TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen & Olya_Beli_Art via. Shutterstock
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen, Louis Flindt
  Rask, Louisa Smithing, Oskar Sandkvist, and Sindre Urvold
  Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron,
  the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. This
  work contains material that is copyright Wizards of the Coast and/or other authors. Such
  material is used with permission under the Community Content Agreement for Dungeon
  Masters Guild. All other original material in this work is copyright 2019 by Anne Gregersen and
  published under the Community Content Agreement for Dungeon Masters Guild.
  
  3
  Killing Humanoid Enemies 
  9
  Harvesting Checks 
  9
  Harvest Time 
  10
  Time of Death 
  10
  Types of Loot 
  10
  Aarakocra 
  12
  Aboleth  
  12
  Angels 
  12
  Planetar 
  12
  Solar
  13
  Animated Objects 
  13
  Animated Armor 
  13
  Flying Sword 
  13
  Rug of Smothering 
  13
  Ankheg 
  13
  Azer 
  13
  Banshee 
  14
  Basilisk 
  14
  Behir 
  14
  Beholders 
  14
  Beholder 
  14
  Death Tyrant 
  15
  Spectator 
  15
  Blights 
  15
  Needle Blight 
  15
  Twig Blight 
  15
  Vine Blight 
  15
  Bugbears 
  15
  Bugbear 
  15
  Bugbear Chief 
  15
  Bulette 
  16
  Bullywug 
  16
  Cambion 
  16
  Carrion Crawler 
  16
  Centaur 
  16
  Chimera 
  16
  Chuul 
  17
  Cloaker 
  17
  Cockatrice 
  17
  Couatl 
  17
  Crawling Claw 
  17
  Cyclops 
  17
  Darkmantle 
  18
  Death Knight 
  18
  Demilich 
  18
  Demons 
  19
  Balor 
  19
  Barlgura 
  19
  Chasme 
  19
  Dretch 
  19
  Glabrezu 
  19
  Goristro 
  19
  Hezrou 
  20
  Manes 
  20
  Marilith 
  20
  Nalfeshnee 
  20
  Quasit 
  20
  Shadow Demon 
  21
  Vrock 
  21
  Yochlol 
  21
  Devils 
  21
  Barbed Devil  
  21
  Bearded Devil 
  22
  Bone Devil 
  22
  Chain Devil 
  22
  Erinyes 
  23
  Horned Devil 
  23
  Ice Devil 
  23
  Imp 
  24
  Lemure 
  24
  Pit Fiend 
  24
  Spined Devil 
  24
  Dinosaurs 
  25
  Allosaurus  
  25
  Ankylosaurus  
  25
  Plesiosaurus  
  25
  Pteranodon 
  25
  Triceratops 
  25
  Tyrannosaurus Rex 
  25
  Displacer Beast 
  25
  
  4
  Doppelganger 
  25
  Dracolich 
  25
  Dragon, Shadow 
  26
  Dragons, Chromatic 
  26
  Ancient Black Dragon 
  26
  Adult Black Dragon  
  26
  Young Black Dragon 
  27
  Black Dragon Wyrmling 
  27
  Ancient Blue Dragon 
  27
  Adult Blue Dragon  
  28
  Young Blue Dragon 
  28
  Blue Dragon Wyrmling 
  29
  Ancient Green Dragon 
  29
  Adult Green Dragon  
  29
  Young Green Dragon 
  30
  Green Dragon Wyrmling 
  30
  Ancient Red Dragon 
  31
  Adult Red Dragon  
  31
  Young Red Dragon 
  32
  Red Dragon Wyrmling 
  32
  Ancient White Dragon 
  32
  Adult White Dragon  
  33
  Young White Dragon 
  33
  White Dragon Wyrmling 
  34
  Dragons, Metallic 
  34
  Ancient Brass Dragon 
  34
  Adult Brass Dragon  
  35
  Young Brass Dragon 
  35
  Brass Dragon Wyrmling 
  36
  Ancient Bronze Dragon 
  36
  Adult Bronze Dragon  
  36
  Young Bronze Dragon 
  37
  Bronze Dragon Wyrmling 
  37
  Ancient Copper Dragon 
  38
  Adult Copper Dragon  
  38
  Young Copper Dragon 
  39
  Copper Dragon Wyrmling 
  39
  Ancient Gold Dragon 
  39
  Adult Gold Dragon  
  40
  Young Gold Dragon 
  41
  Gold Dragon Wyrmling 
  41
  Ancient Silver Dragon 
  41
  Adult Silver Dragon  
  42
  Young Silver Dragon 
  43
  Silver Dragon Wyrmling 
  43
  Dragon Turtle 
  43
  Drider 
  44
  Dryad 
  44
  Duergar 
  44
  Elementals  
  45
  Air Elemental 
  45
  Earth Elemental 
  45
  Fire Elemental 
  45
  Water Elemental 
  45
  Elves: Drow 
  45
  Drow 
  45
  Drow Elite Warrior 
  45
  Drow Mage 
  46
  Drow Priestess of Lolth 
  46
  Empyrean 
  46
  Ettercap 
  47
  Ettin  
  47
  Faerie Dragon 
  47
  Flameskull 
  47
  Flumph 
  47
  Fomorian 
  47
  Galeb Duhr 
  48
  Gargoyle 
  48
  Fungi
  48
  Gas Spore 
  48
  Shrieker 
  48
  Violet Fungus 
  48
  Genies 
  48
  Dao 
  48
  Djinni 
  49
  Efreeti 
  49
  Marid 
  49
  Ghost 
  50
  Ghoul 
  50
  Ghast 
  50
  Giants 
  50
  Cloud Giant 
  50
  Fire Giant 
  50
  Frost Giant 
  51
  Hill Giant 
  51
  Stone Giant 
  51
  Storm Giant 
  51
  Gibbering Mouther 
  51
  Gith 
  51
  Gnolls 
  52
  Gnoll Pack Lord 
  52
  Gnoll Fang of Yeenoghu 
  52
  
  5
  Gnome, Deep (Svirfneblin) 
  53
  Goblins 
  53
  Goblin 
  53
  Goblin Boss 
  53
  Golems 
  53
  Clay Golem  
  53
  Flesh Golem  
  53
  Iron Golem  
  53
  Stone Golem  
  53
  Gorgon 
  54
  Grell 
  54
  Grick 
  54
  Grick 
  54
  Grick Alpha 
  54
  Griﬀ on 
  55
  Grimlock 
  55
  Hags 
  55
  Green Hag 
  55
  Night Hag 
  55
  Sea Hag 
  55
  Half-Dragon 
  56
  Harpy 
  56
  Hell Hound 
  56
  Helmed Horror 
  56
  Hippogriﬀ 
  56
  Hobgoblins 
  56
  Hobgoblin 
  56
  Hobgoblin Captain 
  56
  Hobgoblin Warlord 
  57
  Homunculus 
  57
  Hook Horror 
  57
  Hydra 
  57
  Intellect Devourer 
  57
  Invisible Stalker 
  57
  Jackalwere 
  58
  Kenku 
  58
  Kobolds 
  58
  Kobold 
  58
  Winged Kobold 
  58
  Kraken 
  58
  Kuo-toas 
  59
  Kuo-toa 
  59
  Kuo-Toa Archpriest 
  59
  Kuo-Toa Whip 
  59
  Lamia 
  60
  Lich 
  60
  Lizardfolk 
  60
  Lizardfolk 
  60
  Lizardfolk Shaman 
  60
  Lizard King/Queen 
  60
  Lycanthropes 
  61
  Werebear 
  61
  Wereboar 
  61
  Wererat 
  61
  Weretiger 
  61
  Werewolf 
  61
  Magmin 
  62
  Manticore 
  62
  Medusa 
  62
  Mephit 
  62
  Dust 
  62
  Ice 
  62
  Magma 
  62
  Mud 
  63
  Steam 
  63
  Merfolk 
  63
  Merrow 
  63
  Mimic 
  63
  Mind Flayer 
  63
  Minotaur 
  63
  Modrons 
  64
  Monodrone 
  64
  Duodrone 
  64
  Tridrone 
  64
  Quadrone 
  64
  Pentadrone 
  64
  Mummy 
  65
  Mummy Lord 
  65
  Myconids 
  65
  Myconid Sprout 
  65
  Myconid Adult 
  65
  Myconid Sovereign 
  65
  Spore Servant 
  66
  
  6
  Nagas 
  66
  Bone Naga 
  66
  Guardian Naga 
  66
  Spirit Naga 
  66
  Nightmare 
  67
  Nothic 
  67
  Ogre 
  68
  Half-Ogre 
  68
  Oni 
  68
  Oozes 
  68
  Black Pudding 
  68
  Gelatinous Cube 
  68
  Gray Ooze 
  68
  Ochre Jelly 
  68
  Orcs 
  69
  Orc 
  69
  Orc War Chief 
  69
  Orc Eye of Gruumsh 
  69
  Orog 
  69
  Otyugh 
  69
  Owlbear 
  69
  Pegasus 
  70
  Peryton 
  70
  Piercer 
  70
  Pixie 
  70
  Pseudodragon 
  70
  Purple Worm 
  70
  Quaggoth 
  71
  Rakshasa 
  71
  Remorhaz 
  71
  Young Remorhaz 
  72
  Revenant 
  72
  Roc 
  72
  Roper 
  72
  Rust Monster 
  73
  Sahuagin 
  73
  Sahuagin
  73
  Sahuagin Priestess 
  73
  Sahuagin Baron 
  73
  Salamanders 
  73
  Fire Snake 
  73
  Salamander  
  73
  Satyr 
  74
  Scarecrow 
  74
  Shadow 
  74
  Shambling Mound 
  74
  Shield Guardian 
  74
  Skeleton 
  74
  Slaadi 
  74
  Tadpole 
  74
  Red Slaad 
  74
  Blue Slaad 
  75
  Green Slaad 
  75
  Gray Slaad 
  75
  Death Slaad 
  75
  Specter 
  76
  Sphinxes 
  76
  Androsphinx 
  76
  Gynosphinx 
  76
  Sprite 
  77
  Stirge 
  77
  Succubus/Incubus 
  77
  Tarrasque 
  78
  Thri-kreen 
  78
  Treant 
  79
  Troglodyte 
  79
  Troll 
  79
  Umber Hulk 
  79
  Unicorn 
  79
  Vampire 
  80
  Vampire Spawn 
  80
  
  7
  Water Weird 
  81
  Wight 
  81
  Will-o-Wisp 
  81
  Wraith 
  81
  Wyvern 
  81
  Xorn 
  82
  Yeti 
  82
  Abominable Yeti 
  83
  Yuan-ti  
  83
  Yuan-ti Abomination 
  83
  Yuan-ti Malison 
  83
  Yuan-ti Pureblood 
  83
  Yugoloths 
  83
  Arcanaloth 
  83
  Mezzoloth 
  84
  Nycaloth 
  84
  Ultroloth 
  84
  Zombie  
  85
  Ape 
  86
  Awakened Shrub 
  86
  Awakened Tree 
  86
  Axe Beak 
  86
  Baboon 
  86
  Badger 
  86
  Bat  
  86
  Black Bear 
  86
  Blink Dog 
  86
  Blood Hawk 
  86
  Boar 
  87
  Brown Bear 
  87
  Camel 
  87
  Cat 
  87
  Constrictor Snake 
  87
  Crab 
  87
  Crocodile 
  87
  Death Dog 
  87
  Deer 
  87
  Dire Wolf 
  87
  Draft Horse 
  87
  Eagle 
  88
  Elephant 
  88
  Elk 
  88
  Flying Snake 
  88
  Frog 
  88
  Giant Ape 
  88
  Giant Badger 
  88
  Giant Bat 
  88
  Giant Boar 
  88
  Giant Centipede 
  88
  Giant Constrictor Snake 
  88
  Giant Crab 
  88
  Giant Crocodile 
  88
  Giant Eagle 
  89
  Giant Elk 
  89
  Giant Fire Beetle 
  89
  Giant Frog 
  89
  Giant Goat 
  89
  Giant Hyena 
  89
  Giant Lizard 
  89
  Giant Octopus 
  89
  Giant Owl 
  89
  Giant Poisonous Snake 
  89
  Giant Rat 
  89
  Giant Scorpion 
  89
  Giant Sea Horse 
  90
  Giant Shark 
  90
  Giant Spider 
  90
  Giant Toad 
  90
  Giant Vulture 
  90
  Giant Wasp 
  90
  Giant Weasel 
  90
  Giant Wolf Spider 
  90
  Goat 
  90
  Hawk 
  90
  Hunter Shark 
  90
  Hyena 
  91
  Jackal 
  91
  Killer Whale 
  91
  Lion 
  91
  Lizard 
  91
  Mammoth 
  91
  Mastiﬀ 
  91
  Mule 
  91
  Octopus 
  91
  Owl 
  91
  Panther 
  92
  Phase Spider 
  92
  Poisonous Snake 
  92
  Polar Bear 
  92
  Pony 
  92
  
  8
  Quipper 
  92
  Rat 
  92
  Raven 
  92
  Reef Shark 
  92
  Rhinoceros 
  92
  Riding Horse 
  92
  Saber-Toothed Tiger 
  92
  Scorpion 
  92
  Sea Horse 
  93
  Spider 
  93
  Swarm of Bats 
  93
  Swarm of Insects 
  93
  Swarm of Poisonous Snakes 
  93
  Swarm of Quippers 
  93
  Swarm of Rats 
  93
  Swarm of Ravens 
  93
  Tiger 
  93
  Vulture 
  93
  Warhorse 
  93
  Weasel 
  93
  Winter Wolf 
  93
  Wolf 
  94
  Worg 
  94
  Acolyte 
  94
  Archmage 
  94
  Assassin  
  94
  Bandit 
  94
  Bandit Captain 
  94
  Berserker 
  94
  Commoner 
  94
  Cultist 
  94
  Cult Fanatic 
  95
  Druid 
  95
  Gladiator 
  95
  Guard 
  95
  Knight 
  95
  Mage 
  95
  Noble 
  95
  Priest 
  95
  Scout 
  95
  Spy 
  95
  Thug 
  95
  Tribal Warrior 
  95
  Veteran 
  95
  
  9
  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 ﬁ nd
  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 diﬀ erent 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 ﬁ t 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 ﬁ ghting demons and devils,
  which are likely to leave no corpse as they
  respawn on their home plane after being killed
  on the Material Plane.
  Many humanoid enemies exist within the
  worlds of
  . 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 ﬂ esh, from
  humanoid creatures is not something this
  document covers because we don’t encourage
  adventurers to tear into the bodies of people.
  There are a few ways to harvest the monsters
  found in the worlds of
  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.
  When a character attempts to harvest a
  creature, they must ﬁ rst succeed on a speciﬁ c
  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 ﬁ t the nature of the game at hand.
  T
   A
   C
  Creature Type
  Ability Check
  Beast, dragon, giant,
  monstrosity, plant
  Nature
  Humanoid
  Survival
  Celestial, ﬁ end, 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.
  
  10
  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
  ﬁ nesse 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 ﬁ eld. 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.
  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.
  T
   S
   H
  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
  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
  ﬂ esh enough that rations can be harvested.
  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 ﬁ ghting or during the ﬁ ght in which the
  creature died. A broken item does not function
  until it has been repaired by an artisan or by a
  creature with proﬁ ciency 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.
  
  11
  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 beneﬁ ts and cannot
  be reused. To consume these
  items, they ﬁ rst need to be
  treated using a speciﬁ c 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 ﬁ nished
  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 beneﬁ t 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 ﬁ t 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
  proﬁ ciency in the weapon the ammunition is
  for to successfully make the item. It takes 10
  minutes to make one piece of ammunition.
  
  12
  •
  1d6 Aarakocra Feathers. Two feathers
  can be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  1 Broken Leather Armor.
  •
  1d4 Javelins.
  •
  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 eﬀ ects.
  •
  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.
  •
  1 Divine Tongue. When consumed, you
  gain the beneﬁ ts of the tongues spell for
  eight hours.
  •
  2d4 Celestial Feathers. Two feathers can
  be used as ﬂ etching on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these feathers
  deal an additional 1d8 radiant damage
  on a hit. After the ammunition has been
  ﬁ red, it loses this property.
  •
  1 Holy Mace. Requires attunement by a
  creature with a good alignment. This is a
  magical mace, which deals an additional
  1d8 radiant damage on a hit. The
  mace deals an additional 1d8 radiant
  damage if the targeted creature is a ﬁ end
  or undead.
  •
  1 Set of Divine Bracers. Requires
  attunement by a creature with a
  good alignment. While wearing these
  magical bracers, you have +1 to AC and
  resistance to radiant damage.
  •
  1d2 Vials of Angel Blood. When
  consumed, this functions as a potion of
  greater healing.
  •
  1 Divine Tongue. When consumed, you
  gain the beneﬁ ts of the tongues spell for
  eight hours.
  •
  2d6 Celestial Feathers. Two feathers can
  be used as ﬂ etching on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these feathers
  deal an additional 1d8 radiant damage
  on a hit. After the ammunition has been
  ﬁ red, it loses this property.
  •
  1 Holy Greatsword. Requires attunement
  by a creature with a good alignment.
  This is a magical greatsword, which
  deals an additional 1d8 radiant damage
  on a hit. The greatsword deals an
  additional 1d8 radiant damage if the
  targeted creature is a ﬁ end or undead.
  •
  1 Holy Sash. Requires attunement by a
  creature with a good alignment. While
  wearing no armor, you have a +1 bonus
  _____________________________
  SECTION A
  _____________________________
  
  13
  to AC and resistance to radiant damage.
  Once per day, you may cast one of the
  following spells: detect evil and good,
  shield of faith, death ward.
  •
  1d4 Vials of Angel Blood. When
  consumed, this functions as a potion of
  greater healing.
  •
  1 Divine Tongue. When consumed, you
  gain the beneﬁ ts of the tongues spell for
  eight hours.
  •
  3d8 Celestial Feathers. Two feathers can
  be used as ﬂ etching on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these feathers
  deal an additional 1d8 radiant damage
  on a hit. After the ammunition has been
  ﬁ red, it loses this property.
  •
  1 Holy Greatsword. Requires attunement
  by a creature with a good alignment.
  This is a magical greatsword, which
  deals an additional 1d8 radiant damage
  on a hit. The greatsword deals an
  additional 1d8 radiant damage if the
  targeted creature is a ﬁ end or undead.
  •
  1 Holy Longbow. Requires attunement
  by a creature with a good alignment.
  This is a magical longbow, which deals
  an additional 1d8 radiant damage on a
  hit. The longbow deals an additional 1d8
  radiant damage if the targeted creature
  is a ﬁ end or undead.
  •
  1 Robe of Sacrament. Requires
  attunement by a creature with a good
  alignment. While wearing this robe, you
  can cast the detect good and evil spell at
  will. Once per day, you can also cast each
  of the following spells: commune, dispel
  good and evil, resurrection.
  •
  1d6+2 Vials of Angel Blood. When
  consumed, this functions as a potion of
  greater healing.
  •
  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.
  •
  1 Broken Longsword.
  •
  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.
  •
  1 Carpet. Can be worn as a cloak. While
  wearing this ragged fabric, you have
  advantage on Charisma checks made to
  pass oﬀ  as a member of the lower class.
  •
  1d2 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.
  •
  1 Ankheg Hide. Can be crafted into a set
  of studded leather armor (45 gp, 2 days).
  •
  2d6 Rations.
  •
  2d4 Vials of Acid.
  •
  1 Broken Warhammer.
  •
  2d6 Random Gems (Value 10 GP).
  •
  1 Vial 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 ﬁ re. For one minute, when
  the weapon hits a target it deals an
  additional 1d6 ﬁ re damage. The essence
  then evaporates.
  
