priest.
  • 
  1 Potion of Healing.
  
  23
  Pteranodons
  • 
  1 Pteranodon Hide. Can be crafted into 
  leather armor (10 gp, 2 days). .
  • 
  1d6 Rations.
  Purple Worm
  • 
  1 Purple Worm Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Three sets of 
  armor can be crafted from this hide.
  • 
  1d6 Purple Worm Protective Plates. Two 
  plates can be crafted into a set of plate armor 
  (1500 gp, 5 days) or into a set of half-plate 
  armor (750 gp, 4 days).
  • 
  1 Purple Worm Tail Stinger. Can be crafted 
  into a longsword (700 gp, 24 days), a lance 
  (700 gp, 24 days), or a rapier (700 gp, 
  24 days). On a hit, the weapon deals an 
  additional 2d6 poison damage.
  • 
  10d6 Rations.
  • 
  1d8 Vials of Purple Worm Poison. As an 
  action, the poison can be used to coat one 
  slashing or piercing weapon, or up to three 
  pieces of ammunition. A creature hit by the 
  poisoned weapon or ammunition must make 
  a DC 16 Constitution saving throw or take 
  6d6 poison damage on a failed save and half 
  as much damage on a successful one. Once 
  applied, the poison retains its potency for one 
  minute before drying.
  Quasit
  • 
  1 Quasit Head. As an action, you can throw 
  this head at a creature within 30 feet of you. 
  If the creature can see the head, it must 
  succeed on a DC 10 Wisdom saving throw 
  or become frightened of the head for one 
  minute. The head then breaks and stops 
  functioning.
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  Rakshasa
  • 
  1 Rakshasa Heart. When consumed, you 
  gain the benefits of the true seeing spell 
  for one hour.
  • 
  1d2 Rakshasa Hands. Requires attunement 
  by a spellcaster. Can be used as an arcane 
  focus. You may cast each of the spells charm 
  person, detect thoughts, major image, and 
  suggestion once per day. You use your own 
  spellcasting ability and spell save DC when 
  casting these spells, and any spent uses 
  recharge every day at dawn.
  • 
  1d8 Rakshasa Claws. One claw can be used 
  as the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition made 
  from these claws put a magical curse on 
  the target they hit. The magical curse takes 
  effect whenever the target takes a short or 
  long rest, filling the target’s thoughts with 
  horrible images and dreams. The cursed 
  target gains no benefit from finishing a short 
  or long rest. The curse lasts until it is lifted 
  by a remove curse spell or similar magic. 
  After the ammunition has been fired, it loses 
  this property.
  • 
  2d4 Random Gems (Value 50 GP).
  Rat
  • 
  1 Ration.
  Raven
  • 
  1 Ration.
  • 
  1d4 Raven Feathers. Two feathers can be 
  used as fletching on an arrow or a crossbow 
  bolt. Ranged attacks that use ammunition 
  made from these feathers have an increased 
  range of 10 feet. After the ammunition has 
  been fired, it loses this property.
  
  24
  Revenant
  • 
  1 Broken Leather Armor (size Medium).
  • 
  1d4 Revenant Bones. By crushing one 
  of these bones, you gain the effects of 
  the augury spell. By crushing three of 
  these bones, you gain the effects of the 
  commune spell.
  • 
  1d6 Revenant Cloak Strips. Can be used 
  as an additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you may reroll any 1s 
  and 2s rolled on the damage dice and must 
  keep the second result.
  • 
  1d2 Revenant Eyes. This eye can be crafted 
  into an eye of glaring (500 gp, 21 days). 
  Requires attunement. Once per day, while 
  wearing this over your eye, you can use an 
  action to target one creature you can see 
  within 30 feet of you. The target must make 
  a DC 15 Wisdom saving throw. On a failure, 
  the target is paralyzed until you deal damage 
  to it, or until the end of your next turn. When 
  the paralysis ends, the target is frightened of 
  you for one minute. The frightened creature 
  can repeat the saving throw at the end of 
  each of its turns, ending the frightened 
  condition on itself on a success.
  • 
  1 Revenant Heart. All undead creatures 
  within 30 feet of the heart are immune to 
  features that turn undead.
  • 
  1 Vial of Ectoplasm. When consumed, you 
  can see into the Ethereal Plane for one hour.
  Saber-Toothed Tiger
  • 
  2d6 Rations.
  • 
  1 Saber-Toothed Tiger Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  1d10 Saber-Toothed Tiger Teeth. One 
  tooth can be used as the tip on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been fired, it loses 
  this property.
  Scarecrow
  • 
  1d2 Scarecrow Hands. Can be used as an 
  arcane focus.
  • 
  1d10 Scarecrow Kindling. Can be used as an 
  additional material component when casting 
  spells that deal fire damage. When used 
  in this way, you deal an additional 1d6 fire 
  damage when you cast the spell.
  Scout
  • 
  2d6 Arrows.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Longbow.
  • 
  1 Broken Shortsword.
  Shadow
  • 
  1d6 Vials of Shadow Flux. As an action, you 
  can throw this vial up to 30 feet away where 
  it shatters in a vapor of darkness. The area 
  within a 15 foot radius of where the vial 
  landed becomes pitch black, as if affected 
  by the darkness spell. When consumed, you 
  have advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness.
  Shadow Demon
  • 
  1d4 Shadow Demon Claws. Can be 
  crafted into dagger (100 gp, 7 days). This 
  dagger deals an additional 1d4 psychic 
  damage on a hit.
  • 
  1d2 Vials of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  Shambling Mound
  • 
  1d4 Shambling Branches. Can be used as a 
  druidic focus. Once per day, in response to 
  taking lightning damage you can use your 
  reaction to give yourself resistance to that 
  instance of the damage.
  • 
  2d6 Shambling Vines. Three vines can 
  be crafted into a rope of climbing (DMG p. 
  197) (200 gp, 14 days). Six vines can be 
  crafted into a rope of entanglement (2000 
  gp, 30 days).
  