  14
  •
  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 eﬀ ect 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.
  •
  1d2 Basilisk Eyes. When consumed, you
  must succeed on a DC 12 Constitution
  saving throw or become petriﬁ ed as you
  are turned to stone. You remain petriﬁ ed
  until freed by the greater restoration
  spell or similar magic. It can also be used
  as an additional material component
  when casting the spell ﬂ esh to stone.
  When used in this way, the target of the
  spell has disadvantage on their saving
  throw against the spell’s eﬀ ects.
  •
  1 Vial of Basilisk Gullet Oil. If poured on
  a Medium or smaller creature that has
  been petriﬁ ed by being turned to stone,
  they are cured of the petriﬁ ed condition.
  •
  4d6 Behir Claws. Can be sold for 10 gold
  pieces per claw.
  •
  1d2 Behir Fangs. Can be crafted into a
  dagger (250 gp, 14 days). This weapon
  deals an additional 1d6 lightning damage
  on a hit. It also deals an additional 1d6
  damage against dragons.
  •
  1 Behir Hide. Can be crafted into a set of
  resistant light armor (1500 gp, 40 days).
  While wearing this armor, you have
  resistance to lightning damage.
  •
  4d6 Rations.
  •
  1d6 Vials of Behir Blood. Can be used as
  an additional material component when
  casting spells that deal lightning damage.
  When used in this way, you may reroll
  any 1s and 2s rolled on the damage dice
  and must keep the second result.
  •
  1d4 Beholder Eyestalks. Once per day,
  the eye stalk can ﬁ re one beholder eye
  ray. The type of ray being ﬁ red depends
  on the type of eye stalk it was shot from.
  The type of eye stalk is determined at
  random when the stalk is harvested.
  •
  4d6 Beholder Teeth. These teeth can be
  sold for 10 gold pieces per tooth.
  •
  1 Large Beholder Eye. Can be crafted
  into an antimagic shield (2500 gp, 75
  days). Requires attunement. Once per
  day, you can cast the antimagic ﬁ eld
  spell using the shield with the following
  changes: the duration of the spell is one
  minute and the eﬀ ects of the spell only
  exist in a 60 foot cone originating from
  the shield.
  •
  1d4 Small Beholder Eyes. Can be used
  as an additional material component
  when casting spells that deal psychic
  damage. When used in this way, you may
  reroll any 1s and 2s rolled on the damage
  dice and must keep the second result.
  •
  1d6 Vials of Beholder Blood. When
  _____________________________
  SECTION B
  _____________________________
  
  15
  consumed, you become hyper aware of
  your surroundings and the actions of
  other people. You have advantage on
  Wisdom (Insight) checks and on Wisdom
  (Perception) checks that rely on sight.
  This eﬀ ect lasts for eight hours.
  •
  4d6 Death Tyrant Teeth. Can be sold for
  10 gold pieces per tooth.
  •
  1d6 Death Tyrant Bone Fragments.
  Ranged attacks that use ammunition
  made from these bone fragments deal an
  additional 1d8 necrotic damage on a hit.
  It takes one bone fragment to make one
  piece of ammunition.
  •
  1 Large Death Tyrant Eye. Can be crafted
  into a negative energy shield (2500 gp,
  75 days). Requires attunement. Once
  per day, you can activate the shield as an
  action and cause negative energy to ﬂ ow
  from it. For one minute, any creature
  within a 60 foot cone from the shield
  can’t regain hit points. Any humanoid
  that dies there becomes a zombie under
  your command. The dead humanoid
  retains its place in the initiative order
  and animates at the start if its next turn,
  provided its body hasn’t been completely
  destroyed. Your command of the zombie
  lasts for one minute, after which the
  zombie will continue to act on its own.
  •
  1d4 Small Death Tyrant Eyes. Can
  be used as an additional material
  component when casting spells that
  deal force damage. When used in this
  way, you may reroll any 1s and 2s rolled
  on the damage dice and must keep the
  second result.
  •
  1d4 Vials of Ectoplasm. When
  consumed, you can see into the Ethereal
  Plane for one hour.
  •
  1 Large Spectator Eye. Can be crafted
  into a counter shield (500 gp, 30 days).
  Requires attunement. Once per day,
  you can activate the shield as a reaction
  and cast counterspell at its lowest level.
  If you have to make an ability check
  when using this feature because of the
  opponent’s spell level, you add +2 to the
  ability check. You add no other modiﬁ er.
  •
  1d2 Spectator Eyestalks. Once per day,
  the eye stalk can ﬁ re one spectator eye
  ray. The type of ray being ﬁ red depends
  on the type of eye stalk it was shot from.
  The type of eye stalk is determined at
  random when the stalk is harvested.
  •
  2d6 Spectator Teeth. These teeth can be
  sold for 2 gold pieces per tooth.
  •
  1d4 Needles. Functions as a dart.
  •
  1 Twig. Can be used as an arcane focus
  or a druidic focus.
  •
  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.
  •
  1 Broken Hide Armor (size Medium).
  •
  1 Broken Morningstar.
  •
  1 Broken Shield.
  •
  1d2 Javelins.
  •
  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,
  paralyzed, poisoned, stunned, or put to
  
  16
  sleep for one hour.
  •
  1d2 Javelins.
  •
  1d3+1 Bulette Feet. Two bulette feet can
  be crafted into a set of boots of striding
  and springing (DMG p. 156) (200
  gp, 14 days).
  •
  1 Bulette Plated Hide. 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).
  •
  2d6 Rations.
  •
  1 Broken Hide Armor (size Small).
  •
  1 Broken Shield.
  •
  1 Broken Spear.
  •
  1 Vial of Bullywug Slime. When
  consumed, you become amphibious for
  one round.
  _____________________________
  SECTION C
  _____________________________
  •
  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 ﬂ ame
  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 eﬀ ects.
  •
  1d2 Cambion Wings. Two wings can be
  crafted into a cloak of the bat (DMG p.
  159) (2000 gp, 60 days).
  •
  1d2 Carrion Crawler Tentacle. Can be
  crafted into a whip (300 gp, 20 days).
  The whip deals an additional 1d4 poison
  damage on a hit. Once per day on a
  hit, you can force the target to make a
  DC 13 Constitution saving throw. On a
  failed save, it is poisoned for 1 minute.
  Until this poison ends, the creature is
  paralyzed. The target can repeat the
  saving throw at the end of each of its
  turns, ending the poison on itself on
  a success.
  •
  2d6 Rations.
  •
  3d6 Arrows.
  •
  1 Broken Longbow.
  •
  1 Broken Pike.
  •
  1 Tuft of Centaur Hair. Two tufts be
  crafted into a rope of climbing (DMG p.
  197) (200 gp, 14 days).
  •
  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 ﬁ re
  breathing.
  •
  1d2 Chimera Hooves. These hooves can
  be sold for 10 gold pieces per hoof.
  
  17
  •
  1d2 Chimera Wings. Two wings can be
  crafted into a cloak of protection (DMG
  p. 159) (200 gp, 14 days).
  •
  2d6 Rations.
  •
  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
  ﬁ ghting. 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 eﬀ ects of
  the detect magic spell for 10 minutes.
  This eﬀ ect isn’t magical.
  •
  1 Cloaker Hide. Can be crafted into a
  cloak of displacement (DMG p. 158)
  (2000 gp, 60 days).
  •
  1 Cloaker Tail. Can be crafted into a
  shortsword (10 gp, 2 days).
  •
  1 Set of Cloaker Vocal Cords. Once per
  day, you can blow into these vocal cords
  as an action and sound out a horrifying
  moan. Each creature within 30 feet of
  you that can hear the moan and that
  isn’t an aberration must succeed on a
  DC 13 Wisdom saving throw or become
  frightened of you until the end of your
  next turn.
  •
  1d4 Vials of Cloaker Blood. When
  consumed, you gain darkvision out to a
  range of 60 feet for one hour.
  •
  1 Vial of Cockatrice Venom. When
  consumed, you must succeed on a
  DC 11 Constitution saving throw or
  become petriﬁ ed and turn to stone. You
  will remain petriﬁ ed for 24 hours, after
  which the petriﬁ ed eﬀ ect ends.
  •
  1d6 Celestial Feathers. Two feathers can
  be used as ﬂ etching on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these feathers
  deal an additional 1d8 radiant damage
  on a hit. After the ammunition has been
  ﬁ red, it loses this property.
  •
  1d2 Couatl Fangs. Can be crafted into
  a dagger (200 gp, 14 days). Requires
  attunement. Once per day, you can use
  the weapon to force a creature you
  hit with the weapon to make a DC 13
  Constitution saving throw. On a failed
  save, the creature falls unconscious for
  24 hours or until it is woken up by taking
  damage or by another creature using an
  action to shake it awake.
  •
  1 Couatl Hide. Can be crafted into a
  cloak of nondetection (200 gp, 14 days).
  While wearing this cloak, you become
  immune to scrying and to any eﬀ ect that
  would sense your emotions, read your
  thoughts, or detect your location as long
  as you are wearing the cloak.
  •
  1 Non-Crawling Claw. Can be used as an
  arcane focus.
  •
  1 Broken Greatclub.
  •
  1 Cyclops Eye. Can be crafted into
  a driftglobe (DMG p. 166) (200
  gp, 14 days).
  •
  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 proof
  against detection and location (DMG, p.
  150) and a 90% chance that it is a non-
  magical tribal amulet.
  
  18
  _____________________________
  SECTION D
  _____________________________
  •
  1 Darkmantle Hide. Three hides can be
  crafted into a darkmantle cloak (100 gp,
  7 days). While wearing this cloak, you
  have advantage on Dexterity (Stealth)
  checks made while in dim light or
  darkness.
  •
  1d4 Rations.
  •
  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 Hellﬁ re Orb Launcher. You can use
  this launcher to hurl a magical ball of
  ﬁ re 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 ﬁ re
  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 eﬀ ects of
  the augury spell. By crushing three of
  these bones, you gain the eﬀ ects 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.
  •
  1d2 Demilich Eyes. 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.
  •
  1 Demilich Skull. Once per day, you
  can open the mouth of this skull and
  let a horrible howl escape its maw. All
  creatures within 30 feet of the skull,
  including yourself, that can hear the howl
  must succeed on a DC 15 Constitution
  saving throw or become frightened of the
  skull until the end of their next turn.
  •
  4d6 Demilich Teeth. Can be sold for 20
  gold pieces per tooth.
  •
  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.
  
  19
  •
  2d4 Vials of Ectoplasm. When
  consumed, you can see into the Ethereal
  Plane for one hour.
  •
  1d6 Vials of Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  •
  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 ﬁ re. For one minute, when
  the weapon hits a target it deals an
  additional 1d6 ﬁ re damage. The essence
  then evaporates.
  •
  1 Barlgura Hide. Can be crafted into a
  set of light armor (4000 gp, 90 days).
  Requires attunement. This armor
  grants resistance to cold, ﬁ re, and
  lightning damage.
  •
  1d4 Random Gems (Value 50 GP).
  •
  1d2 Vials of Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  •
  1 Chasme Hide. Can be crafted into
  scale mail (50 gp, 3 days).
  •
  1d4 Chasme Wings. Two wings can be
  crafted into a broom of ﬂ ying (DMG p.
  156) (200 gp, 14 days).
  •
  1 Chasme Proboscis. Can be crafted into
  a lance (140 gp, 9 days) or 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 Vials of Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  •
  1 Vial of Demon Ichor. When consumed,
  you gain resistance to poison damage for
  one hour.
  •
  1d2 Glabrezu Fangs. Requires
  attunement by a spellcaster. Can be used
  as an arcane focus. You may cast each
  of the spells darkness, detect magic and
  dispel magic 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 Glabrezu Pinchers. Can be crafted
  into a greatsword (175, 11 days). When
  attacking with this weapon, you can try
  to grapple a creature you’re ﬁ ghting.
  On a hit, you can choose to forgo
  doing damage and instead grapple the
  creature (escape DC 15) 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.
  •
  1d4 Vials of Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  •
  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, ﬁ re, and
  lightning damage.
  
  20
  •
  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.
  •
  1d4 Hezrou Claws. Can be crafted into a
  longsword (15 gp, 2 days), a shortsword
  (10 gp, 2 days), or a javelin (2 gp, 1 day).
  •
  1d4 Hezrou Glands. As an action, you
  can throw this gland up to 30 feet away
  where it will explode in a cloud of stinky
  gas. Each creature within 10 feet of
  where the gland landed must succeed on
  a DC 14 Constitution saving throw or be
  poisoned until the start of its next turn.
  •
  1 Hezrou Hide. Can be crafted into a
  set of light armor (4000 gp, 90 days).
  Requires attunement. This armor
  grants resistance to cold, ﬁ re, and
  lightning damage.
  •
  1d4 Vials of Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  •
  1 Vial of Demon Ichor. When consumed,
  you gain resistance to poison damage for
  one hour.
  •
  1d2+2 Abyssal Armrings. Requires
  attunement. When wearing two of
  these armrings, you have resistance
  to bludgeoning, piercing, and slashing
  damage from nonmagical attacks.
  •
  6 Longswords. These weapons
  are magical.
  •
  1 Marilith Breastplate. Requires
  attunement. While wearing this
  breastplate, you are resistant to cold, ﬁ re,
  and lightning damage.
  •
  1 Marilith Tail. Can be crafted into a
  whip (200 gp, 14 days). When attacking
  with this weapon, you can try to grapple
  a creature you’re ﬁ ghting. On a hit, you
  can choose to forgo doing damage and
  instead grapple the creature (escape
  DC 18) 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 Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  •
  1d2 Abyssal Armrings. Requires
  attunement. When wearing two of
  these armrings, you have resistance
  to bludgeoning, piercing, and slashing
  damage from nonmagical attacks.
  •
  1d4 Nalfeshnee Claws. Can be crafted
  into a dagger (200 gp, 14 days). This
  functions as a +1 magical weapon.
  •
  1 Nalfeshnee Hide. Requires attunement.
  Can be crafted into a set of light armor
  (4000 gp, 90 days). Requires attunement.
  This armor grants resistance to cold, ﬁ re,
  and lightning damage.
  •
  1d2 Nalfeshnee Tusks. Can be crafted
  into a magical shortsword (200 gp,
  14 days). This functions as a +1
  magical weapon.
  •
  2d4 Vials of Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  •
  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.
  
  21
  •
  1 Vial of Demon Ichor. When consumed,
  you gain resistance to poison damage for
  one hour.
  •
  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.
  •
  1 Set of Vrock Vocal Cords. Once per
  day, you can blow into these vocal cords
  as an action and sound out a stunning
  screech. Each creature within 30 feet of
  you that can hear the screech and that
  isn’t a demon must succeed on a DC 14
  Constitution saving throw or become
  stunned until the end of your next turn.
  •
  1 Spore Pocket. As an action, you can
  throw this spore pocket at a point within
  30 feet of you where it will explode in
  a cloud of spores. These spores spread
  around corners. Each creature within 10
  feet of where the spore pocket landed
  must succeed on a DC 14 Constitution
  saving throw or be poisoned. While
  poisoned in this way, a target takes 1d10
  poison damage at the start of each of
  its turns. A target can repeat the saving
  throw at the end of each of its turns,
  ending the eﬀ ect on itself on a success.
  •
  1d2 Vials of Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  •
  2d6 Vrock Feathers. Two feathers can
  be used as ﬂ etching on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these feathers
  ignore any resistances to magical or
  nonmagical piercing damage. After the
  ammunition has been ﬁ red, it loses this
  property.
  •
  1d4 Vials of Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  •
  1d4 Vials of Yochlol Gas. As an action,
  you can throw this vial at a point within
  30 feet of you where it will shatter in a
  cloud of gas. Each creature within 5 feet
  of where the vial landed must succeed on
  a DC 14 Constitution saving throw or be
  poisoned until the start of its next turn.
  While poisoned in this way, the target is
  incapacitated.
  •
  1d2 Vials of Yochlol Goop. When
  consumed, you polymorph into a form
  resembling a female drow or giant
  spider. Your statistics are the same in
  each form. This transformation lasts for
  one hour.
  •
  1d2 Yochlol Limbs. Requires attunement.
  Can be used as an arcane focus. Once
  per day each, you may cast the spells
  detect thoughts and gaseous form
  through the limb. You use your own
  spellcasting ability and spell save DC
  when casting these spells, and any spent
  uses recharge every day at dawn.
  •
  1 Barbed Devil Hide. Can be crafted
  into spiky studded leather armor (100
  gp, 7 days). When you are grappled,
  the creature grappling you takes 1d10
  piercing damage at the start of each
  of your turns as long as you remain
  grappled.
  •
  1 Barbed Devil Tail. Can be crafted
  into a greatsword (75 gp, 6 days). As a
  bonus action, you can switch the type
  of damage dealt by this weapon from
  slashing to piercing, or from piercing to
  slashing.
  •
  1d2 Devil Eyes. When consumed, you
  gain darkvision out to a range of 60 feet
  for one hour. Magical darkness does not
  impede this darkvision.
  
  22
  •
  1d4 Vials 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.
  •
  1d2 Bearded Devil Coils. Can be crafted
  into a ﬂ ail (150 gp, 10 days). The ﬁ rst
  time a creature is hit with this weapon,
  it must succeed on a DC 12 Constitution
  saving throw or be poisoned for one
  minute. While poisoned in this way, the
  target can’t regain hit points. The target
  can repeat the saving throw at the end
  of each of its turns, ending the eﬀ ect on
  itself on a success.
  •
  1 Broken Glaive.
  •
  1d2 Devil Eyes. When consumed, you
  gain darkvision out to a range of 60 feet
  for one hour. Magical darkness does not
  impede this darkvision.
  •
  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.
  •
  1d8 Bone Devil Claws. Can be crafted
  into a dagger (2 gp, 1 day).
  •
  1 Bone Devil Stinger. Can be crafted
  into a glaive (250 gp, 17 days). Once per
  day, when you hit a creature with this
  weapon, you can use a bonus action
  to force the creature to make a DC 14
  Constitution saving throw. On a failed
  save, the creature takes 5d6 poison
  damage and become poisoned for one
  minute. While poisoned in this way, the
  target can’t regain hit points. The target
  can repeat the saving throw at the end
  of each of its turns, ending the eﬀ ect on
  itself on a success. On a success, the
  creature takes half damage and isn’t
  poisoned.
  •
  1d2 Devil Eyes. When consumed, you
  gain darkvision out to a range of 60 feet
  for one hour. Magical darkness does not
  impede this darkvision.
  •
  1d4 Vials 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.
  •
  1d2 Chains. Can be used as a martial
  weapon that deals 2d6 slashing damage
  on a hit. When attacking with this
  weapon, you can try to grapple a creature
  you’re ﬁ ghting. 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.
  •
  1 Chain Devil Mask. Requires
  attunement. When wearing this mask,
  you can use your reaction to target a
  creature you can see within 30 feet of
  you. You create an illusion that looks like
  one of the creature’s departed loved ones
  or bitter enemies. If the targeted creature
  can see you, it must succeed on a DC 14
  Wisdom saving throw or be frightened
  until the end of its turn.
  •
  1d2 Devil Eyes. When consumed, you
  gain darkvision out to a range of 60 feet
  for one hour. Magical darkness does not
  impede this darkvision.
  •
  1d4 Vials 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.
  
  23
  •
  1 Broken Erinyes Plate Armor (size
  Medium). Can be crafted into plate
  armor (2000 gp, 60 days). Requires
  attunement. While wearing this plate
  armor, you have resistance to cold and
  ﬁ re damage.
  •
  1d2 Devil Eyes. When consumed, you
  gain darkvision out to a range of 60 feet
  for one hour. Magical darkness does not
  impede this darkvision.
  •
  1d10 Erinyes Feathers. Two feathers can
  be used as ﬂ etching on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these feathers
  deal an additional 1d8 ﬁ re damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d6 Magical Arrows. These arrows
  function as a piece of +1 ammunition
  (DMG p. 150).
  •
  1 Poisonous Longbow. This weapon is
  magical. On a successful hit with this
  longbow, you deal an additional 1d8
  poison damage.
  •
  1 Poisonous Longsword. This weapon
  is magical. On a successful hit with this
  longsword, you deal an additional 1d8
  poison damage.
  •
  1 Rope. There is a 40% chance that the
  rope is a rope of entanglement and a
  60% chance that it is a non-magical rope.
  •
  1d4 Vials 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.
  •
  1d2 Devil Eyes. When consumed, you
  gain darkvision out to a range of 60 feet
  for one hour. Magical darkness does not
  impede this darkvision.
  •
  1 Fork. Can be used as a martial weapon
  that deals 2d6 piercing damage on a hit.
  •
  1 Horned Devil Tail. Can be crafted
  into a lance (300 gp, 20 days) or into a
  glaive (300 gp, 20 days). The ﬁ rst time a
  creature is hit with this weapon, it must
  succeed on a DC 17 Constitution saving
  throw or lose 2d6 hit points at the start
  of each of its turns due to an infernal
  wound. Any creature can take an action
  to stanch the wound with a successful
  DC 12 Wisdom (Medicine) check. The
  wound also closes if the target receives
  magical healing. Constructs and
  undead automatically succeed on the
  saving throw.
  •
  1d2 Horned Devil Wings. Two wings
  can be crafted into a cloak of protection
  (DMG p. 159) (200 gp, 14 days).
  •
  1d6 Vials 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.
  •
  1d2 Devil Eyes. When consumed, you
  gain darkvision out to a range of 60 feet
  for one hour. Magical darkness does not
  impede this darkvision.
  •
  1d2 Ice Devil Antennae. Requires
  attunement by a spellcaster. Can be used
  as an arcane focus. You may cast the
  spell wall of ice once per day. You use
  your own spellcasting ability and spell
  save DC when casting this spell.
  •
  1 Ice Devil Hide. Can be crafted into a
  set of light armor (2000 gp, 60 days).
  Requires attunement. While wearing
  the armor, you are resistant to either ﬁ re
  or cold damage. You decide which one
  when crafting the item.
  •
  1d2 Ice Devil Mandibles. Can be crafted
  into a dagger (150 gp, 9 days) or into
  a sickle (150 gp, 9 days). On a hit,
  this weapon deals an additional 1d6
  cold damage.
  
  24
  •
  1 Ice Devil Tail. Can be crafted into an
  lance (150 gp, 9 days) or into an glaive
  (150 gp, 9 days). On a hit, this weapon
  deals an additional 1d6 cold damage.
  •
  1d8 Vials 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.
  •
  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.
  •
  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.
  •
  1d2 Devil Eyes. When consumed, you
  gain darkvision out to a range of 60 feet
  for one hour. Magical darkness does not
  impede this darkvision.
  •
  1 Pit Fiend Hide. Can be crafted into a
  set of light armor (3000 gp, 75 days) or a
  set of medium armor (3100 gp, 75 days).
  Requires attunement. While wearing this
  armor, you have resistance to cold and
  ﬁ re damage.
  •
  1d2 Pit Fiend Horns. Requires
  attunement by a spellcaster. Can be used
  as an arcane focus. You may cast each of
  the spells detect magic, ﬁ reball, and wall
  of ﬁ re 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 Pit Fiend Skull. Can be crafted into a
  helm of fear (500 gp, 30 days). Requires
  attunement. When worn, you can use
  a bonus action to strike fear into those
  close to you by activating a fear aura that
  lasts for one minute. Any hostile creature
  to you that starts its turn within 20 feet of
  you must make a DC 21 Wisdom saving
  throw. On a failed save, the creature is
  frightened until the start of its next turn.
  On a success, the creature is immune to
  the fear aura for the next 24 hours.
  •
  1 Pit Fiend Tail. Can be crafted into a
  maul (150 gp, 9 days). On a hit, you deal
  an additional 1d6 bludgeoning damage
  with this weapon.
  •
  1d2 Pit Fiend Wings. One wing can be
  crafted into a cloak of the bat (DMG p.
  159) (2000 gp, 60 days) or into a cloak
  of protection (DMG p. 159) (200 gp,
  14 days).
  •
  2d6 Vials 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.
  •
  1d2 Devil Eyes. When consumed, you
  gain darkvision out to a range of 60 feet
  for one hour. Magical darkness does not
  impede this darkvision.
  •
  1d12 Spined Devil Spines. Can be used
  as darts that deal an additional 1d6 ﬁ re
  damage on a hit.
  •
  1d4 Vials of Devil Blood. This functions
  as a vial of acid. Can be used as an
  additional material component when
  
  25
  casting spells that deal acid damage.
  When used in this way, you deal an
  additional 1d6 acid damage when you
  cast the spell.
  •
  1 Allosaurus Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Ankylosaurus 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.
  •
  1 Plesiosaurus Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Pteranodon Hide. Can be crafted into
  leather armor (10 gp, 2 days). .
  •
  1d6 Rations.
  •
  1 Triceratops 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.
  •
  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.
  •
  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.
  •
  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 eﬀ ect 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
  eﬀ ect 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.
  Note: The dracolich is a template that is
  placed on top of an already existing creature.
  This means that the loot gotten from the
  dracolich is in addition to any loot gotten
  from the creature the template was placed
  on. In the case for the dracolich, the hide
  and rations from the dragon it is based on
  cannot be harvested.
  •
  3d12 Dracolich Bones. Can be used as
  an additional material component when
  casting spells that deal necrotic damage.
  When used in this way, you deal an
  additional 1d6 necrotic damage when
  you cast the spell.
  
  26
  Note: The shadow dragon is a template
  that is placed on top of an already existing
  creature. This means that the loot gotten
  from the shadow dragon is in addition to any
  loot gotten from the creature the template
  was placed on.
  •
  2d4 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 aﬀ ected by the darkness
  spell. When consumed, you have
  advantage on Dexterity (Stealth) checks
  made while in dim light or darkness.
  •
  1 Ancient Black Dragon Acid Gland. As
  an action, you can throw this gland up
  to 30 feet away where it will explode
  in a burst of acid. Each creature within
  10 feet of where the gland landed must
  succeed on a DC 22 Dexterity saving
  throw, taking 15d8 acid damage on a
  failed save, or half as much damage
  on a successful one. The gland is
  fragile and will burst 3d6 hours after
  being harvested, regardless of if it was
  thrown or not.
  •
  2d6 Black Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 acid damage
  with this weapon.
  •
  1d2 Black Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 acid
  damage with this weapon.
  •
  1 Black Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to acid damage. Three sets of
  armor can be crafted from this hide.
  •
  1d2 Black Dragon Lung Tissue. When
  consumed, you become amphibious
  for 8 hours.
  •
  2d12 Black Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to acid damage.
  •
  2d12 Black Dragon 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 acid damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Black Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement.
  When worn, you have resistance to
  acid damage.
  •
  10d6 Rations.
  •
  1 Adult Black Dragon Acid Gland. As an
  action, you can throw this gland up to 30
  feet away where it will explode in a burst
  of acid. Each creature within 10 feet of
  where the gland landed must succeed on
  a DC 18 Dexterity saving throw, taking
  12d8 acid damage on a failed save, or
  half as much damage on a successful
  one. The gland is fragile and will
  burst 3d6 hours after being harvested,
  regardless of if it was thrown or not.
  •
  1d6 Black Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 acid damage
  with this weapon.
  •
  1d2 Black Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 acid
  damage with this weapon.
  •
  1 Black Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to acid damage. Two sets of
  armor can be crafted from this hide.
  •
  1d2 Black Dragon Lung Tissue. When
  consumed, you become amphibious
  for 8 hours.
  
  27
  •
  2d8 Black Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to acid damage.
  •
  2d8 Black Dragon 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 acid damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Black Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement.
  When worn, you have resistance to
  acid damage.
  •
  4d6 Rations.
  •
  1d2 Black Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 acid damage
  with this weapon.
  •
  1d2 Black Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 acid
  damage with this weapon.
  •
  1 Black Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to acid damage.
  •
  2d4 Black Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to acid damage.
  •
  2d4 Black Dragon 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 acid damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Young Black Dragon Wings. One
  wing can be crafted into a resistant cloak
  (200 gp, 14 days). Requires attunement.
  When worn, you can use your reaction to
  give yourself resistance to acid damage.
  •
  2d6 Rations.
  •
  1d2 Black Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 acid damage
  with this weapon.
  •
  1 Black Dragon Fang. Can be crafted into
  a shortsword (150 gp, 9 days). On a hit,
  you deal an additional 1d6 acid damage
  with this weapon.
  •
  1 Black Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to acid damage.
  •
  1d4 Black Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to acid damage.
  •
  1d4 Black Dragon 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 acid damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d6 Rations.
  •
  1 Ancient Blue Dragon Lightning
  Sparker. As an action, you slam this
  sparker into the ground. Each creature
  in a 20 foot line that is 5 feet wide must
  make a DC 23 Dexterity saving throw,
  taking 16d10 lightning damage on a
  failed save, or half as much damage
  on a successful one. The sparker is
  unstable and will burst 3d6 hours after
  being harvested, regardless of if it was
  slammed or not.
  •
  2d6 Blue Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 lightning
  damage with this weapon.
  
  28
  •
  1d2 Blue Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On a
  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). While wearing this armor, you
  have resistance to lightning damage.
  Three sets of armor can be crafted from
  this hide.
  •
  2d12 Blue Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to lightning damage.
  •
  2d12 Blue Dragon 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 lightning damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d2 Blue Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement.
  When worn, you have resistance to
  lightning damage.
  •
  10d6 Rations.
  •
  1d2+2 Sapphires.
  •
  1 Adult Blue Dragon Lightning Sparker.
  As an action, you slam this sparker into
  the ground. Each creature in a 20 foot
  line that is 5 feet wide must make a DC
  19 Dexterity saving throw, taking 12d10
  lightning damage on a failed save, or
  half as much damage on a successful
  one. The sparker is unstable and will
  burst 3d6 hours after being harvested,
  regardless of if it was slammed or not.
  •
  1d6 Blue Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 lightning
  damage with this weapon.
  •
  1d2 Blue Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On a
  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).
  While wearing this armor, you have
  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
  mail armor (2000 gp, 60 days). While
  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
  crossbow bolt. Ranged attacks that use
  ammunition made from these teeth deal
  an additional 1d6 lightning damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d2 Blue Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement.
  When worn, you have resistance to
  lightning damage.
  •
  4d6 Rations.
  •
  1d2 Sapphires.
  •
  1d2 Blue Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 lightning
  damage with this weapon.
  •
  1d2 Blue Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On a
  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).
  While wearing this armor, you have
  resistance to lightning damage.
  •
  2d4 Blue Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to lightning damage.
  •
  2d4 Blue Dragon Teeth. One tooth can
  
  29
  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 lightning damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d2 Young Blue Dragon Wings. One
  wing can be crafted into a resistant
  cloak (200 gp, 14 days). Requires
  attunement. When worn, you can use
  your reaction to give yourself resistance
  to lightning damage.
  •
  2d6 Rations.
  •
  1d2 Blue Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 lightning
  damage with this weapon.
  •
  1 Blue Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On a
  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).
  While wearing this armor, you have
  resistance to lightning damage.
  •
  1d4 Blue Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to lightning damage.
  •
  1d4 Blue Dragon 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 lightning damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d6 Rations.
  •
  1 Ancient Green Dragon Poison Gland.
  As an action, you can throw this gland up
  to 30 feet away where it will explode in
  a cloud of poison. Each creature within
  10 feet of where the gland landed must
  succeed on a DC 22 Constitution saving
  throw, taking 22d6 poison damage on
  a failed save, or half as much damage
  on a successful one. The gland is
  fragile and will burst 3d6 hours after
  being harvested, regardless of if it was
  thrown or not.
  •
  2d6 Green Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a
  hit, you deal an additional 1d6 poison
  damage with this weapon.
  •
  1d2 Green Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a 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
  days). While wearing this armor, you
  have resistance to poison damage.
  Three sets of armor can be crafted from
  this hide.
  •
  1d2 Green Dragon Lung Tissue. When
  consumed, you become amphibious
  for 8 hours.
  •
  2d12 Green Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to poison damage.
  •
  2d12 Green Dragon 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 poison damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d2 Green Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement.
  When worn, you have resistance to
  poison damage.
  •
  10d6 Rations.
  •
  1 Adult Green Dragon Poison Gland. As
  an action, you can throw this gland up
  to 30 feet away where it will explode in
  a cloud of poison. Each creature within
  
  30
  10 feet of where the gland landed must
  succeed on a DC 18 Constitution saving
  throw, taking 16d6 poison damage on
  a failed save, or half as much damage
  on a successful one. The gland is
  fragile and will burst 3d6 hours after
  being harvested, regardless of if it was
  thrown or not.
  •
  1d6 Green Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a
  hit, you deal an additional 1d6 poison
  damage with this weapon.
  •
  1d2 Green Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a 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
  days). While wearing this armor, you
  have resistance to poison damage.
  Two sets of armor can be crafted from
  this hide.
  •
  1d2 Green Dragon Lung Tissue. When
  consumed, you become amphibious
  for 8 hours.
  •
  2d8 Green Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to poison damage.
  •
  2d8 Green Dragon 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 poison damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d2 Green Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement.
  When worn, you have resistance to
  poison damage.
  •
  4d6 Rations.
  •
  1d2 Green Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a
  hit, you deal an additional 1d6 poison
  damage with this weapon.
  •
  1d2 Green Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a 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
  days). While wearing this armor, you
  have resistance to poison damage.
  •
  2d4 Green Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to poison damage.
  •
  2d4 Green Dragon 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 poison damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d2 Young Green Dragon Wings. One
  wing can be crafted into a resistant
  cloak (200 gp, 14 days). Requires
  attunement. When worn, you can use
  your reaction to give yourself resistance
  to poison damage.
  •
  2d6 Rations.
  •
  1d2 Green Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a
  hit, you deal an additional 1d6 poison
  damage with this weapon.
  •
  1 Green Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a 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
  days). While wearing this armor, you
  have resistance to poison damage.
  
  31
  •
  1d4 Green Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to poison damage.
  •
  1d4 Green Dragon 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 poison damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d6 Rations.
  •
  1 Ancient Red Dragon Fire Gland. As an
  action, you can throw this gland up to
  30 feet away where it will burst in a ﬁ ery
  explosion. Each creature within 10 feet
  of where the gland landed must succeed
  on a DC 24 Dexterity saving throw,
  taking 26d6 ﬁ re damage on a failed save,
  or half as much damage on a successful
  one. The gland is fragile and will
  burst 3d6 hours after being harvested,
  regardless of if it was thrown or not.
  •
  2d6 Red Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1d2 Red Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 ﬁ re
  damage with this weapon.
  •
  1 Red Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to ﬁ re damage. Three sets of
  armor can be crafted from this hide.
  •
  2d12 Red Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  2d12 Red Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Red Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement. When
  worn, you have resistance to ﬁ re damage.
  •
  10d6 Rations.
  •
  1d2+2 Rubies.
  •
  1 Adult Red Dragon Fire Gland. As an
  action, you can throw this gland up to
  30 feet away where it will burst in a ﬁ ery
  explosion. Each creature within 10 feet
  of where the gland landed must succeed
  on a DC 21 Dexterity saving throw,
  taking 18d6 ﬁ re damage on a failed save,
  or half as much damage on a successful
  one. The gland is fragile and will
  burst 3d6 hours after being 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,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1d2 Red Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 ﬁ re
  damage with this weapon.
  •
  1 Red Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to ﬁ re 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 armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  2d8 Red Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  
  32
  •
  1d2 Red Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement. When
  worn, you have resistance to ﬁ re damage.
  •
  4d6 Rations.
  •
  1d2 Rubies.
  •
  1d2 Red Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1d2 Red Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 ﬁ re
  damage with this weapon.
  •
  1 Red Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to ﬁ re damage.
  •
  2d4 Red Dragon Scales. If you have 20
  scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  2d4 Red Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Young Red Dragon Wings. One wing
  can be crafted into a resistant cloak (200
  gp, 14 days). Requires attunement. When
  worn, you can use your reaction to give
  yourself resistance to ﬁ re damage.
  •
  2d6 Rations.
  •
  1d2 Red Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1 Red Dragon Fang. Can be crafted into
  a shortsword (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1 Red Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to ﬁ re damage.
  •
  1d4 Red Dragon Scales. If you have 20
  scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  1d4 Red Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d6 Rations.
  •
  1 Ancient White Dragon Frost Gland.
  As an action, you can throw this gland
  up to 30 feet away where it will burst in
  a frosty explosion. Each creature within
  10 feet of where the gland landed must
  succeed on a DC 22 Constitution saving
  throw, taking 16d8 cold damage on a
  failed save, or half as much damage
  on a successful one. The gland is
  fragile and will burst 3d6 hours after
  being harvested, regardless of if it was
  thrown or not.
  •
  2d6 White Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 cold damage
  with this weapon.
  •
  1d2 White Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, 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
  days). While wearing this armor, you
  have resistance to cold damage. Three
  sets of armor can be crafted from
  this hide.
  
  33
  •
  2d12 White Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to cold damage.
  •
  2d4+2 White Dragon Soles. Two soles
  can be crafted into a set of ice walker’s
  boots (100 gp, 7 days). While wearing
  these shoes, you can move and climb
  icy surfaces without needing to make
  an ability check. Additionally, diﬃ  cult
  terrain composed of ice or snow doesn’t
  cost you extra movement.
  •
  2d12 White Dragon 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 cold damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 White Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement.
  When worn, you have resistance to
  cold damage.
  •
  10d6 Rations.
  •
  1 Adult White Dragon Frost Gland. As
  an action, you can throw this gland up
  to 30 feet away where it will burst in a
  frosty explosion. Each creature within
  10 feet of where the gland landed must
  succeed on a DC 19 Constitution saving
  throw, taking 12d8 cold damage on a
  failed save, or half as much damage
  on a successful one. The gland is
  fragile and will burst 3d6 hours after
  being harvested, regardless of if it was
  thrown or not.
  •
  1d6 White Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 cold damage
  with this weapon.
  •
  1d2 White Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, 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
  days). While wearing this armor, you
  have resistance to cold damage. Two sets
  of armor can be crafted from this hide.
  •
  2d8 White Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to cold damage.
  •
  1d4+1 White Dragon Soles. Two soles
  can be crafted into a set of ice walker’s
  boots (100 gp, 7 days). While wearing
  these shoes, you can move and climb
  icy surfaces without needing to make
  an ability check. Additionally, diﬃ  cult
  terrain composed of ice or snow doesn’t
  cost you extra movement.
  •
  2d8 White Dragon 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 cold damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 White Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement.
  When worn, you have resistance to
  cold damage.
  •
  4d6 Rations.
  •
  1d2 White Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 cold damage
  with this weapon.
  •
  1d2 White Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, 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
  days).While wearing this armor, you have
  resistance to cold damage.
  •
  2d4 White Dragon Scales. If you have
  20 scales, you can craft them into scale
  
  34
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to cold damage.
  •
  2d4 White Dragon 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 cold damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Young White Dragon Wings. One
  wing can be crafted into a resistant cloak
  (200 gp, 14 days). Requires attunement.
  When worn, you can use your reaction to
  give yourself resistance to cold damage.
  •
  2d6 Rations.
  •
  1d2 White Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 cold damage
  with this weapon.
  •
  1 White Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, 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
  days). While wearing this armor, you
  have resistance to cold damage.
  •
  1d4 White Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to cold damage.
  •
  1d4 White Dragon 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 cold damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d6 Rations.
  •
  1 Ancient Brass Dragon Fire Gland. As
  an action, you can throw this gland up to
  30 feet away where it will burst in a ﬁ ery
  explosion. Each creature within 10 feet
  of where the gland landed must succeed
  on a DC 24 Dexterity saving throw,
  taking 26d6 ﬁ re damage on a failed save,
  or half as much damage on a successful
  one. The gland is fragile and will
  burst 3d6 hours after being harvested,
  regardless of if it was thrown or not.
  •
  2d6 Brass Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1d2 Brass Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 ﬁ re
  damage with this weapon.
  •
  1 Brass Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days).While wearing this armor, you have
  resistance to ﬁ re damage. Three sets of
  armor can be crafted from this hide.
  •
  2d12 Brass Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  2d12 Brass Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Brass Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement. When
  worn, you have resistance to ﬁ re damage.
  •
  10d6 Rations.
  
  35
  •
  1d4 Vials of Sleep Gas. As an action,
  you can throw this vial up to 30 feet
  away where it will shatter. Each creature
  within 20 feet of where the vial landed
  must succeed on a DC 21 Constitution
  saving throw or fall unconscious for 10
  minutes. This eﬀ ect ends for a creature
  if the creature takes damage or someone
  uses an action to wake it.
  •
  1 Adult Brass Dragon Fire Gland. As an
  action, you can throw this gland up to
  30 feet away where it will burst in a ﬁ ery
  explosion. Each creature within 10 feet
  of where the gland landed must succeed
  on a DC 21 Dexterity saving throw,
  taking 18d6 ﬁ re damage on a failed save,
  or half as much damage on a successful
  one. The gland is fragile and will
  burst 3d6 hours after being harvested,
  regardless of if it was thrown or not.
  •
  1d6 Brass Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1d2 Brass Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 ﬁ re
  damage with this weapon.
  •
  1 Brass Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days).While wearing this armor, you have
  resistance to ﬁ re damage. Two sets of
  armor can be crafted from this hide.
  •
  2d8 Brass Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  2d8 Brass Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Brass Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement. When
  worn, you have resistance to ﬁ re damage.
  •
  4d6 Rations.
  •
  1d2 Vials of Sleep Gas. As an action,
  you can throw this vial up to 30 feet
  away where it will shatter. Each creature
  within 20 feet of where the vial landed
  must succeed on a DC 18 Constitution
  saving throw or fall unconscious for 10
  minutes. This eﬀ ect ends for a creature
  if the creature takes damage or someone
  uses an action to wake it.
  •
  1d2 Brass Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1d2 Brass Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 ﬁ re
  damage with this weapon.
  •
  1 Brass Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days).While wearing this armor, you have
  resistance to ﬁ re damage.
  •
  2d4 Brass Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  2d4 Brass Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Young Brass Dragon Wings. One
  wing can be crafted into a resistant cloak
  (200 gp, 14 days). Requires attunement.
  When worn, you can use your reaction to
  give yourself resistance to ﬁ re damage.
  •
  2d6 Rations.
  