  25
  Skeleton
  • 
  2d6 Arrows.
  • 
  1 Broken Shortbow.
  • 
  1 Broken Shortsword.
  Specter
  • 
  1d2 Ounces of Phantom Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. The 
  creature must succeed on a DC 13 Wisdom 
  saving throw or be frightened of you for 
  one minute on a failed save. A frightened 
  creature can repeat the saving throw at the 
  end of each of its turns, ending the effect 
  on a success.
  • 
  1d4 Vials of Ectoplasm. When consumed, 
  you can see into the Ethereal Plane 
  for one hour.
  Spy
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  • 
  2d6 Crossbow Bolts.
  • 
  1 Notebook. The contents are written 
  in code. You must succeed on a DC 14 
  Intelligence check to decipher it.
  Stone Giant
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proficient in the Wisdom 
  (Perception) skill for one minute.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Stone Giant Heart. Can be crafted into a 
  potion of stone giant strength (DMG p. 187) 
  (1000 gp, 30 days)
  • 
  1 Tribal Amulet. There is a 10% chance 
  that the amulet is an amulet of health (DMG, 
  p. 150), 30% chance that the amulet is an 
  amulet of proof against detection and location 
  (DMG, p. 150), and a 60% chance that it is a 
  nonmagical tribal amulet.
  Succubus/Incubus
  • 
  1d2 Succubus/Incubus Wings. One wing 
  can be crafted into a cloak (1000 gp, 30 
  days). Requires attunement. You choose 
  one damage type from cold, fire, lightning, 
  and poison when the cloak is crafted. When 
  worn, you have resistance to the chosen 
  damage type.
  • 
  1 Succubus/Incubus Tail. Can be crafted 
  into a staff of charms (2000 gp, 30 days). 
  Requires attunement. Once per day, you can 
  target one humanoid you can see within 
  30 feet of you and force it to make a DC 15 
  Wisdom saving throw. On a failed save, the 
  humanoid is magically charmed for one 
  day. The charmed target obeys your spoken 
  commands. If the target suffers any harm 
  or receives a suicidal command, it can 
  repeat the saving throw, ending the effect 
  on a success. You can only have one target 
  charmed at a time. If you charm another 
  using this staff, the effect on the previous 
  target ends.
  • 
  1d2 Vials of Shapeshifter Blood. Can be used 
  as an additional material component when 
  casting spells that physically alter a creature’s 
  body. When used in this way, the duration of 
  the spell is extended by 10 minutes.
  Swarm of Rats
  • 
  1d6 Rations.
  Treant
  • 
  1d4 Treant Bark Plates. Two plates can be 
  crafted into a set of plate armor (1500 gp, 5 
  days) or into a set of half-plate armor (750 
  gp, 4 days).
  • 
  2d12 Treant Branches. Can be used as an 
  additional material component when casting 
  spells that deal fire damage. When used 
  in this way, you deal an additional 1d6 fire 
  damage when you cast the spell.
  • 
  1d2 Treant Trunks. Can be crafted into a 
  maul (100 gp, 7 days) or into a greatclub 
  (90 gp, 7 days). This weapon deals double 
  damage to objects and structures.
  • 
  1d2 Vials of Treant Sap. When consumed, 
  this functions as a potion of healing.
  