  36
  •
  1d2 Brass Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1 Brass Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 ﬁ re
  damage with this weapon.
  •
  1 Brass Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days).While wearing this armor, you have
  resistance to ﬁ re damage.
  •
  1d4 Brass Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  1d6 Rations.
  •
  1d4 Young Brass Dragon 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 ﬁ re damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1 Ancient Bronze Dragon Lightning
  Sparker. As an action, you slam this
  sparker into the ground. Each creature
  in a 20 foot line that is 5 feet wide must
  make a DC 23 Dexterity saving throw,
  taking 16d10 lightning damage on a
  failed save, or half as much damage
  on a successful one. The sparker is
  unstable and will burst 3d6 hours after
  being harvested, regardless of if it was
  slammed or not.
  •
  1 Ancient Bronze Dragon Repulsion
  Organ. Once per day, you can use an
  action to activate this organ to send
  out repulsion in a 15 foot cone. Each
  creature in that area must succeed on
  a DC 19 Strength saving throw or be
  pushed 30 feet away from you.
  •
  2d6 Bronze Dragon Claws. Can be
  crafted into a dagger (150 gp, 9 days).
  On a hit, you deal an additional 1d6
  lightning damage with this weapon.
  •
  1d2 Bronze Dragon Fangs. Can be
  crafted into a shortsword (150 gp, 9
  days). On a hit, you deal an additional
  1d6 lightning damage with this weapon.
  •
  1 Bronze Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days). While wearing this armor, you
  have resistance to lightning damage.
  Three sets of armor can be crafted from
  this hide.
  •
  2d12 Bronze Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to lightning damage.
  •
  2d12 Bronze Dragon 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 lightning damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d2 Bronze Dragon Wings. One wing
  can be crafted into a resistant cloak
  (1000 gp, 30 days). Requires attunement.
  When worn, you have resistance to
  lightning damage.
  •
  10d6 Rations.
  •
  1 Adult Bronze Dragon Lightning
  Sparker. As an action, you slam this
  sparker into the ground. Each creature
  in a 20 foot line that is 5 feet wide must
  make a DC 19 Dexterity saving throw,
  taking 12d10 lightning damage on a
  failed save, or half as much damage
  on a successful one. The sparker is
  unstable and will burst 3d6 hours after
  being harvested, regardless of if it was
  slammed or not.
  •
  1 Adult Bronze Dragon Repulsion Organ.
  Once per day, you can use an action to
  activate this organ to send out repulsion
  in a 10 foot cone. Each creature in that
  
  37
  area must succeed on a DC 19 Strength
  saving throw or be pushed 30 feet away
  from you.
  •
  1d6 Bronze Dragon Claws. Can be
  crafted into a dagger (150 gp, 9 days).
  On a hit, you deal an additional 1d6
  lightning damage with this weapon.
  •
  1d2 Bronze Dragon Fangs. Can be
  crafted into a shortsword (150 gp, 9
  days). On a hit, you deal an additional
  1d6 lightning damage with this weapon.
  •
  1 Bronze Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days).While wearing this armor, you have
  resistance to lightning damage. Two sets
  of armor can be crafted from this hide.
  •
  2d8 Bronze Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to lightning damage.
  •
  2d8 Bronze Dragon 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 lightning damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d2 Bronze Dragon Wings. One wing
  can be crafted into a resistant cloak
  (1000 gp, 30 days). Requires attunement.
  When worn, you have resistance to
  lightning damage.
  •
  4d6 Rations.
  •
  1d2 Bronze Dragon Claws. Can be
  crafted into a dagger (150 gp, 9 days).
  On a hit, you deal an additional 1d6
  lightning damage with this weapon.
  •
  1d2 Bronze Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On a
  hit, you deal an additional 1d6 lightning
  damage with this weapon.
  •
  1 Bronze Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days). While wearing this armor, you
  have resistance to lightning damage.
  •
  2d4 Bronze Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to lightning damage.
  •
  2d4 Bronze Dragon 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 lightning damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  2d6 Rations.
  •
  1d2 Young Bronze Dragon Wings. One
  wing can be crafted into a resistant
  cloak (200 gp, 14 days). Requires
  attunement. When worn, you can use
  your reaction to give yourself resistance
  to lightning damage.
  •
  1d2 Bronze Dragon Claws. Can be
  crafted into a dagger (150 gp, 9 days).
  On a hit, you deal an additional 1d6
  lightning damage with this weapon.
  •
  1 Bronze Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On a
  hit, you deal an additional 1d6 lightning
  damage with this weapon.
  •
  1 Bronze Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days). While wearing this armor, you
  have resistance to lightning damage.
  •
  1d4 Bronze Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to lightning damage.
  •
  1d4 Bronze Dragon 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 lightning damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d6 Rations.
  
  38
  •
  1 Ancient Copper Dragon Acid Gland.
  As an action, you can throw this gland
  up to 30 feet away where it will explode
  in a burst of acid. Each creature within
  10 feet of where the gland landed must
  succeed on a DC 22 Dexterity saving
  throw, taking 15d8 acid damage on a
  failed save, or half as much damage
  on a successful one. The gland is
  fragile and will burst 3d6 hours after
  being harvested, regardless of if it was
  thrown or not.
  •
  2d6 Copper Dragon Claws. Can be
  crafted into a dagger (150 gp, 9 days).
  On a hit, you deal an additional 1d6 acid
  damage with this weapon.
  •
  1d2 Copper Dragon Fangs. Can be
  crafted into a shortsword (150 gp, 9
  days). On a hit, you deal an additional
  1d6 acid damage with this weapon.
  •
  1 Copper Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days).While wearing this armor, you have
  resistance to acid damage. Three sets of
  armor can be crafted from this hide.
  •
  2d12 Copper Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to acid damage.
  •
  2d12 Copper Dragon 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 acid damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Copper Dragon Wings. One wing
  can be crafted into a resistant cloak
  (1000 gp, 30 days). Requires attunement.
  When worn, you have resistance to
  acid damage.
  •
  10d6 Rations.
  •
  1d2+1 Vials of Slowing Gas. As an
  action, you can throw this vial up to 30
  feet away where it will shatter. Each
  creature within 20 feet of where the
  vial landed must succeed on a DC 22
  Constitution saving throw. On a failed
  save, the creature can’t use reactions, its
  speed is halved, and it can’t make more
  than one attack on its turn. In addition,
  the creature can use either an action or
  a bonus action on its turn, but not both.
  These eﬀ ects last for one minute. The
  creature can repeat the saving throw at
  the end of each of its turns, ending the
  eﬀ ect on itself with a successful save.
  •
  1 Adult Copper Dragon Acid Gland. As
  an action, you can throw this gland up
  to 30 feet away where it will explode
  in a burst of acid. Each creature within
  10 feet of where the gland landed must
  succeed on a DC 18 Dexterity saving
  throw, taking 12d8 acid damage on a
  failed save, or half as much damage
  on a successful one. The gland is
  fragile and will burst 3d6 hours after
  being harvested, regardless of if it was
  thrown or not.
  •
  1d6 Copper Dragon Claws. Can be
  crafted into a dagger (150 gp, 9 days).
  On a hit, you deal an additional 1d6 acid
  damage with this weapon.
  •
  1d2 Copper Dragon Fangs. Can be
  crafted into a shortsword (150 gp, 9
  days). On a hit, you deal an additional
  1d6 acid damage with this weapon.
  •
  1 Copper Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days).While wearing this armor, you have
  resistance to acid damage. Two sets of
  armor can be crafted from this hide.
  •
  2d8 Copper Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to acid damage.
  •
  2d8 Copper Dragon 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
  
  39
  an additional 1d6 acid damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Copper Dragon Wings. One wing
  can be crafted into a resistant cloak
  (1000 gp, 30 days). Requires attunement.
  When worn, you have resistance to
  acid damage.
  •
  4d6 Rations.
  •
  1 Vial of Slowing Gas. As an action, you
  can throw this vial up to 30 feet away
  where it will shatter. Each creature
  within 20 feet of where the vial landed
  must succeed on a DC 18 Constitution
  saving throw. On a failed save, the
  creature can’t use reactions, its speed
  is halved, and it can’t make more than
  one attack on its turn. In addition, the
  creature can use either an action or a
  bonus action on its turn, but not both.
  These eﬀ ects last for one minute. The
  creature can repeat the saving throw at
  the end of each of its turns, ending the
  eﬀ ect on itself with a successful save.
  •
  1d2 Copper Dragon Claws. Can be
  crafted into a dagger (150 gp, 9 days).
  On a hit, you deal an additional 1d6 acid
  damage with this weapon.
  •
  1d2 Copper Dragon Fangs. Can be
  crafted into a shortsword (150 gp, 9
  days). On a hit, you deal an additional
  1d6 acid damage with this weapon.
  •
  1 Copper Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days).While wearing this armor, you have
  resistance to acid damage.
  •
  2d4 Copper Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to acid damage.
  •
  2d4 Copper Dragon 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 acid damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  2d6 Rations.
  •
  1d2 Young Copper Dragon Wings. One
  wing can be crafted into a resistant cloak
  (200 gp, 14 days). Requires attunement.
  When worn, you can use your reaction to
  give yourself resistance to acid damage.
  •
  1d2 Copper Dragon Claws. Can be
  crafted into a dagger (150 gp, 9 days).
  On a hit, you deal an additional 1d6 acid
  damage with this weapon.
  •
  1 Copper Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 acid
  damage with this weapon.
  •
  1 Copper Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days).While wearing this armor, you have
  resistance to acid damage.
  •
  1d4 Copper Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to acid damage.
  •
  1d4 Copper Dragon 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 acid damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d6 Rations.
  •
  1 Ancient Gold Dragon Fire Gland. As
  an action, you can throw this gland up to
  30 feet away where it will burst in a ﬁ ery
  explosion. Each creature within 10 feet
  of where the gland landed must succeed
  on a DC 24 Dexterity saving throw,
  taking 26d6 ﬁ re damage on a failed save,
  or half as much damage on a successful
  one. The gland is fragile and will
  burst 3d6 hours after being harvested,
  regardless of if it was thrown or not.
  
  40
  •
  2d6 Gold Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1d2 Gold Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 ﬁ re
  damage with this weapon.
  •
  1 Gold Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to ﬁ re damage. Two sets of
  armor can be crafted from this hide.
  •
  1d2 Gold Dragon Lung Tissue. When
  consumed, you become amphibious
  for 8 hours.
  •
  2d12 Gold Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  2d12 Gold Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Gold Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement. When
  worn, you have resistance to ﬁ re damage.
  •
  10d6 Rations.
  •
  1d4 Vials of Weakening Gas. As an
  action, you can throw this vial up to 30
  feet away where it will shatter. Each
  creature within 20 feet of where the
  vial landed must succeed on a DC
  22 Constitution saving throw or have
  disadvantage on Strength-based attack
  rolls, Strength checks, and Strength
  saving throws for one minute. A creature
  can repeat the saving throw at the end
  of each of its turns, ending the eﬀ ect on
  itself on a success.
  •
  1 Adult Gold Dragon Fire Gland. As an
  action, you can throw this gland up to
  30 feet away where it will burst in a ﬁ ery
  explosion. Each creature within 10 feet
  of where the gland landed must succeed
  on a DC 21 Dexterity saving throw,
  taking 18d6 ﬁ re damage on a failed save,
  or half as much damage on a successful
  one. The gland is fragile and will
  burst 3d6 hours after being harvested,
  regardless of if it was thrown or not.
  •
  1d6 Gold Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1d2 Gold Dragon Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 ﬁ re
  damage with this weapon.
  •
  1 Gold Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to ﬁ re damage. Two sets of
  armor can be crafted from this hide.
  •
  1d2 Gold Dragon Lung Tissue. When
  consumed, you become amphibious
  for 8 hours.
  •
  2d8 Gold Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  2d8 Gold Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Gold Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement. When
  worn, you have resistance to ﬁ re damage.
  •
  4d6 Rations.
  
  41
  •
  1d2 Vials of Weakening Gas. As an
  action, you can throw this vial up to 30
  feet away where it will shatter. Each
  creature within 20 feet of where the
  vial landed must succeed on a DC
  18 Constitution saving throw or have
  disadvantage on Strength-based attack
  rolls, Strength checks, and Strength
  saving throws for one minute. A creature
  can repeat the saving throw at the end
  of each of its turns, ending the eﬀ ect on
  itself on a success.
  •
  1d2 Gold Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1d2 Gold Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 ﬁ re
  damage with this weapon.
  •
  1 Gold Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to ﬁ re damage.
  •
  2d4 Gold Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  2d4 Gold Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  2d6 Rations.
  •
  1d2 Young Gold Dragon Wings. One
  wing can be crafted into a resistant cloak
  (200 gp, 14 days). Requires attunement.
  When worn, you can use your reaction to
  give yourself resistance to ﬁ re damage.
  •
  1d2 Gold Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1 Gold Dragon Fang. Can be crafted into
  a shortsword (150 gp, 9 days). On a hit,
  you deal an additional 1d6 ﬁ re damage
  with this weapon.
  •
  1 Gold Dragon Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to ﬁ re damage.
  •
  1d4 Gold Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to ﬁ re damage.
  •
  1d4 Gold Dragon 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d6 Rations.
  •
  1 Ancient Silver Dragon Frost Gland.
  As an action, you can throw this gland
  up to 30 feet away where it will burst in
  a frosty explosion. Each creature within
  10 feet of where the gland landed must
  succeed on a DC 22 Constitution saving
  throw, taking 16d8 cold damage on a
  failed save, or half as much damage
  on a successful one. The gland is
  fragile and will burst 3d6 hours after
  being harvested, regardless of if it was
  thrown or not.
  •
  2d6 Silver Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  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
  
  42
  a hit, you deal an additional 1d6 cold
  damage with this weapon.
  •
  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. Three sets of
  armor can be crafted from this hide.
  •
  2d12 Silver Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to cold damage.
  •
  2d12 Silver Dragon 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 cold damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Silver Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement.
  When worn, you have resistance to
  cold damage.
  •
  10d6 Rations.
  •
  1d4 Vials of Paralyzing Gas. As an
  action, you can throw this vial up to 30
  feet away where it will shatter. Each
  creature within 20 feet of where the
  vial landed must succeed on a DC
  22 Constitution saving throw or be
  paralyzed for one minute. A creature
  can repeat the saving throw at the end
  of each of its turns, ending the eﬀ ect on
  itself on a success.
  •
  1 Adult Silver Dragon Frost Gland. As
  an action, you can throw this gland up
  to 30 feet away where it will burst in a
  frosty explosion. Each creature within
  10 feet of where the gland landed must
  succeed on a DC 19 Constitution saving
  throw, taking 12d8 cold damage on a
  failed save, or half as much damage
  on a successful one. The gland is
  fragile and will burst 3d6 hours after
  being harvested, regardless of if it was
  thrown or not.
  •
  1d6 Silver Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  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
  a hit, you deal an additional 1d6 cold
  damage with this weapon.
  •
  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. Two sets of
  armor can be crafted from this hide.
  •
  2d8 Silver Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to cold damage.
  •
  2d8 Silver Dragon 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 cold damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d2 Silver Dragon Wings. One wing can
  be crafted into a resistant cloak (1000
  gp, 30 days). Requires attunement.
  When worn, you have resistance to
  cold damage.
  •
  4d6 Rations.
  •
  1d2 Vials of Paralyzing Gas. As an
  action, you can throw this vial up to 30
  feet away where it will shatter. Each
  creature within 20 feet of where the
  vial landed must succeed on a DC
  18 Constitution saving throw or be
  paralyzed for one minute. A creature
  can repeat the saving throw at the end
  of each of its turns, ending the eﬀ ect on
  itself on a success.
  
  43
  •
  1d2 Silver Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 cold damage
  with this weapon.
  •
  1d2 Silver Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 cold
  damage with this weapon.
  •
  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.
  •
  2d4 Silver Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to cold damage.
  •
  2d4 Silver Dragon 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 cold damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  2d6 Rations.
  •
  1d2 Young Silver Dragon Wings. One
  wing can be crafted into a resistant cloak
  (200 gp, 14 days). Requires attunement.
  When worn, you can use your reaction to
  give yourself resistance to cold damage.
  •
  1d2 Silver Dragon Claws. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  you deal an additional 1d6 cold damage
  with this weapon.
  •
  1 Silver Dragon Fang. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 cold
  damage with this weapon.
  •
  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.
  •
  1d4 Silver Dragon Scales. If you have
  20 scales, you can craft them into scale
  mail armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to cold damage.
  •
  1d4 Silver Dragon 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 cold damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d6 Rations.
  •
  1d2 Dragon Turtle Eyes. When
  consumed, you gain darkvision out to a
  range of 120 feet for one hour.
  •
  2d10 Dragon Turtle Teeth. Can be sold
  for 5 gold pieces per tooth.
  •
  1d2 Large Dragon Turtle Shell Plates.
  Can be crafted into a shield (400 gp, 17
  days). Using this shield, you can use your
  reaction to give yourself resistance to ﬁ re
  damage. If you use two shell plates, they
  can be crafted into plate armor (2000
  gp, 60 days). Wearing this plate armor
  grants you resistance to ﬁ re damage.
  •
  1d4 Medium Dragon Turtle Shell Plates.
  One shell plate can be crafted into an
  enhanced shield (200 gp, 14 days) which
  gives you a +1 bonus to armor class.
  Two shell plates can be crafted into a
  thicker enhanced shield (2000 gp, 60
  days) which gives you a +2 bonus to
  armor class.
  •
  10d6 Rations.
  •
  3d12 Small Dragon Turtle Shell Plates.
  If you have 20 shell plates, you can craft
  them into scale mail armor (2000 gp,
  60 days). Requires attunement. While
  wearing this armor, you have resistance
  to ﬁ re damage.
  
  44
  •
  3d6 Arrows.
  •
  1 Broken Longbow.
  •
  1 Broken Longsword.
  •
  1 Drider Chest Plate. Requires
  attunement. While wearing this chest
  plate, you have advantage on saving
  throws against being charmed, and
  magic can’t put you to sleep. You can also
  cast the spell spider climb once per day.
  •
  1d6 Drider Legs. Can be crafted into
  a shortsword (20 gp, 3 days) or into
  a dagger (10 gp, 2 days). You have
  advantage on climbing checks if you use
  this weapon to help you climb.
  •
  2d6 Rations.
  •
  1d2 Vials of Basic Poison.
  •
  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.
  •
  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.
  
  45
  •
  1d4 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.
  •
  1d4+1 Vials of Air Essence. When
  consumed, for one minute your jumping
  and leaping distance is doubled and your
  speed is increased by 10 feet.
  •
  1d4+1 Chunks of Earth Essence. As an
  action, this essence can be rubbed on
  a weapon where it solidiﬁ es. For one
  minute, the weapon is magical, attacks
  with the weapon deal an additional 1d6
  bludgeoning damage, and the weapon
  deals double damage to objects and
  structures.
  •
  1d4 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.
  •
  1d4 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.
  •
  1d4+1 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 ﬁ re. For one minute, when
  the weapon hits a target it deals an
  additional 1d6 ﬁ re damage. The essence
  then evaporates.
  •
  1d4 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.
  •
  1d4+1 Vials of Water Essence. When
  consumed, the pure water cleanses the
  body. If you are suﬀ ering from either
  the blinded, deafened, paralyzed, or the
  poisoned condition, you can choose one
  of these conditions and end its eﬀ ects on
  you. Alternatively, the essence can also
  remove one disease that is aﬄ  icting you.
  E
  : D
  D
  •
  1 Broken Chain Shirt (size Medium).
  •
  1 Broken Hand Crossbow.
  •
  1 Broken Shortsword.
  •
  1 Broken Hand Crossbow.
  •
  1 Broken Shield.
  •
  1 Broken Shortsword.
  •
  1 Broken Studded Leather Armor
  (size Medium).
  •
  2d6 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
  _____________________________
  SECTION E
  _____________________________
  
  46
  this way. The target wakes up if it takes
  damage or if another creature uses an
  action to shake it awake.
  •
  1 Vial of Basic Poison.
  •
  1 Broken Quarterstaﬀ .
  •
  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.
  •
  1 Spellbook. It has in it the following
  spells: lightning bolt, greater invisibility,
  mage armor, web
  •
  1 Spell Scroll. There is a 80% chance
  that the scroll is a spell scroll of summon
  lesser demon and a 20% chance that it is
  a spell scroll of summon greater demon.
  •
  1 Broken Scale Mail Armor
  (size Medium).
  •
  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.
  •
  1 Spell Scroll. There is a 80% chance
  that the scroll is a spell scroll of summon
  lesser demon and a 20% chance that it is
  a spell scroll of summon greater demon.
  •
  1 Divine Tongue. When consumed, you
  gain the beneﬁ ts of the tongues spell for
  eight hours.
  •
  1d2 Empyrean Eyes. When consumed,
  you gain truesight out to a range of 30
  feet for one hour.
  •
  1d2 Empyrean Hands. Requires
  attunement by a spellcaster. Can be used
  as an arcane focus. You may cast each
  of the spells greater restoration, pass
  without trace, and water breathing 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 Sash of the Chosen. Requires
  attunement. While you are wearing this
  sash around your waist and no other
  armor you have a +1 bonus to armor
  class, you have advantage on initiative
  checks, and your weapon attacks
  are magical.
  •
  1 Set of Empyrean Boots. Requires
  attunement. These magical boots change
  in size to ﬁ t the creature wearing them.
  Once per day, you can use an action to
  put your foot down hard on the ground,
  triggering an earth tremor. All other
  creatures on the ground within 30 feet of
  you must succeed on a DC 17 Strength
  saving throw or be knocked prone.
  •
  1 Set of Empyrean Bracers. Requires
  attunement. These magical bracers
  change in size to ﬁ t the creature wearing
  them. Once per day, you can use an
  action to slam the bracers together,
  sending out an echoing hum that bolsters
  your allies. All non-hostile creatures
  within 60 feet of you are bolstered by the
  sound until the end of your next turn.
  Bolstered creatures are immune to being
  charmed or frightened, and they have
  advantage on ability checks and saving
  throws until the end of your next turn.
  •
  2d4 Tufts of Empyrean Hair. Can be used
  as an additional material component
  when casting spells that deal acid, cold,
  ﬁ re, force, lightning, radiant, or thunder
  damage. When used in this way, you deal
  an additional 3d6 damage when you cast
  the spell.
  •
  1d3 Vials of Empyrean Blood. When
  consumed, this functions as a potion of
  stone giant strength.
  
  47
  •
  1d4 Ettercap Claws. Can be crafted into
  a dagger (2 gp, 1 day).
  •
  1d6 Rations.
  •
  1d3 Web Sac. As an action, you can
  target a creature within 30 feet of you
  and make a ranged attack at them. You
  treat the sac as an improvised weapon. If
  you hit the creature, they are restrained
  as the sac ruptures and covers them
  with webbing. On its turn, the restrained
  creature can use an action to attempt to
  make a DC 11 Strength check, freeing
  itself on a success. The eﬀ ect ends if the
  webbing is destroyed. The webbing has
  an AC of 10, 5 hit points, resistance to
  bludgeoning damage, and immunity to
  poison and psychic damage.
  •
  1 Broken Battleaxe.
  •
  1 Broken Morningstar.
  •
  1 Ettin Heart. When consumed,
  this functions as a potion of hill
  giant strength.
  •
  1d10 Giant’s Toes. Can be sold for 4 gold
  pieces per toe.
  •
  1 Ration.
  •
  1 Vial of Euphoriants. As an action, you
  can throw this vial at a creature up to 30
  feet away where it shatters in a cloud of
  sparkly gas. The targeted creature must
  make a DC 11 Wisdom saving throw. On
  a failed save, the target becomes unable
  to take reactions for one minute.
  •
  1d2 Flameskull Eyes. Can be used as
  an additional material component when
  casting spells that deal ﬁ re damage.
  When used in this way, you deal an
  additional 3d6 ﬁ re damage when you
  cast the spell.
  •
  1d10 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.
  •
  1 Flumph Tendril. Can be crafted
  into a whip (100 gp, 7 days). This
  weapon deals an additional 1d4 poison
  damage on a hit.
  •
  1 Broken Greatclub.
  •
  1d2 Fomorian Eyes. Requires
  attunement. Once per day, you can use
  an action to point at a creature within 30
  feet of you that you can see and force it
  to make a DC 14 Charisma saving throw.
  The creature takes 4d8 psychic damage
  on a failed save, or half as much damage
  on a successful one.
  •
  1 Tribal Amulet. There is a 10% chance
  that the amulet is an amulet of proof
  against detection and location (DMG, p.
  150) and a 90% chance that it is a non-
  magical tribal amulet.
  •
  1 Tribal Belt. There is a 10% chance that
  the belt is an belt of hill giant strength
  _____________________________
  SECTION F
  _____________________________
  
  48
  _____________________________
  SECTION G
  _____________________________
  and a 90% chance that it is a non-
  magical tribal belt.
  •
  2d4 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.
  •
  1 Ounce of Spore 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 12
  Constitution saving throw or take 3d6
  poison damage on a failed save.
  •
  1 Shrieker Stem. When consumed,
  you must make a DC 12 Constitution
  saving throw. On a failed save, you take
  2d6 poison damage. On a successful
  save, you take no damage and you gain
  blindsight out to a range of 15 feet for
  one hour.
  •
  1d6 Rations.
  •
  1 Violet Fungus Tendril. Can be used
  as an additional material component
  when casting spells that deal necrotic
  damage. When used in this way, you deal
  an additional 1d4 necrotic damage when
  you cast the spell.
  •
  1d6 Rations.
  •
  1d6+1 Chunks of Earth Essence. As an
  action, this essence can be rubbed on
  a weapon where it solidiﬁ es. For one
  minute, the weapon is magical, attacks
  with the weapon deal an additional 1d6
  bludgeoning damage, and the weapon
  deals double damage to objects and
  structures.
  •
  2d10 Magical Pebbles. One pebble can
  be used as ammunition for a sling. These
  pebbles acts as +1 ammunition.
  •
  1d2 Chunks of Earth Essence. As an
  action, this essence can be rubbed on
  a weapon where it solidiﬁ es. For one
  minute, the weapon is magical, attacks
  with the weapon deal an additional 1d6
  bludgeoning damage, and the weapon
  deals double damage to objects and
  structures.
  •
  2d6 Magical Pebbles. One pebble can be
  used as ammunition for a sling. These
  pebbles acts as +1 ammunition.
  •
  1d2 Chunks of Earth Essence. As an
  action, this essence can be rubbed on
  a weapon where it solidiﬁ es. For one
  minute, the weapon is magical, attacks
  with the weapon deal an additional 1d6
  bludgeoning damage, and the weapon
  deals double damage to objects and
  structures.
  •
  1 Dao Sash. Can be crafted into a cloak
  or cape (150 gp, 9 days). Requires
  attunement. When worn, you are
  immune to the petriﬁ ed condition.
  
  49
  •
  1 Earthbreaker Maul. Requires
  attunement. When you hit a creature
  with this weapon, you can use your
  bonus action to force the creature
  to make a DC 15 Strength saving
  throw. On a failed save, the creature is
  knocked prone.
  •
  1 Vial of Dao Crystalline Powder.
  Requires attunement by a spellcaster.
  Can be used as an arcane focus or a
  druidic focus. You may cast each of the
  spells stone shape and move earth 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 Djinni Sash. Can be crafted into
  a cloak or cape (2000 gp, 60 days).
  Requires attunement. When worn, you
  are resistant to lightning damage.
  •
  1 Vial of Djinni Wind. Requires
  attunement by a spellcaster. Can be used
  as an arcane focus or a druidic focus. You
  may cast each of the spells thunderwave
  and wind wall 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 Vials of Air Essence. When
  consumed, for one minute your jumping
  and leaping distance is doubled and your
  speed is increased by 10 feet.
  •
  1 Whirlwind Scimitar. Requires
  attunement. When you hit a creature
  with this weapon, you deal an
  additional 1d6 damage to it. You decide
  if the type of damage is lightning or
  thunder damage.
  •
  1 Blazeﬁ re Scimitar. Requires
  attunement. When you hit a creature
  with this weapon, you deal an additional
  1d10 ﬁ re damage to it.
  •
  1 Efreeti Sash. Can be crafted into
  a cloak or cape (2000 gp, 60 days).
  Requires attunement. When worn, you
  are resistant to ﬁ re damage.
  •
  1 Vial of Efreeti Smoke. Requires
  attunement by a spellcaster. Can be
  used as an arcane focus or a druidic
  focus. You may cast each of the spells
  ﬁ re shield and wall of ﬁ re 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 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 ﬁ re. For one minute, when
  the weapon hits a target it deals an
  additional 1d6 ﬁ re damage. The essence
  then evaporates.
  •
  1 Marid Sash. Can be crafted into
  a cloak or cape (2000 gp, 60 days).
  Requires attunement. When worn, you
  are resistant to cold damage.
  •
  1d2 Random Gems (Value 500 gp).
  •
  1 Vial of Marid Foam. Requires
  attunement by a spellcaster. Can be used
  as an arcane focus or a druidic focus.
  You may cast each of the spells wall of
  water and water breathing 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 Vials of Water Essence. When
  consumed, the pure water cleanses the
  body. If you are suﬀ ering from either
  the blinded, deafened, paralyzed, or the
  poisoned condition, you can choose one
  of these conditions and end its eﬀ ects on
  you. Alternatively, the essence can also
  remove one disease that is aﬄ  icting you.
  
  50
  •
  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
  eﬀ ect on a success.
  •
  1d4 Vials of Ectoplasm. When
  consumed, you can see into the Ethereal
  Plane for one hour.
  •
  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.
  •
  1d2 Ghast Claw. Can be crafted into
  a dagger (100 gp, 7 days) or into a
  shortsword (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.
  •
  1 Ghast Stench Gland. As an action, you
  can throw this gland up to 20 feet away
  where it will explode in a cloud of stinky
  gas. Each creature within 5 feet of where
  the gland landed must succeed on a
  DC 10 Constitution saving throw or be
  poisoned until the start of its next turn.
  •
  1d4 Vials of Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  •
  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 proﬁ cient 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 amulet of proof against
  detection and location (DMG, p. 150),
  and a 60% chance that it is a non-
  magical tribal amulet.
  •
  1 Fire Giant Heart. Can be crafted into
  a potion of ﬁ re giant strength (DMG p.
  187) (1000 gp, 30 days)
  •
  1d2 Giant’s Eyes. When consumed,
  you become proﬁ cient in the Wisdom
  (Perception) skill for one minute.
  •
  1d10 Giant’s Toes. Can be sold for 4 gold
  pieces per toe.
  •
  1d6 Vials of Fire Giant Blood. When
  consumed, you gain resistance to ﬁ re
  damage for one hour.
  
  51
  •
  1 Frost Giant Heart. Can be crafted into
  a potion of frost giant strength (DMG p.
  187) (1000 gp, 30 days)
  •
  1d2 Giant’s Eyes. When consumed,
  you become proﬁ cient in the Wisdom
  (Perception) skill for one minute.
  •
  1d10 Giant’s Toes. Can be sold for 4 gold
  pieces per toe.
  •
  1d6 Vials of Frost Giant Blood. When
  consumed, you gain resistance to cold
  damage for one hour.
  •
  1d2 Giant’s Eyes. When consumed,
  you become proﬁ cient in the Wisdom
  (Perception) skill for one minute.
  •
  1d10 Giant’s Toes. Can be sold for 4 gold
  pieces per toe.
  •
  1 Hill Giant Heart. Can be crafted into
  a potion of hill giant strength (DMG p.
  187) (100 gp, 2 days)
  •
  1 Tribal Amulet. There is a 10% chance
  that the amulet is an amulet of proof
  against detection and location (DMG, p.
  150) and a 90% chance that it is a non-
  magical tribal amulet.
  •
  1d2 Giant’s Eyes. When consumed,
  you become proﬁ cient 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 non-
  magical tribal amulet.
  •
  1d2 Giant’s Eyes. When consumed,
  you become proﬁ cient in the Wisdom
  (Perception) skill for one minute.
  •
  1 Storm Giant Heart. Can be crafted into
  a potion of storm giant strength (DMG p.
  187) (100000 gp, 250 days)
  •
  1 Storm’s Core. Requires attunement
  by a spellcaster. Can be used as an
  arcane focus. You may cast each of the
  spells feather fall, levitatate, and water
  breathing 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.
  •
  1d10 Giant’s Toes. Can be sold for 4 gold
  pieces per toe.
  •
  1d6 Vials of Storm Giant Blood. When
  consumed, you gain resistance to
  lightning damage for one hour.
  •
  1d6 Vials of Gibbering Mouther Goo. As
  an action, you can throw this vial up to
  30 feet away where it will shatter and let
  out an pulsating ooze. The area where
  the vial landed becomes diﬃ  cult terrain
  for one hour.
  •
  1d2 Vials of Blinding Spittle. As an
  action, you can throw this vial up to
  15 feet away where it will shatter in a
  blinding ﬂ ash. Each creature within
  5 feet of where the vial landed must
  succeed on a DC 13 Dexterity saving
  throw or be blinded until the end of your
  next turn.
  •
  1 Broken Greatsword.
  •
  1 Broken Half Plate Armor
  (size Medium).
  •
  1 Githyanki Power Bead. Requires
  attunement. When attached to a weapon,
  
  52
  the weapon becomes magical and it
  deals an additional 1d6 psychic damage
  on a hit.
  •
  1 Broken Plate Armor (size Medium).
  •
  1 Githyanki Power Bead. Requires
  attunement. When attached to a weapon,
  the weapon becomes magical and it
  deals an additional 1d6 psychic damage
  on a hit.
  •
  1 Silver Greatsword. This weapon is
  magical. On a critical hit against a target
  in an astral body (as if with the astral
  projection spell), you can cut the silvery
  cord that tethers the target to its material
  body, instead of dealing damage.
  •
  1 Broken Dagger.
  •
  1 Set of Githzerai Robes (size Medium).
  When worn and you are wearing no
  other armor, you gain a +1 bonus to your
  armor class.
  •
  1 Set of Githzerai Power Bracers.
  Requires attunement. When worn, your
  weapon attacks become magical and you
  deal an additional 1d6 psychic damage
  with your unarmed strikes.
  •
  1 Broken Dagger.
  •
  1 Set of Githzerai Robes (size Medium).
  When worn and you are wearing no
  other armor, you gain a +1 bonus to your
  armor class.
  •
  1 Set of Githzerai Power Bracers.
  Requires attunement. When worn, your
  weapon attacks become magical and you
  deal an additional 1d6 psychic damage
  with your unarmed strikes.
  •
  3d6 Arrows.
  •
  1 Broken Hide Armor (size Medium).
  •
  1 Broken Longbow.
  •
  1 Broken Shield.
  •
  1d2 Broken Spears.
  •
  1d2 Gnoll Fangs. Can be sold for 3 gold
  pieces per fang.
  •
  3d6 Arrows.
  •
  1 Broken Chainmail (size Medium).
  •
  1 Broken Glaive.
  •
  1 Broken Longbow.
  •
  1d2 Gnoll Fangs. Can be sold for 3 gold
  pieces per fang.
  •
  1 Vial of Demon Ichor. When consumed,
  you gain resistance to poison damage for
  one hour.
  •
  1 Broken Hide Armor.
  •
  1d2 Gnoll Fangs. Can be sold for 3 gold
  pieces per fang.
  •
  1d4 Vials of Gnoll Fang Bile. When
  consumed by a hyena, the beast
  undergoes a minute-long transformation.
  At the end of this transformation, the
  hyena has transformed into a gnoll.
  As an action, the bile can be poured
  on a weapon. For one minute, when
  the weapon hits a target it deals an
  additional 1d6 poison damage.
  •
  1d4 Vials of Demon Ichor. When
  consumed, you gain resistance to poison
  damage for one hour.
  
  53
  •
  1 Broken Chain Shirt (size Small).
  •
  1 Broken War Pick.
  •
  1d4 Poisonous Darts. When you hit a
  creature with this dart, the creature must
  succeed on a DC 12 Constitution saving
  throw be poisoned for one minute. The
  creature can repeat the saving throw at
  the end of each of its turns, ending the
  eﬀ ect on a success.
  •
  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.
  •
  1 Broken Chain Shirt (size Small).
  •
  1 Broken Scimitar.
  •
  1 Broken Shield.
  •
  1d8 Goblin Teeth. Can be sold for 1 gold
  piece per tooth.
  •
  1d2 Javelins.
  C
   G
  •
  1d6 Chunks of Earth Essence. As an
  action, this essence can be rubbed on
  a weapon where it solidiﬁ es. For one
  minute, the weapon is magical, attacks
  with the weapon deal an additional 1d6
  bludgeoning damage, and the weapon
  deals double damage to objects and
  structures.
  •
  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.
  •
  1d6 Vials of Golem Grease. When
  consumed, you become immune to any
  spell or eﬀ ect that would alter your form
  for one hour.
  •
  1d4 Vials of Liquid Clay. When
  consumed, you gain resistance to acid
  damage for one hour.
  •
  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 eﬀ ect that would alter your form
  for one hour.
  I
   G
  •
  1d8 Iron Golem Nuggets. When
  consumed, you gain resistance to ﬁ re
  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 eﬀ ect that would alter your form
  for one hour.
  S
   G
  •
  2d6 Chunks of Earth Essence. As an
  action, this essence can be rubbed on
  a weapon where it solidiﬁ es. For one
  
  54
  minute, the weapon is magical, attacks
  with the weapon deal an additional 3
  (1d6) bludgeoning damage, and the
  weapon deals double damage to objects
  and structures.
  •
  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.
  •
  1d8 Vials of Golem Grease. When
  consumed, you become immune to any
  spell or eﬀ ect that would alter your form
  for one hour.
  •
  1 Gorgon Hide. 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
  petriﬁ ed condition.
  •
  1d2 Gorgon Horns. Can be crafted into a
  shortsword (10 gp, 2 days).
  •
  2d6 Rations.
  •
  1d2 Vials of Gorgon Blood. If poured on
  a Medium or smaller creature that has
  been petriﬁ ed by being turned to stone,
  they are cured of the petriﬁ ed condition.
  •
  1d2 Vials of Gorgon Gas. As an action,
  you can throw this vial up to 30 feet
  away where it shatters in a cloud of gas.
  Each creature within 10 feet of where
  the vial landed must succeed on a DC
  14 Constitution saving throw. On a
  failed save, a creature begins to turn to
  stone and is restrained. The restrained
  target must repeat the saving throw at
  the end of its next turn. On a success,
  the eﬀ ect ends on the creature. On a
  failure, the creature is petriﬁ ed until
  freed by the greater restoration spell or
  similar magic.
  •
  1d2 Chunks of Grell Meat. When
  consumed, you gain blindsight out to a
  range of 15 feet and you are resistant to
  lightning damage. These eﬀ ects last for
  one hour.
  •
  1d4 Grell Tentacles. Can be crafted
  into a whip (100 gp, 7 days). Once per
  day when you hit a creature with this
  weapon you can force it to make a DC
  11 Constitution saving throw. On a failed
  save it is poisoned for one minute. The
  poisoned creature is paralyzed, and it
  can repeat the saving throw at the end
  of each of its turns, ending the eﬀ ect
  on a success. When attacking with this
  weapon, you can also try to grapple a
  creature you’re ﬁ ghting. On a hit, you
  can choose to forgo doing damage and
  instead grapple the creature (escape
  DC 15) 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.
  •
  1 Grick Hide. Two grick hides can be
  crafted into a cloak or cape (75 gp, 6
  days). When worn, you have advantage
  on Dexterity (Stealth) checks made to
  hide in rocky terrain.
  •
  1d4 Grick Tentacles. Can be crafted into
  a dagger (2 gp, 1 day).
  •
  1d6 Rations.
  •
  1 Grick Alpha Beak. Can be crafted into
  a greataxe (30 gp, 3 days).
  •
  1 Grick Alpha Hide. Can be crafted into
  a cloak or cape (75 gp, 6 days). When
  worn, you have advantage on Dexterity
  (Stealth) checks made to hide in
  rocky terrain.
  