  26
  Tribal Warrior
  • 
  1 Broken Hide Armor.
  • 
  1d4 Broken Spears.
  Twig Blight
  • 
  1 Twig. Can be used as an arcane focus or a 
  druidic focus.
  Tyrannosaurus Rex
  • 
  1 Tyrannosaurus Rex Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Two sets of 
  armor can be crafted from this hide.
  • 
  2d6 Tyrannosaurus Rex Teeth. Can be sold 
  for 1 gold piece per tooth.
  • 
  4d6 Rations.
  Unicorn
  • 
  1 Unicorn Hide. Can be crafted into a set 
  of light armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance to 
  poison damage.
  • 
  1 Unicorn Horn. Requires attunement. Can 
  be used as an arcane focus or a druidic focus. 
  Once per day each, you can cast the spells 
  detect evil and good and pass without a trace 
  through the horn.
  • 
  2d6 Vials of Unicorn Blood. When 
  consumed, this functions as a 
  potion of healing.
  Vampire
  • 
  2d6 Ounces of Vampire Dust. When 
  consumed, you turn into a cloud of mist as 
  if subjected to the gaseous form spell. This 
  effect lasts for one hour.
  • 
  1d10 Vampire Bones. Can be used as an 
  additional material component when casting 
  the spells that attempts to charm a creature. 
  When used in this way, the target of the 
  spell has disadvantage on their saving throw 
  against the spell’s effects.
  • 
  1d2 Vampire Fangs. One fang can be used 
  as the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition made 
  from these teeth deal an additional 3d6 
  necrotic damage. The target’s hit point 
  maximum is reduced by an amount equal 
  to the necrotic damage taken, and you 
  regain hit points equal to that amount. After 
  the ammunition has been fired, it loses 
  these properties.
  • 
  1d10 Vampire Teeth. One tooth can be 
  used as the tip on an arrow or a crossbow 
  bolt. Ranged attacks that use ammunition 
  made from these teeth deal an additional 
  1d6 necrotic damage. The target’s hit 
  point maximum is reduced by an amount 
  equal to the necrotic damage taken. After 
  the ammunition has been fired, it loses 
  these properties.
  Veteran
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Splint Armor.
  • 
  2d6 Crossbow Bolts.
  Vine Blight
  • 
  1d2 Vine. Can be used as a 20 foot 
  long silk rope.
  • 
  1d4 Blight Buds. Can be used as an 
  additional material component when casting 
  spells that deal acid damage. When used 
  in this way, you deal 1d4 additional acid 
  damage with the spell.
  Wererat
  • 
  2d6 Crossbow Bolts.
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  • 
  1d2 Vials of Cursed Cruor. When 
  consumed, your speed is halved and you 
  have disadvantage on ability checks, saving 
  throws, and attacks based on Strength or 
  Dexterity for one hour.
  • 
  1d2 Vials of Shapeshifter Blood. Can be used 
  as an additional material component when 
  casting spells that physically alter a creature’s 
  body. When used in this way, the duration of 
  the spell is extended by 10 minutes.
  
  27
  Weretiger
  • 
  2d6 Arrows.
  • 
  1 Broken Longbow.
  • 
  1 Broken Scimitar.
  • 
  1d4 Vials of Cursed Cruor. When 
  consumed, your speed is halved and you 
  have disadvantage on ability checks, saving 
  throws, and attacks based on Strength or 
  Dexterity for one hour.
  • 
  1d4 Vials of Shapeshifter Blood. Can be used 
  as an additional material component when 
  casting spells that physically alter a creature’s 
  body. When used in this way, the duration of 
  the spell is extended by 10 minutes.
  Werewolf
  • 
  1 Broken Spear.
  • 
  1d4 Vials of Cursed Cruor. When 
  consumed, your speed is halved and you 
  have disadvantage on ability checks, saving 
  throws, and attacks based on Strength or 
  Dexterity for one hour.
  • 
  1d2 Vials of Shapeshifter Blood. Can be used 
  as an additional material component when 
  casting spells that physically alter a creature’s 
  body. When used in this way, the duration of 
  the spell is extended by 10 minutes.
  Wight
  • 
  3d6 Arrows.
  • 
  1 Broken Longbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Studded Leather Armor 
  (size Medium).
  • 
  1 Wight Heart. Can be used as an additional 
  material component when casting spells that 
  deal necrotic damage. When used in this way, 
  you deal an additional 4d6 necrotic damage 
  when you cast the spell and you regain 
  hit points equal to the amount of necrotic 
  damage dealt.
  • 
  Wraith
  • 
  1 Spirit Cloth. Can be crafted into a bag of 
  holding (DMG p. 153) (200 gp, 14 days).
  • 
  1d2 Ounces of Phantom Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. The 
  creature must succeed on a DC 13 Wisdom 
  saving throw or be frightened of you for one 
  minute for one minute on a failed save. A 
  frightened creature can repeat the saving 
  throw at the end of each of its turns, ending 
  the effect on a success.
  • 
  1d6 Vials of Ectoplasm. When consumed, 
  you can see into the Ethereal Plane 
  for one hour.
  • 
  1d6 Vials of Shadow Flux. As an action, you 
  can throw this vial up to 30 feet away where 
  it will shatter in a vapor of darkness. The 
  area within a 15 foot radius of where the vial 
  landed becomes pitch black, as if affected 
  by the darkness spell. When consumed, you 
  have advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness.
  Wyvern
  • 
  2d6 Rations.
  • 
  1 Wyvern Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  • 
  1 Wyvern Stinger. Can be crafted into a 
  shortsword (200 gp, 14 days), or a longsword 
  (200 gp, 14 days). This weapon deals an 
  additional 1d6 poison damage on a hit.
  • 
  1d12 Wyvern Teeth. One tooth can be used 
  as the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition made 
  from these teeth deal an additional 1d4 
  damage. After the ammunition has been 
  fired, it loses this property.
  Zombie
  • 
  1 Zombie Hand. Can be used as an 
  arcane focus.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Van Richtens Guide to Ravenloft.pdf