  55
  •
  1d4 Grick Tentacles. Can be crafted into
  a dagger (2 gp, 1 day).
  •
  2d6 Rations.
  •
  1d6 Griﬀ on Claws. Can be crafted into
  a dagger (50 gp, 3 days). This weapon
  deals an additional 1d4 damage
  against beasts.
  •
  1d10 Griﬀ on Feathers. Two feathers
  can be used as ﬂ etching on an arrow
  or a crossbow bolt. Ranged attacks
  that use ammunition made from these
  feathers deal an additional 1d6 damage
  on a hit if the target is a beast. After the
  ammunition has been ﬁ red, it loses this
  property.
  •
  2d6 Rations.
  •
  1d10 Grimlock Teeth. Can be sold for 1
  gold piece per tooth.
  •
  1 Spiked Bone Club. Functions as a club
  that deals an additional 1d4 piercing
  damage on a hit.
  _____________________________
  SECTION H
  _____________________________
  •
  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.
  •
  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
  eﬀ ects 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 beneﬁ t
  from your rest and your hit point
  maximum is reduced by 1d10. If this
  eﬀ ect reduces your hit point maximum
  to 0, you die. The eﬀ ect can only be
  removed by using the protection from
  good and evil or lesser restoration spells.
  •
  1d4 Strands of Sea Hag Hair. When
  consumed, you become amphibious for
  one hour.
  •
  1d4 Vials of Sea Hag Blood. When
  
  56
  poured over a humanoid that is of size
  medium or smaller, a magical illusion
  washes over them, making them
  look like an ugly creature of vaguely
  humanoid proportions. This illusion
  lasts for one hour. A creature can use
  an action to visually inspect the illusion
  and succeed on a DC 16 Intelligence
  (Investigation) check to discern that the
  humanoid is disguised.
  •
  3d6 Crossbow Bolts.
  •
  1 Broken Heavy Crossbow.
  •
  1 Broken Longsword.
  •
  1 Broken Plate Armor (size Medium).
  •
  1 Broken Shortsword.
  •
  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.
  •
  1 Hell Hound Fire Gland. When
  consumed, the gland functions as a
  potion of ﬁ re breathing.
  •
  1 Hell Hound Hide. Can be crafted into
  a resistant cloak (1000 gp, 30 days).
  Requires attunement. When worn, you
  have resistance to ﬁ re damage.
  •
  2d4 Hell Hound 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1 Broken Longsword.
  •
  1 Broken Plate Armor (size Medium).
  •
  1 Broken Shield.
  •
  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.
  •
  1d4 Hippogriﬀ  Claws. Can be crafted
  into a dagger (10 gp, 2 days).
  •
  2d6 Hippogriﬀ  Feathers. Two feathers
  can be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  3d6 Arrows.
  •
  1 Broken Chain Mail Armor
  (size Medium).
  •
  1 Broken Longbow.
  •
  1 Broken Longsword.
  •
  1 Broken Shield.
  •
  1 Broken Greatsword.
  •
  1 Broken Half Plate Armor
  (size Medium).
  •
  1d6 Javelins.
  
  57
  •
  2d4 Javelins.
  •
  1 Broken Longsword.
  •
  1 Broken Plate Armor (size Medium).
  •
  1 Broken Shield.
  •
  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 acts as +1 ammunition.
  •
  1d2 Hook Horror Eardrums. When
  consumed, you gain blindsight out to
  a range of 30 feet for one hour. For the
  duration, you also have advantage on
  Wisdom (Perception) checks that rely on
  hearing. These eﬀ ects do not work if you
  are deafened.
  •
  1d2 Hook Horror Hooks. Can be crafted
  into a greatsword (50 gp, 3 days).
  •
  2d6 Rations.
  •
  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 ﬁ red, 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.
  _____________________________
  SECTION I
  _____________________________
  •
  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
  eﬀ ect 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.
  •
  1d6 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.
  •
  2d4 Vials of Air Essence. When
  consumed, for one minute your jumping
  and leaping distance is doubled and your
  speed is increased by 10 feet.
  
  58
  _____________________________
  SECTION J
  _____________________________
  •
  1 Broken Scimitar.
  •
  1d2 Vials of Shapeshifter Blood. Can
  be used as an additional material
  component when casting spells that
  physically alter a creature’s body. When
  used in this way, the duration of the spell
  is extended by 10 minutes.
  _____________________________
  SECTION K
  _____________________________
  •
  1 Broken Shortsword.
  •
  1 Broken Shortbow.
  •
  1 Broken Dagger.
  •
  1 Broken Sling.
  •
  1 Broken Dagger.
  •
  1d6 Kraken Bones. Two bones can
  be crafted into plate armor (4000 gp,
  80 days) or half-plate armor (3500 gp,
  80 days). Requires attunement. While
  wearing this armor, you have resistance
  to lightning damage. In addition, you
  ignore diﬃ  cult terrain, and magical
  eﬀ ects can’t reduce your speed or cause
  you to be restrained.
  •
  1d2 Kraken Eyes. When consumed, you
  gain trusight out to a range of 30 feet for
  one hour.
  •
  1d4 Kraken Fins. Can be crafted into
  a cloak of the manta ray (DMG p. 159)
  (200 gp, 14 days).
  •
  1 Kraken Hide. Can be crafted into  a
  set of light armor (3000 gp, 75 days).
  Requires attunement. While wearing this
  armor, you have resistance to lightning
  damage. In addition, you ignore diﬃ  cult
  terrain, and magical eﬀ ects can’t reduce
  your speed or cause you to be restrained.
  Four sets of armor can be crafted from
  this hide.
  •
  1d3 Kraken Lightning Sparkers. As an
  action, you slam this sparker into the
  ground, shattering it. Three random
  creatures within 60 feet of you must
  make a DC 23 Dexterity saving throw,
  taking 4d10 lightning damage on a
  failed save, or half as much damage on a
  successful one.
  •
  1d6 Kraken Lung Tissue. When
  consumed, you become amphibious
  for 8 hours.
  
  59
  •
  2d10 Kraken 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 acid damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1d10 Kraken Tentacles. Can be crafted
  into a maul (20 gp, 3 days). This weapon
  deals double damage to objects and
  structures.
  •
  20d6 Rations.
  •
  2d6 Vials of Kraken Ink. As an action,
  you can throw this vial up to 30 feet
  away where it will shatter in a cloud
  of darkness. The area within a 15
  foot radius of where the vial landed
  becomes pitch black, as if aﬀ ected by the
  darkness spell.
  •
  1 Broken Net.
  •
  1 Broken Shield.
  •
  1 Broken Spear.
  •
  1 Vial of Kuo-toa Slime. When
  consumed, you become amphibious for
  one minute.
  •
  1 Vial of Sticky Glue. This glue can be
  rubbed on a shield as an action. For the
  next minute, when a creature misses you
  with a melee weapon attack you can use
  your sticky shield to catch the weapon as
  a reaction. The attacker must succeed
  on a DC 11 Strength saving throw, or the
  weapon becomes stuck to your shield. If
  the weapon’s wielder can’t or won’t let go
  of the weapon, the wielder is grappled
  while the weapon is stuck. While stuck,
  the weapon can’t be used. A creature can
  pull the weapon free by taking an action
  to make DC 11 Strength check and
  succeeding.
  •
  1 Scepter. Requires attunement.
  Functions as a martial weapon that
  deals 1d6 bludgeoning damage plus 1d6
  lightning damage on a hit.
  •
  2d4 Vials of Kuo-toa Slime. When
  consumed, you become amphibious for
  one minute.
  •
  1d4 Vials of Slippery Goo. As an action,
  you can pour this goo over a creature.
  For the next minute, the creature has
  advantage on ability checks and saving
  throws made to escape a grapple.
  K
  -T
   W
  •
  1 Pincer Staﬀ . Functions as a martial
  weapon that deals 1d6 bludgeoning
  damage. On a hit, if the target is a
  Medium or smaller creature, it is
  grappled (escape DC 14). Until this
  grapple ends, you can’t use this weapon
  on another target.
  •
  1d4 Vials of Kuo-toa Slime. When
  consumed, you become amphibious for
  one minute.
  •
  1d2 Vials of Slippery Goo. As an action,
  you can pour this goo over a creature.
  For the next minute, the creature has
  advantage on ability checks and saving
  throws made to escape a grapple.
  
  60
  •
  1 Broken Dagger.
  •
  1d2 Lamia Claws. Can be crafted into a
  dagger (250 gp, 7 days). The ﬁ rst time
  you hit a creature with this weapon,
  itf must succeed on a DC 13 Wisdom
  saving throw. On a failed save, the
  creature is magically cursed for one hour.
  Until the curse ends, the creature has
  disadvantage on Wisdom saving throws
  and all ability checks.
  •
  2d6 Rations.
  •
  1d4 Vials of Lamia Blood. When
  consumed, an illusion of a humanoid
  falls over you as if you were aﬀ ected by
  the disguise self spell. You decide the
  look of this illusion. This eﬀ ect lasts for
  one hour.
  L
  •
  3d12 Lich Bones. Can be used as an
  additional material component when
  casting spells that deal necrotic damage.
  When used in this way, you deal an
  additional 1d6 necrotic damage when
  you cast the spell.
  •
  1d2 Lich Eyes. Can be crafted into
  a wand of fear (DMG p. 210) (2000
  gp, 30 days).
  •
  1d2 Lich Hands. Requires attunement.
  Can be used as an arcane focus. You
  know the ray of frost cantrip, but only
  when you are holding onto the hand.
  Charisma is your spellcasting ability for
  the cantrip.
  •
  1 Necromancer’s Robe. Requires
  attunement by a spellcaster. You have
  resistance to poison damage and you
  cannot be frightened as long as you are
  wearing this robe. In addition, any allied
  undead creatures within 300 feet of you
  and any undead creatures under your
  control have advantage on saving throws
  against any eﬀ ect that turns undead.
  •
  1 Spellbook. It has in it the following
  spells: animate dead, cloudkill,
  counterspell, Melf’s acid arrow,
  plane shift.
  •
  1 Broken Heavy Club. This weapon,
  when repaired, functions as a
  martial melee 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 melee weapon that deals
  1d6 piercing damage on a hit and
  also functions as a shield. You need
  proﬁ ciency with both to wield it. It costs
  20 gold pieces to repair the weapon.
  •
  1d3 Javelins.
  •
  1 Shaman’s Staﬀ . Requires attunement.
  Can be used as a druidic focus. You know
  the druidcraft cantrip, but only when you
  are holding onto the staﬀ . Charisma is
  your spellcasting ability for the cantrip.
  Once per day, you can also cast each
  of the following spells: fog cloud, heat
  metal, plant growth.
  •
  1d3 Broken Tridents.
  •
  1 Lizardfolk Royal Amulet. There is a
  70% chance that this is an amulet of
  fearlessness, which requires attunement.
  While worn, you are immune to the
  _____________________________
  SECTION L
  _____________________________
  
  61
  frightened condition. There is a 30%
  chance it is a non-magical tribal amulet.
  •
  1 Broken Greataxe.
  •
  1d6 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.
  •
  1 Broken Maul.
  •
  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.
  •
  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.
  •
  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.
  •
  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.
  
  62
  •
  1 Vial 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 ﬁ re. For one minute, when
  the weapon hits a target it deals an
  additional 1d6 ﬁ re damage. The essence
  then evaporates.
  •
  1d4 Manticore Claws. Can be crafted
  into a dagger (2 gp, 1 day).
  •
  2d4 Manticore Tail Spikes. One spike
  can be used as the tip on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these spikes
  deal an additional 1d4 damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  2d6 Rations.
  •
  3d6 Arrows.
  •
  1 Broken Shortsword.
  •
  1 Broken Longbow.
  •
  1 Medusa Head. When a creature that
  can see the medusa head’s eyes starts its
  turn within 30 feet of the head, it must
  make a DC 14 Constitution saving throw.
  On a failed save, the creature magically
  begins to turn to stone and is restrained.
  It must repeat the saving throw at the
  end of its next turn. On a success, the
  eﬀ ect ends. On a failure, the creature
  is petriﬁ ed until freed by the greater
  restoration spell or similar magic.
  A creature that isn’t surprised can
  avert its eyes to avoid the saving throw at
  the start of its turn. If it does so, it can’t
  see the head until the start of its next
  turn, when it can avert its eyes again. If
  it looks at the head in the meantime, it
  must immediately make the save. The
  head has this eﬀ ect for 2d6 days after
  being harvested, after which it turns into
  a non-magical decaying head.
  •
  1d6 Rations.
  •
  1d6 Vials of Medusa Blood. If poured on
  a Medium or smaller creature that has
  been petriﬁ ed by being turned to stone,
  they are cured of the petriﬁ ed condition.
  D
  •
  1d4 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.
  I
  •
  1d4 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.
  •
  1d4 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.
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  SECTION M
  _____________________________
  
  63
  •
  1d4 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.
  •
  1d4 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.
  •
  1d4 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.
  •
  1d4 Broken Spears.
  •
  1 Broken Harpoon. This weapon, when
  repaired, functions as a martial weapon
  that deals 2d6 piercing damage on a hit.
  The weapon has a throwing range of
  20/60. If the target is a Large or smaller
  creature, it must succeed on a Strength
  contest against you or be pulled up to 20
  feet toward you. It costs 40 gold pieces to
  repair the weapon.
  •
  1 Merrow Hide. Can be crafted into  a
  set of light armor (100 gp, 7 days). While
  wearing this armor, your swimming
  speed equals your movement speed.
  •
  2d6 Rations.
  •
  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.
  •
  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
  eﬀ ects 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.
  •
  1 Broken Greataxe.
  •
  1 Minotaur Heart. When consumed, you
  can perfectly recall any path you have
  traveled within the past seven days. This
  eﬀ ect 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.
  
  64
  This eﬀ ect lasts until the beginning
  of your next turn. This item can be
  consumed as a bonus action instead of
  the usual action.
  •
  1 Broken Dagger.
  •
  1 Javelin.
  •
  1 Ounce of Modron Dust. When
  consumed, you become hyper-focused
  on the next creature you see within
  one minute of consuming the dust, and
  become intent on following its every
  instruction. For the next 10 minutes,
  you willingly follow every order and
  command of the creature, with the
  exception of those that would cause you
  harm. No magic or eﬀ ect can compel
  you to go against these instructions.
  The duration of this eﬀ ect is extended
  by an additional 10 minutes for every
  additional ounce of modron dust
  consumed.
  •
  1d2 Javelins.
  •
  1 Ounce of Modron Dust. When
  consumed, you become hyper-focused
  on the next creature you see within
  one minute of consuming the dust, and
  become intent on following its every
  instruction. For the next 10 minutes,
  you willingly follow every order and
  command of the creature, with the
  exception of those that would cause you
  harm. No magic or eﬀ ect can compel
  you to go against these instructions.
  The duration of this eﬀ ect is extended
  by an additional 10 minutes for every
  additional ounce of modron dust
  consumed.
  •
  1d4 Javelins.
  •
  1 Ounce of Modron Dust. When
  consumed, you become hyper-focused
  on the next creature you see within
  one minute of consuming the dust, and
  become intent on following its every
  instruction. For the next 10 minutes,
  you willingly follow every order and
  command of the creature, with the
  exception of those that would cause you
  harm. No magic or eﬀ ect can compel
  you to go against these instructions.
  The duration of this eﬀ ect is extended
  by an additional 10 minutes for every
  additional ounce of modron dust
  consumed.
  •
  2d6 Arrows.
  •
  1 Ounce of Modron Dust. When
  consumed, you become hyper-focused
  on the next creature you see within
  one minute of consuming the dust, and
  become intent on following its every
  instruction. For the next 10 minutes,
  you willingly follow every order and
  command of the creature, with the
  exception of those that would cause you
  harm. No magic or eﬀ ect can compel
  you to go against these instructions.
  The duration of this eﬀ ect is extended
  by an additional 10 minutes for every
  additional ounce of modron dust
  consumed.
  •
  1 Broken Shortbow.
  •
  1d4 Ounces of Modron Dust. When
  consumed, you become hyper-focused
  on the next creature you see within
  one minute of consuming the dust, and
  become intent on following its every
  instruction. For the next 10 minutes,
  you willingly follow every order and
  command of the creature, with the
  exception of those that would cause you
  harm. No magic or eﬀ ect can compel
  you to go against these instructions.
  The duration of this eﬀ ect is extended
  by an additional 10 minutes for every
  additional ounce of modron dust
  consumed.
  •
  1d2 Vials of Paralysis Gas. As an action,
  you can throw this vial at a point within
  30 feet of you where it will shatter in
  
  65
  a cloud of gas. Each creature within
  10 feet of where the vial landed must
  succeed on a DC 11 Constitution saving
  throw or be paralyzed for one minute. A
  creature can repeat the saving throw at
  the end of each of its turns, ending the
  eﬀ ect on itself on a success.
  •
  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 ﬁ nish 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.
  •
  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 ﬂ ame
  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 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 ﬁ nish 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.
  •
  1d2 Poisonous Spores. Can be used as
  an additional material component when
  casting spells that deal poison damage.
  When used in this way, you deal 1d4
  additional poison damage with the spell.
  •
  1d4 Poisonous Spores. Can be used as
  an additional material component when
  casting spells that deal poison damage.
  When used in this way, you deal 1d4
  additional poison damage with the spell.
  •
  1 Ounce of Pacifying Spores. As an
  action, you can blow these spores into
  the face of a creature standing within 5
  feet of you. The creature must succeed
  on a DC 11 Constitution saving throw or
  be stunned for one minute. The target
  can repeat the saving throw at the end
  of each of its turns, ending the eﬀ ect on
  a success.
  •
  1d8 Poisonous Spores. Can be used as
  an additional material component when
  casting spells that deal poison damage.
  When used in this way, you deal 1d4
  additional poison damage with the spell.
  •
  1d2 Ounces of Hallucination Spores. As
  an action, you can blow these spores into
  the face of a creature standing within 5
  feet of you. The creature must succeed
  on a DC 12 Constitution saving throw
  
  66
  or be poisoned for one minute. The
  poisoned target is incapacitated while it
  hallucinated. The target can repeat the
  saving throw at the end of each of its
  turns, ending the eﬀ ect on a success.
  •
  1d4 Ounces of Pacifying Spores. As an
  action, you can blow these spores into
  the face of a creature standing within 5
  feet of you. The creature must succeed
  on a DC 11 Constitution saving throw or
  be stunned for one minute. The target
  can repeat the saving throw at the end
  of each of its turns, ending the eﬀ ect on
  a success.
  Note: The spore servant is a template that is
  placed on top of an already existing creature.
  This means that the loot gotten from the
  spore servant is in addition to any loot
  gotten from the creature the template was
  placed on.
  •
  1d6 Poisonous Spores. Can be used as
  an additional material component when
  casting spells that deal poison damage.
  When used in this way, you deal 1d4
  additional poison damage with the spell.
  •
  1d6 Naga Bones. When consumed, you
  gain resistance to poison damage for
  one hour.
  •
  2d4 Naga 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 poison damage on a hit. After the
  ammunition has been ﬁ red, it loses this
  property.
  •
  1d6 Naga Bones. When consumed, you
  gain resistance to poison damage for
  one hour.
  •
  1 Naga Hide. Can be crafted into a set
  of light armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to poison damage.
  •
  2d4 Naga 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 poison damage on a hit. After the
  ammunition has been ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1d6 Vials of Naga 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
  of ammunition must make a DC 14
  Constitution saving throw or take 22
  5d8 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.
  •
  1d6 Naga Bones. When consumed, you
  gain resistance to poison damage for
  one hour.
  •
  1 Naga Hide. Can be crafted into a set
  of light armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to poison damage.
  _____________________________
  SECTION N
  _____________________________
  
  67
  •
  2d4 Naga 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 poison damage on a hit. After the
  ammunition has been ﬁ red, it loses this
  property.
  •
  2d6 Rations.
  •
  1d6 Vials of Naga 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
  of ammunition must make a DC 14
  Constitution saving throw or take 5d8
  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.
  •
  1d2 Vial 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 ﬁ re. For one minute, when
  the weapon hits a target it deals an
  additional 1d6 ﬁ re damage. The essence
  then evaporates.
  •
  1d2 Vials of Nightmare Fuel. When
  consumed, you begin to feel strangely
  and when you fall asleep you have
  terrible nightmares. You gain no beneﬁ t
  from your rest and your hit point
  maximum is reduced by 1d10. If this
  eﬀ ect reduces your hit point maximum
  to 0, you die. The eﬀ ect can only be
  removed by using the protection from
  good and evil or lesser restoration spells.
  •
  1 Nothic Eye. This eye can be crafted
  into an eye of rot (200 gp, 14 days).
  Requires attunement. While wearing this
  over your eye, you can use an action to
  target one creature you can see within
  30 feet of you. The target must succeed
  on a DC 12 Constitution saving throw
  against the magic of the eye or take 10
  3d6 poison damage. Once you have used
  the item in this way, you can’t do so again
  until you ﬁ nish a short or long rest.
  •
  1d2 Vials of Nothic Blood. When
  consumed, you become strangely aﬃ  xed
  on the nature of those around you.
  Within the next hour, you can use an
  action to target one creature you can see
  within 30 feet of you. The target must
  contest its Charisma (Deception) check
  against the your Wisdom (Insight) check.
  If you win, you magically learn one fact
  or secret about the target. The target
  automatically wins if it is immune to
  being charmed.
  
  68
  •
  1 Broken Greatclub.
  •
  1 Broken Hide Armor (size Large).
  •
  1d10 Giant’s Toes. Can be sold for 4 gold
  pieces per toe.
  •
  1d4 Javelins.
  •
  1 Broken Battleaxe.
  •
  1 Broken Hide Armor (size Large).
  •
  1d10 Giant’s Toes. Can be sold for 4 gold
  pieces per toe.
  •
  1d2 Javelins.
  •
  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 ﬁ red, it loses this
  property.
  •
  2d6 Vials of Ooze Goop. As an action,
  you can throw this vial at a creature
  within 20 feet of you, treating the vial
  as an improvised weapon. On a hit, the
  vial shatters and covers the creature
  with black goop. For the next minute, the
  creature takes 1d8 acid damage at the
  start of each of its turns. The creature
  can use an action to scrape the goop oﬀ ,
  ending the eﬀ ect early.
  •
  1d6 Vials of Ooze Goop. As an action,
  you can throw this vial at a creature
  within 20 feet of you, treating the vial as
  an improvised weapon. On a hit, the vial
  shatters and covers the creature with
  greenish goop. For the next minute, the
  creature takes 1d8 acid damage at the
  start of each of its turns. The creature
  can use an action to scrape the goop oﬀ ,
  ending the eﬀ ect early.
  •
  1d2 Vials of Ooze Goop. As an action,
  you can throw this vial at a creature
  within 20 feet of you, treating the vial
  as an improvised weapon. On a hit, the
  vial shatters and covers the creature
  with gray goop. For the next minute, the
  creature takes 1d8 acid damage at the
  start of each of its turns. The creature
  can use an action to scrape the goop oﬀ ,
  ending the eﬀ ect early.
  •
  1d6 Vials of Ooze Goop. As an action,
  you can throw this vial at a creature
  within 20 feet of you, treating the vial as
  an improvised weapon. On a hit, the vial
  shatters and covers the creature with
  yellow goop. For the next minute, the
  creature takes 1d8 acid damage at the
  start of each of its turns. The creature
  can use an action to scrape the goop oﬀ ,
  ending the eﬀ ect early.
  _____________________________
  SECTION O
  _____________________________
  
  69
  O
  •
  1 Broken Greataxe.
  •
  1 Broken Hide Armor (size Medium).
  •
  1d4 Javelins.
  •
  1 Broken Chain Mail Armor
  (size Medium).
  •
  1 Broken Greataxe.
  •
  1d4 Broken Spears.
  •
  1 Broken Ring Mail Armor
  (size Medium).
  •
  1 Broken Shield.
  •
  1d6 Broken Spears.
  •
  1 Broken Greataxe.
  •
  1 Broken Plate Armor.
  •
  1d6 Javelins.
  •
  1 Otyugh Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  1d4 Large Otyugh Teeth. Can be crafted
  into a dagger (200 gp, 14 days). Once
  per day, when you hit a creature with this
  weapon, you can force the creature to
  make a DC 15 Constitution saving throw
  against the disease in the weapon. On a
  failed save, the creature is poisoned until
  the disease is cured. Every 24 hours that
  elapse, the target must repeat the saving
  throw, reducing its hit point maximum
  by 1d10 on a failure. The disease is
  cured on a success. The target dies if the
  disease reduces its hit point maximum
  to 0. This reduction to the target’s hit
  point maximum lasts until the disease
  is cured.
  •
  1d2 Otyugh Tentacles. Can be crafted
  into a maul (100 gp, 7 days). On a hit,
  you deal an additional 1d4 piercing
  damage with this weapon.
  •
  1d8 Small Otyugh 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 poison damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d4 Vials of Otyugh Blood. When
  consumed, you can magically transmit
  simple messages and images to any
  creature within 120 feet of you that
  can understand a language. This form
  of telepathy doesn’t allow the receiving
  creature to telepathically respond. This
  eﬀ ect lasts for 10 minutes.
  •
  1d6 Owlbear Claws. Can be crafted into
  a dagger (2 gp, 1 day).
  •
  2d6 Owlbear Feathers. Two feathers can
  be used as ﬂ etching on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these feathers
  deal an additional 1d4 damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  2d6 Rations.
  
  70
  •
  1d10 Celestial Feathers. Two feathers
  can be used as ﬂ etching on an arrow or
  a crossbow bolt. Ranged attacks that use
  ammunition made from these feathers
  deal an additional 1d8 radiant damage
  on a hit. After the ammunition has been
  ﬁ red, it loses this property.
  •
  1 Pegasus Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  1d10 Peryton Feathers. Two feathers
  can be used as ﬂ etching 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 ﬁ red, 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.
  •
  1 Piercer Hide. Four piercer hides can
  be crafted into a pair of slippers of spider
  climbing (DMG p. 200) (500 gp, 20 days).
  •
  1d6 Rations.
  •
  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.
  •
  1 Ration.
  •
  1d4 Vials of Pseudodragon Blood.
  When consumed, you can magically
  communicate simple ideas, emotions,
  and images telepathically with any
  creature within 100 feet of it that can
  understand a language.
  •
  1 Purple Worm Hide. 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 7 (2d6)
  poison damage.
  •
  10d6 Rations.
  _____________________________
  SECTION P
  _____________________________
  
  71
  •
  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
  of 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.
  •
  1d6 Tufts of Quaggoth Fur. Four tufts
  can be crafted into a cloak (1000 gp, 30
  days). Requires attunement. When worn,
  you have resistance to poison damage.
  _____________________________
  SECTION Q
  _____________________________
  •
  1 Rakshasa Heart. When consumed, you
  gain the beneﬁ ts 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 eﬀ ect whenever
  the target takes a short or long rest,
  ﬁ lling the target’s thoughts with horrible
  images and dreams. The cursed target
  gains no beneﬁ t from ﬁ nishing 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 ﬁ red, it
  loses this property.
  •
  2d4 Random Gems (Value 50 GP).
  •
  4d6 Rations.
  •
  1d4 Remorhaz Fangs. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  this weapon deals an additional 1d6
  ﬁ re damage.
  •
  1 Remorhaz Hide. Can be crafted into
  a set of light armor (3000 gp, 75 days).
  _____________________________
  SECTION R
  _____________________________
  
  72
  Requires attunement. While wearing
  the armor, you are resistant to ﬁ re and
  cold damage. Two sets of armor can be
  crafted from this hide.
  •
  2d8 Remorhaz 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  2d6 Rations.
  •
  1d2 Remorhaz Fangs. Can be crafted
  into a dagger (150 gp, 9 days). On a hit,
  this weapon deals an additional 3 (1d6)
  ﬁ re damage.
  •
  1 Remorhaz Hide. Can be crafted into
  a set of light armor (3000 gp, 75 days).
  Requires attunement. While wearing
  the armor, you are resistant to ﬁ re and
  cold damage.
  •
  2d4 Remorhaz 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 ﬁ re damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  •
  1 Broken Leather Armor (size Medium).
  •
  1d4 Revenant Bones. By crushing one
  of these bones, you gain the eﬀ ects of
  the augury spell. By crushing three of
  these bones, you gain the eﬀ ects 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.
  •
  10d6 Rations.
  •
  3d8 Roc Feathers. Two feathers can
  be used as ﬂ etching on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these feathers
  have an increased range of 20 feet. They
  also deal an additional 1d6 damage if the
  target is a giant. After the ammunition
  has been ﬁ red, it loses these properties.
  •
  1d4 Roc Talons. Can be crafted into
  a shortsword (100 gp, 2 days). This
  weapon deals an additional 3 (1d6)
  damage against giants.
  •
  2d6 Rations.
  •
  1 Roper Hide. Can be crafted into a cloak
  or cape (75 gp, 6 days). When worn, you
  have advantage on Dexterity (Stealth)
  checks made to hide in rocky terrain
  and you can attempt to blend in with
  cave walls.
  •
  1d10 Roper 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
  
  73
  an additional 1d4 piercing damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d6 Roper Tendrils. Can be crafted into a
  whip (200 gp, 14 days). When attacking
  with this weapon, you can try to grapple
  a creature you’re ﬁ ghting. On a hit, you
  can choose to forgo doing damage and
  instead grapple the creature (escape
  DC 15) 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.
  •
  1d6 Rations.
  •
  1 Rust Monster Hide. Can be crafted
  into a shield (1000 gp, 30 days). Any
  nonmagical weapon made of metal that
  hits the shield corrodes. The weapon
  takes a permanent and cumulative -1
  penalty to damage rolls. If its penalty
  drops to -5, the weapon is destroyed.
  Nonmagical ammunition made of metal
  that hits the shield is also destroyed. A
  weapon hits the shield if the attack roll
  against you was 1 or 2 lower than your
  armor class.
  •
  1d4 Broken Spears.
  •
  1 Sahuagin Shark Pendant. Requires
  attunement. While wearing this pendant,
  you can magically communicate with any
  shark within 120 of you, using a limited
  telepathy.
  •
  1 Coral Staﬀ . Can be used as a druidic
  focus. Once per day each, you can cast
  the spells bless and detect magic.
  •
  1 Sahuagin Shark Pendant. Requires
  attunement. While wearing this pendant,
  you can magically communicate with any
  shark within 120 of you, using a limited
  telepathy.
  •
  1d4 Broken Tridents.
  •
  1 Sahuagin Shark Pendant. Requires
  attunement. While wearing this pendant,
  you can magically communicate with any
  shark within 120 of you, using a limited
  telepathy.
  •
  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 ﬁ re. For one minute, when
  the weapon hits a target it deals an
  additional 1d6 ﬁ re damage. The essence
  then evaporates.
  •
  1d4 Broken Spears.
  •
  1 Salamander Hide. Can be crafted into
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have
  resistance to ﬁ re damage.
  _____________________________
  SECTION S
  _____________________________
  
  74
  •
  1d6 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 ﬁ re. For one minute, when
  the weapon hits a target it deals an
  additional 1d6 ﬁ re damage. The essence
  then evaporates.
  •
  2d6 Arrows.
  •
  1 Broken Shortbow.
  •
  1 Broken Shortsword.
  •
  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.
  •
  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 ﬁ re
  damage. When used in this way, you deal
  an additional 1d6 ﬁ re damage when you
  cast the spell.
  •
  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 aﬀ ected by the darkness
  spell. When consumed, you have
  advantage on Dexterity (Stealth) checks
  made while in dim light or darkness.
  •
  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).
  •
  1 Shield Guardian Plating. 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).
  •
  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.
  •
  1d6 Vials of Golem Grease. When
  consumed, you become immune to any
  spell or eﬀ ect that would alter your form
  for one hour.
  •
  2d6 Arrows.
  •
  1 Broken Shortbow.
  •
  1 Broken Shortsword.
  •
  1 Vial of Slaad Mesh. When consumed,
  you have advantage on saving throws
  against spells and other magical eﬀ ects
  for the next 10 minutes.
  •
  1 Red Slaad Hide. Can be crafted into a
  set of light armor (15000 gp, 100 days).
  
  75
  Requires attunement. While wearing
  this armor, you have resistance to one
  type of damage. The type of damage
  you have resistance to can be chosen
  and switched over the course of a short
  or long rest. You can choose to have
  resistance to acid, cold, ﬁ re, lightning, or
  thunder damage.
  •
  1d4 Slaad Claws. Can be crafted into a
  dagger (2 gp, 1 day).
  •
  1d6 Vials of Slaad Mesh. When
  consumed, you have advantage on saving
  throws against spells and other magical
  eﬀ ects for the next 10 minutes.
  •
  1 Blue Slaad Hide. Can be crafted into a
  set of light armor (15000 gp, 100 days).
  Requires attunement. While wearing
  this armor, you have resistance to one
  type of damage. The type of damage
  you have resistance to can be chosen
  and switched over the course of a short
  or long rest. You can choose to have
  resistance to acid, cold, ﬁ re, lightning, or
  thunder damage.
  •
  1d4 Slaad Claws. Can be crafted into a
  shortsword (10 gp, 2 days).
  •
  2d4 Vials of Slaad Mesh. When
  consumed, you have advantage on saving
  throws against spells and other magical
  eﬀ ects for the next 10 minutes.
  •
  1 Green Slaad Hide. Can be crafted into
  a set of light armor (15000 gp, 100 days).
  Requires attunement. While wearing
  this armor, you have resistance to one
  type of damage. The type of damage
  you have resistance to can be chosen
  and switched over the course of a short
  or long rest. You can choose to have
  resistance to acid, cold, ﬁ re, lightning, or
  thunder damage.
  •
  1d4 Slaad Claws. Can be crafted into a
  dagger (2 gp, 1 day).
  •
  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.
  •
  2d4 Vials of Slaad Mesh. When
  consumed, you have advantage on saving
  throws against spells and other magical
  eﬀ ects for the next 10 minutes.
  •
  1 Gray Slaad Hide. Can be crafted into a
  set of light armor (15000 gp, 100 days).
  Requires attunement. While wearing
  this armor, you have resistance to one
  type of damage. The type of damage
  you have resistance to can be chosen
  and switched over the course of a short
  or long rest. You can choose to have
  resistance to acid, cold, ﬁ re, lightning, or
  thunder damage.
  •
  1 Greatsword. This weapon is magical.
  •
  1d4 Slaad Claws. Can be crafted into a
  dagger (2 gp, 1 day).
  •
  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.
  •
  2d6 Vials of Slaad Mesh. When
  consumed, you have advantage on saving
  throws against spells and other magical
  eﬀ ects for the next 10 minutes.
  •
  1 Death Slaad Hide. Can be crafted into
  a set of light armor (15000 gp, 100 days).
  Requires attunement. While wearing
  this armor, you have resistance to one
  type of damage. The type of damage
  you have resistance to can be chosen
  and switched over the course of a short
  or long rest. You can choose to have
  resistance to acid, cold, ﬁ re, lightning, or
  thunder damage.
  •
  1 Greatsword. This weapon is magical.
  •
  1d4 Slaad Claws. Can be crafted into a
  dagger (2 gp, 1 day).
  
  76
  •
  1d6 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.
  •
  2d4 Vials of Slaad Mesh. When
  consumed, you have advantage on saving
  throws against spells and other magical
  eﬀ ects for the next 10 minutes.
  •
  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 eﬀ ect on
  a success.
  •
  1d4 Vials of Ectoplasm. When
  consumed, you can see into the Ethereal
  Plane for one hour.
  •
  1d8 Androsphinx 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 are considered magical. After the
  ammunition has been ﬁ red, it loses this
  property.
  •
  1d2 Androsphinx Eyes. When consumed,
  you gain truesight out to a range of 30
  feet for one hour.
  •
  3d6 Androsphinx Feathers. Two feathers
  can be used as ﬂ etching on an arrow
  or a crossbow bolt. Ranged attacks
  that use ammunition made from these
  feathers are considered magical. They
  also deal an additional 1d6 damage if the
  target is hostile towards you. After the
  ammunition has been ﬁ red, it loses these
  properties.
  •
  1 Androsphinx Hide. Can be crafted into
  a set of light armor (2000 gp, 30 days).
  Requires attunement. While wearing
  this armor, you have advantage on
  saving throws against being charmed or
  frightened. In addition, you are immune
  to any eﬀ ect that would sense your
  emotions or read your thoughts, as well
  as any divination spell that you don’t
  want to be aﬀ ecting you.
  •
  2d6 Rations.
  •
  2d8 Tufts of Androsphinx Fur. Two tufts
  can be crafted into a bag of holding
  (DMG, p. 153) (200 gp, 14 days). Four
  tufts can be crafted into a cloak (500
  gp, 21 gp). Requires attunement. While
  wearing this cloak, you have resistance
  to psychic damage.
  •
  2d6 Vials of Sphinx Blood. When
  consumed, you gain resistance to psychic
  damage for one hour.
  •
  1d6 Gynosphinx 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
  are considered magical. After the
  ammunition has been ﬁ red, it loses this
  property.
  •
  1d2 Gynosphinx Eyes. When consumed,
  you gain truesight out to a range of 30
  feet for one hour.
  •
  2d6 Gynosphinx Feathers. Two feathers
  can be used as ﬂ etching on an arrow
  or a crossbow bolt. Ranged attacks
  that use ammunition made from these
  feathers are considered magical. They
  also deal an additional 1d6 damage if the
  target is hostile towards you. After the
  ammunition has been ﬁ red, it loses these
  properties.
  •
  1 Gynosphinx Hide. Can be crafted into
  a set of light armor (2000 gp, 30 days).
  Requires attunement. While wearing
  this armor, you have advantage on
  saving throws against being charmed or
  frightened. In addition, you are immune
  
  77
  to any eﬀ ect that would sense your
  emotions or read your thoughts, as well
  as any divination spell that you don’t
  want to be aﬀ ecting you.
  •
  2d6 Rations.
  •
  2d6 Tufts of Gynosphinx Fur. Two tufts
  can be crafted into a bag of holding
  (DMG, p. 153) (200 gp, 14 days). Four
  tufts can be crafted into a cloak (500
  gp, 21 gp). Requires attunement. While
  wearing this cloak, you have resistance
  to psychic damage.
  •
  1d8 Vials of Sphinx Blood. When
  consumed, you gain resistance to psychic
  damage for one hour.
  •
  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.
  •
  1 Sprite Heart. When consumed, you
  magically know the emotional state
  of a creature’s emotional state for one
  hour, provided that you are touching
  the creature. If the creature you are
  touching fails a DC 10 Charisma saving
  throw, you also know the creature’s
  alignment. Celestials, ﬁ ends, and undead
  automatically fail the saving throw.
  •
  1 Ration.
  •
  1 Stirge Proboscis. Functions as a dart.
  •
  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, ﬁ re,
  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 suﬀ ers any harm or receives
  a suicidal command, it can repeat the
  saving throw, ending the eﬀ ect on a
  success. You can only have one target
  charmed at a time. If you charm another
  using this staﬀ , the eﬀ ect 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.
  
  78
  •
  4d8 Tarrasque Brain Chunks. When
  consumed, you have advantage on
  saving throws against being charmed,
  frightened, paralyzed, and poisoned for
  one hour.
  •
  30d6 Rations.
  •
  3d12 Small Tarrasque 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 1d10 damage. After the
  ammunition has been ﬁ red, it loses this
  property.
  •
  3d10 Tarrasque Bones. 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.
  •
  1d10 Tarrasque Carapaces. One
  carapace can be crafted into a shield
  (4000 gp, 60 days), and two carapaces
  can be crafted into a set of plate armor
  (5000 gp, 65 days) or a set of half-plate
  armor (4500 gp, 63 days). Requires
  attunement. While wearing this piece
  of armor, you have a +1 bonus to your
  armor class. In addition, you can use
  your reaction to reﬂ ect spells away
  from you. If you are targeted by a magic
  missile spell, a line spell, or a spell that
  requires a ranged attack roll, roll a d6.
  On a 1 to 5, you are unaﬀ ected by the
  spell. On a 6, you are unaﬀ ected, and the
  eﬀ ect of the spell is reﬂ ected back at the
  caster as though it originated from you,
  turning the caster into the target.
  •
  1d2 Tarrasque Eyes. When consumed,
  you gain blindsight out to a range of 120
  feet for one hour.
  •
  1d4 Tarrasque Fangs. Can be crafted
  into a greatsword (2000 gp, 30 days).
  On a hit, this weapon deals an additional
  2d6 damage.
  •
  1 Tarrasque Hide. Can be crafted into
  a set of light armor (3000 gp, 75 days).
  Requires attunement. While wearing
  the armor, you are resistant to ﬁ re and
  poison damage. Six sets of armor can be
  crafted from this hide.
  •
  4d12 Vials of Tarrasque Blood. When
  consumed, you have advantage on
  saving throws against spells and other
  magical eﬀ ects.
  •
  3d8 Vials of Tarrasque Stomach Acid.
  As an action, you can throw this vial up
  to 30 feet away where it will shatter in a
  mist of acid. Each creature within 15 feet
  of where the vial landed must succeed
  on a DC 19 Dexterity saving throw. A
  creature takes 16d6 acid damage on a
  failed save and half as much damage on
  a successful one.
  •
  1d3 Vials of Thri-kreen 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
  of ammunition must make a DC 11
  Constitution saving throw or be poisoned
  for one minute. If the saving throw fails
  by 5 or more, the target is also paralyzed
  while poisoned in this way. The poisoned
  target can repeat the saving throw on
  each of its turns, ending the eﬀ ect on
  itself on a success. Once applied, the
  poison retains its potency for one minute
  before drying.
  _____________________________
  SECTION T
  _____________________________
  
  79
  •
  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 ﬁ re damage.
  When used in this way, you deal an
  additional 1d6 ﬁ re 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.
  •
  1d2 Vials of Stinky Goo. As an action,
  you can throw this vial up to 30 feet away
  where it will shatter in a cloud of stinky
  gas. Each creature within 5 feet of where
  the vial landed must succeed on a DC 12
  Constitution saving throw or be poisoned
  until the start of its next turn.
  •
  1d10 Giant’s Toes. Can be sold for 4 gold
  pieces per toe.
  •
  1d4 Troll Claws. Can be crafted into a
  shortsword (10 gp, 2 days).
  •
  2d6 Vials of Troll Blood. When
  consumed, you regain 1d4 hit points
  at the end of each of your turns for the
  next minute.
  •
  2d6 Rations.
  •
  1d4 Umber Hulk Claws. Can be crafted
  into a dagger (2 gp, 1 day).
  •
  1 Umber Hulk Head. Can be crafted into
  a helm of confusion (2000 gp, 30 days).
  Requires attunement. While wearing this
  helm, you can target a creature within 30
  feet of you and force it to make a DC 15
  Charisma saving throw. On a failed save,
  the creature can’t take reactions until
  the start of its next turn and rolls a d8 to
  determine what it does during that turn.
  On a 1 to 4, the creature does nothing.
  On a 5 or 6, the creature takes no action
  but uses all its movement to move in
  a random direction. On a 7 or 8, the
  creature makes one melee attack against
  a random creature, or it does nothing if
  no creature is within reach.
  •
  1d2 Umber Hulk Mandibles. Can be
  crafted into a battleaxe (10 gp, 2 days).
  •
  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.
  _____________________________
  SECTION U
  _____________________________
  
  •
  2d6 Ounces of Vampire Dust. When
  consumed, you turn into a cloud of mist
  as if subjected to the gaseous form spell.
  This eﬀ ect 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 eﬀ ects.
  •
  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 ﬁ red, 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
  ﬁ red, it loses these properties.
  •
  1d4 Vampire Claws. Can be crafted into
  a dagger (2 gp, 1 day).
  •
  1d2 Vampire Fangs. One fang can
  be used as the tip on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these teeth deal
  an additional 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 ﬁ red, 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
  ﬁ red, it loses these properties.
  _____________________________
  SECTION V
  _____________________________
  
  81
  •
  1d2 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.
  •
  1d2 Vials of Water Essence. When
  consumed, the pure water cleanses the
  body. If you are suﬀ ering from either
  the blinded, deafened, paralyzed, or the
  poisoned condition, you can choose one
  of these conditions and end its eﬀ ects on
  you. Alternatively, the essence can also
  remove one disease that is aﬄ  icting you.
  •
  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.
  W
  - -W
  •
  1d6 Vials of Ectoplasm. When
  consumed, you can see into the Ethereal
  Plane for one hour.
  •
  1d4 Wisps of Light. 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.
  •
  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
  eﬀ ect 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 aﬀ ected by the darkness
  spell. When consumed, you have
  advantage on Dexterity (Stealth) checks
  made while in dim light or darkness.
  •
  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
  _____________________________
  SECTION W
  _____________________________
  
  82
  weapon deals an additional 3 (1d6)
  poison damage on a hit.
  •
  1d12 Wyvern Teeth. One tooth can
  be used as the tip on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these teeth deal
  an additional 1d4 damage. After the
  ammunition has been ﬁ red, it loses this
  property.
  •
  1d3 Chunks of Earth Essence. As an
  action, this essence can be rubbed on
  a weapon where it solidiﬁ es. For one
  minute, the weapon is magical, attacks
  with the weapon deal an additional 1d6
  bludgeoning damage, and the weapon
  deals double damage to objects and
  structures.
  •
  1d4 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.
  •
  1d12 Xorn 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 bludgeoning damage. After the
  ammunition has been ﬁ red, it loses
  this property.
  _____________________________
  SECTION X
  _____________________________
  •
  2d6 Rations.
  •
  1d6 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.
  _____________________________
  SECTION Y
  _____________________________
  
  83
  •
  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.
  •
  3d6 Arrows.
  •
  1 Broken Longbow.
  •
  1 Broken Scimitar.
  •
  2d6 Rations.
  •
  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.
  •
  1 Yuan-ti Hide. Can be crafted into a set
  of light armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to poison damage.
  •
  1d8 Yuan-ti Teeth. One tooth can be used
  as the tip on an arrow or a crossbow bolt.
  Ranged attacks that use ammunition
  made from these teeth deal an additional
  3 (1d6) poison damage. After the
  ammunition has been ﬁ red, it loses this
  property.
  •
  3d6 Arrows (Type 1 and 3).
  •
  1 Broken Longbow (Type 1 and 3).
  •
  1 Broken Scimitar (Type 1 and 3).
  •
  1d6 Rations.
  •
  1 Vial 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.
  •
  1 Yuan-ti Hide. Can be crafted into a set
  of light armor (2000 gp, 60 days). While
  wearing this armor, you have resistance
  to poison damage.
  •
  1d4 Yuan-ti Teeth. One tooth can be used
  as the tip on an arrow or a crossbow bolt.
  Ranged attacks that use ammunition
  made from these teeth deal an additional
  3 (1d6) poison damage. After the
  ammunition has been ﬁ red, it loses this
  property.
  •
  2d6 Arrows.
  •
  1 Broken Scimitar.
  •
  1 Broken Shortbow.
  •
  1d4 Arcanaloth Claws. Can be crafted
  into a dagger (250 gp, 14 days). This
  weapon deals an additional 3 (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
  
  84
  grants resistance to cold, ﬁ re, 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 aﬀ ected 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.
  •
  1 Trident. This weapon is magical.
  •
  1d4 Mezzoloth Claws. Can be crafted
  into a dagger (2 gp, 1 day).
  •
  1 Mezzoloth Hide. Can be crafted into
  a set of light armor (4000 gp, 90 days).
  Requires attunement. This armor
  grants resistance to cold, ﬁ re, and
  lightning damage.
  •
  1 Yugoloth Heart. When consumed,
  you magically teleport up to 60 feet to
  an unoccupied space you can see. Any
  equipment you are wearing or carrying is
  teleported with you.
  •
  1d6 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 aﬀ ected by the darkness
  spell. When consumed, you have
  advantage on Dexterity (Stealth) checks
  made while in dim light or darkness.
  •
  1d4 Vials of Yugoloth Serum. When
  consumed, you gain resistance to acid
  and poison damage for one hour.
  •
  1 Greataxe. This weapon is magical.
  •
  1 Nycaloth Hide. Can be crafted into a
  set of light armor (4000 gp, 90 days).
  Requires attunement. This armor
  grants resistance to cold, ﬁ re, and
  lightning damage.
  •
  1d2 Nycaloth Wings. Two wings can be
  crafted into a cloak of the bat (DMG p.
  159) (2000 gp, 60 days).
  •
  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.
  •
  1d8 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 aﬀ ected by the darkness
  spell. When consumed, you have
  advantage on Dexterity (Stealth) checks
  made while in dim light or darkness.
  •
  1d6 Vials of Yugoloth Serum. When
  consumed, you gain resistance to acid
  and poison damage for one hour.
  •
  1 Longsword. This weapon is magical.
  •
  1d2 Ultroloth Eyes. This eye can be
  crafted into an eye of hypnotic gazing
  (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 and that can also see you. The
  target must succeed on a DC 17 Wisdom
  saving throw or be charmed by you
  until the end of your next turn. While
  charmed, the creature is stunned.
  
  85
  •
  1 Ultroloth Hide. Can be crafted into a
  set of light armor (4000 gp, 90 days).
  Requires attunement. This armor
  grants resistance to cold, ﬁ re, and
  lightning damage.
  •
  1 Yugoloth Heart. When consumed,
  you magically teleport up to 60 feet to
  an unoccupied space you can see. Any
  equipment you are wearing or carrying is
  teleported with you.
  •
  2d6 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 aﬀ ected 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.
  •
  1 Zombie Hand. Can be used as an
  arcane focus.
  _____________________________
  SECTION Z
  _____________________________
  
  86
  _____________________________
  MISCELLANEOUS
  CREATURES
  _____________________________
  •
  1 Ape Hide. Two hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  1d6 Rations.
  •
  1 Twig. Can be used as an arcane focus
  or a druidic focus.
  •
  2d6 Enchanted Logs. When set on ﬁ re,
  one enchanted log burns for eight hours
  and gives oﬀ  as much heat as an average
  campﬁ re. The ﬁ re is not magical and
  can be extinguished in the same ways as
  normal ﬁ re can.
  •
  1d8 Axe Beak Feathers. Two feathers
  can be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1 Baboon Hide. Four hides can be
  crafted into leather armor (10 gp, 2 days)
  or studded leather armor (45 gp, 3 days).
  •
  1d4 Rations.
  •
  1 Badger Hide. Eight hides can be
  crafted into leather armor (10 gp, 2 days)
  or studded leather armor (45 gp, 3 days).
  •
  1 Ration.
  B
  1 Ration.
  •
  1 Black Bear Hide. Two hides can be
  crafted into leather armor (10 gp, 2 days)
  or studded leather armor (45 gp, 3 days).
  •
  1d6 Rations.
  •
  1 Blink Dog Heart. When consumed,
  you and any equipment you are wearing
  or carrying magically teleport to an
  unoocupied space of your choice that you
  can see within 40 feet of you.
  •
  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.
  •
  1d8 Blood Hawk Feathers. Two feathers
  can be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  1d4 Rations.
  
  87
  •
  1 Boar Hide. Two hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  1d2 Boar Tusks. Can be crafted into a
  dagger (2 gp, 1 day).
  •
  1d6 Rations.
  •
  1d4 Brown Bear Claws. Can be crafted
  into a dagger (2 gp, 1 day).
  •
  1 Brown Bear Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Camel Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  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.
  •
  1 Constrictor Snake Hide. Can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Crab Shell. Eight shells can be crafted
  into a shield (20 gp, 3 days).
  •
  1 Ration.
  •
  1 Crocodile Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Death Dog Hide. Two hides be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  2d6 Death Dog 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 ﬁ red, it loses
  this property.
  •
  1d6 Rations.
  •
  1 Deer Hide. Two hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  1d6 Rations.
  •
  1 Dire Wolf Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d8 Dire Wolf 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1 Draft Horse Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  
  88
  •
  1d8 Eagle Feathers. Two feathers can
  be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  1d4 Rations.
  •
  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.
  •
  1 Elk Hide. Can be crafted into leather
  armor (10 gp, 2 days) or studded leather
  armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Ration.
  •
  1 Ration.
  •
  1 Giant Ape 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.
  •
  1 Giant Badger Hide. Two hides can be
  crafted into leather armor (10 gp, 2 days)
  or studded leather armor (45 gp, 3 days).
  •
  1d6 Rations.
  •
  1 Giant Bat Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Boar Hide. Can be crafted into leather
  armor (10 gp, 2 days) or studded leather
  armor (45 gp, 3 days).
  •
  1d2 Boar Tusks. Can be crafted into a
  shortsword (10 gp, 2 days).
  •
  2d6 Rations.
  •
  1d6 Rations.
  •
  1 Giant Constrictor Snake 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.
  •
  1d2 Giant Constrictor Snake Fangs. Can
  be crafted into a dagger (2 gp, 1 day).
  •
  4d6 Rations.
  •
  1 Crab Shell. Two shells can be crafted
  into a shield (20 gp, 3 days).
  •
  1d6 Rations.
  •
  1 Giant Crocodile 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.
  •
  1d10 Giant Crocodile 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
  
  89
  an additional 1d4 damage on a hit. After
  the ammunition has been ﬁ red, it loses
  this property.
  •
  4d6 Rations.
  •
  2d6 Giant Eagle Feathers. Two feathers
  can be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1 Giant Elk 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.
  •
  1d4 Rations.
  •
  1 Giant Frog Hide. Two hides can be
  crafted into leather armor (10 gp, 2 days)
  or studded leather armor (45 gp, 3 days).
  •
  1d6 Rations.
  •
  1 Giant Goat Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Giant Hyena Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  1d10 Giant Hyena 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1 Giant Lizard Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Giant Octopus Hide. Can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1d8 Giant Owl Feathers. Two feathers
  can be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  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.
  •
  1 Giant Rat Hide. Four hides can be
  crafted into leather armor (10 gp, 2 days)
  or studded leather armor (45 gp, 3 days).
  •
  1d4 Rations.
  •
  1 Giant Scorpion Hide. Can be crafted
  into half-plate armor (1200 gp, 5 days).
  •
  2d6 Rations.
  
  90
  •
  1 Giant Sea Horse Hide. Can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Giant Shark 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.
  •
  1d10 Giant Shark 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 ﬁ red, it loses
  this property.
  •
  4d6 Rations.
  •
  1 Giant Spider Hide. Can be crafted
  into leather armor (50 gp, 2 days)
  or studded leather armor (85 gp, 3
  days). While wearing this armor, you
  ignore movement restrictions caused
  by webbing.
  •
  2d6 Rations.
  •
  1 Giant Toad Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  2d6 Giant Vulture Feathers. Two feathers
  can be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  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 ﬁ red, it
  loses this property.
  •
  2d6 Rations.
  •
  1 Giant Weasel Hide. Two hides can be
  crafted into leather armor (10 gp, 2 days)
  or studded leather armor (45 gp, 3 days).
  •
  1d6 Rations.
  •
  1 Giant Wolf Spider Hide. Two hides can
  be crafted into leather armor (50 gp, 2
  days) or studded leather armor (85 gp,
  3 days). While wearing this armor, you
  ignore movement restrictions caused
  by webbing.
  •
  1d6 Rations.
  •
  1 Goat Hide. Two hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  1d6 Rations.
  •
  1d4 Hawk Feathers. Two feathers can
  be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  1d4 Rations.
  •
  1 Hunter Shark Hide. Can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  
  91
  •
  1d10 Hunter Shark 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1 Hyena Hide. Two hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  1d4 Hyena 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 ﬁ red, it loses
  this property.
  •
  1d6 Rations.
  •
  1 Jackal Hide. Four hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  1d4 Rations.
  •
  1 Killer Whale 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 Killer Whale 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 ﬁ red, it loses
  this property.
  •
  4d6 Rations.
  •
  1 Lion Hide. Can be crafted into leather
  armor (10 gp, 2 days) or studded leather
  armor (45 gp, 3 days).
  •
  1d10 Lion 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1 Ration.
  •
  1 Mammoth Hide. Can be crafted
  into leather armor (25 gp, 2 days) or
  studded leather armor (70 gp, 3 days).
  While wearing this armor, you suﬀ er no
  penalties from being in extreme cold.
  Two sets of armor can be crafted from
  this hide.
  •
  4d6 Rations.
  •
  1 Mastiﬀ  Hide. Two hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  1d6 Rations.
  M
  •
  1 Mule Hide. Two hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  1d6 Rations.
  •
  1d4 Rations.
  •
  1d4 Owl Feathers. Two feathers can
  be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  1 Ration.
  
  92
  •
  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.
  •
  1 Phase Spider Hide. Can be crafted
  into leather armor (50 gp, 2 days)
  or studded leather armor (85 gp, 3
  days). While wearing this armor, you
  ignore movement restrictions caused
  by webbing.
  •
  2d6 Rations.
  •
  1 Ration.
  •
  1d4 Polar Bear Claws. Can be crafted
  into a dagger (2 gp, 1 day).
  •
  1 Polar Bear Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Pony Hide. Two hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  1d6 Rations.
  •
  1 Ration.
  R
  •
  1 Ration.
  •
  1 Ration.
  •
  1d4 Raven Feathers. Two feathers can
  be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  1d6 Rations.
  •
  1 Reef Shark Hide. Two hides can be
  crafted into leather armor (10 gp, 2 days)
  or studded leather armor (45 gp, 3 days).
  •
  1d4 Reef Shark 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1 Rhinoceros Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Riding Horse Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  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 ﬁ red, it
  loses this property.
  •
  1 Ration.
  
  93
  •
  1 Scorpion Stinger. One stinger can
  be used as the tip on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from this stinger deal
  an additional 1d6 poison damage. After
  the ammunition has been ﬁ red, it loses
  this property.
  •
  1 Ration.
  •
  1 Ration.
  •
  1d6 Rations.
  •
  1d6 Rations.
  •
  1d6 Rations.
  •
  1d6 Rations.
  •
  1d6 Rations.
  •
  1d6 Rations.
  •
  2d6 Raven Feathers. Two feathers can
  be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1 Tiger Hide. Can be crafted into leather
  armor (10 gp, 2 days) or studded leather
  armor (45 gp, 3 days).
  •
  1d10 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 ﬁ red, it loses
  this property.
  •
  1d6 Rations.
  •
  1d6 Vulture Feathers. Two feathers can
  be used as ﬂ etching 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1 Warhorse Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  1 Ration.
  •
  2d6 Rations.
  •
  1 Winter Wolf Hide. Can be crafted into
  a set of light armor (2100 gp, 60 days).
  While wearing this armor, you have
  resistance to cold damage and you have
  advantage on Dexterity (Stealth) checks
  made to hide in snowy terrain.
  •
  1d10 Winter Wolf 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 cold damage on a hit.
  After the ammunition has been ﬁ red, it
  loses this property.
  
  94
  •
  1d6 Rations.
  •
  1 Wolf Hide. Two hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  2d6 Rations.
  •
  1 Worg Hide. Can be crafted into leather
  armor (10 gp, 2 days) or studded leather
  armor (45 gp, 3 days).
  _____________________________
  NONPLAYER
  CHARACTERS
  _____________________________
  •
  1 Broken Club.
  •
  1 Flask of Holy Water.
  •
  1 Holy Symbol. Matches the religious
  beliefs of the acolyte.
  •
  1 Arcane Focus.
  •
  1 Broken Dagger.
  •
  1 Book.
  •
  1 Spellbook. It has in it the following
  spells: cone of cold, detect magic, ﬁ re
  shield, identify, teleport.
  •
  1d6 Vials.
  •
  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.
  •
  1 Broken Leather Armor.
  •
  1 Broken Scimitar.
  •
  1d2 Bottles of Alcohol.
  •
  1 Broken Dagger.
  •
  1 Broken Scimitar.
  •
  1 Broken Studded Leather Armor.
  •
  1 Broken Greataxe.
  •
  1 Broken Hide Armor.
  •
  1 Broken Club.
  •
  1 Broken Leather Armor.
  •
  1 Broken Scimitar.
  •
  1 Symbol of the cultist’s order.
  
  95
  •
  1 Broken Leather Armor.
  •
  1 Broken Dagger.
  •
  1 Symbol of the cultist’s order.
  •
  1 Dire Wolf Hide. Can be crafted into
  leather armor (10 gp, 2 days) or studded
  leather armor (45 gp, 3 days).
  •
  2d8 Dire Wolf 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 ﬁ red, it loses
  this property.
  •
  2d6 Rations.
  •
  1 Broken Shield.
  •
  1d4 Broken Spears.
  •
  1 Broken Studded Leather Armor.
  •
  1 Broken Chain Shirt.
  •
  1 Broken Shield.
  •
  1d4 Broken Spears.
  •
  1 Broken Greatsword.
  •
  1 Broken Heavy Crossbow.
  •
  1 Broken Plate Armor.
  •
  2d6 Crossbow Bolts.
  •
  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.
  •
  1 Broken Breastplate.
  •
  1 Broken Rapier.
  •
  1d4 Random Gems (Value 10 GP).
  •
  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.
  •
  2d6 Arrows.
  •
  1 Broken Leather Armor.
  •
  1 Broken Longbow.
  •
  1 Broken Shortsword.
  •
  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.
  •
  1 Broken Heavy Crossbow.
  •
  1 Broken Leather Armor.
  •
  1 Broken Mace.
  •
  2d6 Crossbow Bolts.
  •
  1 Broken Hide Armor.
  •
  1d4 Broken Spears.
  •
  1 Broken Heavy Crossbow.
  •
  1 Broken Longsword.
  •
  1 Broken Shortsword.
  •
  1 Broken Splint Armor.
  •
  2d6 Crossbow Bolts.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Vol.1 Monster Manual [Print Friendly].pdf