TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen, 
  Louis Flindt Rask, Oskar Sandkvist, & Sindre Urvold 
  Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. This 
  work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon 
  Masters Guild. All other original material in this work is copyright 2020 by Anne Gregersen and 
  published under the Community Content Agreement for Dungeon Masters Guild.
  
  3
  H�� T� U�� T��� B���?
  Killing Humanoid Enemies
  6
  Harvesting Checks
  6
  Harvest Time
  7
  Time of Death
  7
  Types of Loot
  7
  N�� M�������
  Animated Statue
  9
  Animated Ballista
  9
  Animated Staﬀ 
  9
  Archdruid
  9
  Bore Worm
  9
  Champion
  9
  Drow House Captain
  10
  Githyanki Gish
  10
  Halaster Blackcloak
  10
  Lava Child
  10
  Living Unseen Servant
  10
  Muiral 
  10
  Neothilid
  11
  Scaladar 
  11
  Shadow Assassin 
  12
  Ulitharid
  12
  Werebat 
  12
  Wooden Donkey
  12
  C�������� F��� ��� 
  M������ M�����
  Aboleth
  13
  Abominable Yeti
  13
  Adult Blue Dracolich
  13
  Adult Bronze Dragon
  14
  Adult Red Dragon
  15
  Adult Silver Dragon
  15
  Adult White Dragon
  16
  Air Elemental 
  16
  Animated Armor
  17
  Arcanaloth
  17
  Assassin  
  17
  Awakened Shrub 
  17
  Awakened Tree 
  17
  Azer 
  17
  Bandit 
  18
  Bandit Captain 
  18
  Banshee 
  18
  Barbed Devil 
  18
  Barlgura 
  18
  Basilisk 
  18
  Bat 
  18
  Behir 
  19
  Beholder 
  19
  Berserker 
  19
  Black Bear 
  19
  Black Pudding 
  19
  Blue Slaad 
  20
  Boar 
  20
  Bone Devil 
  20
  Bone Naga 
  20
  Brown Bear 
  20
  Bugbear 
  20
  Bulette 
  21
  Bullywug 
  21
  Carrion Crawler 
  21
  Cave Bear 
  21
  Chasme 
  21
  Chimera 
  21
  Chuul 
  22
  Clay Golem 
  22
  Cloaker 
  22
  Commoner 
  22
  Constrictor Snake 
  22
  Couatl 
  22
  Cult Fanatic 
  23
  Cultist 
  23
  Dao 
  23
  Darkmantle 
  23
  Death Dog 
  23
  Death Knight 
  23
  T���� �� C�������
  
  4
  Death Slaad 
  24
  Death Tyrant 
  24
  Deep Gnome 
  25
  Demilich 
  25
  Deva 
  25
  Displacer Beast 
  25
  Doppelganger 
  26
  Drider 
  26
  Drow 
  26
  Drow Elite Warrior 
  26
  Drow Mage 
  26
  Drow Priestess of Lolth 
  27
  Duergar 
  27
  Efreet 
  27
  Elk 
  27
  Empyrean  
  27
  Ettercap 
  28
  Ettin 
  28
  Faerie Dragon 
  28
  Fire Elemental 
  28
  Fire Giant 
  29
  Flameskull 
  29
  Flesh Golem 
  29
  Flumph 
  29
  Flying Sword 
  29
  Fomorian 
  29
  Frog 
  29
  Galeb Duhr 
  30
  Gargoyle 
  30
  Gas Spore 
  30
  Gelatinous Cube 
  30
  Ghast 
  30
  Ghost 
  30
  Ghoul 
  31
  Giant Badger 
  31
  Giant Bat 
  31
  Giant Centipede 
  31
  Giant Crab 
  31
  Giant Fire Beetle 
  31
  Giant Frog 
  31
  Giant Lizard 
  31
  Giant Poisonous Snake 
  31
  Giant Rat 
  31
  Giant Spider 
  31
  Giant Toad 
  31
  Giant Wasp 
  31
  Gibbering Mouther 
  32
  Githyanki Knight 
  32
  GIthyanki Warrior 
  32
  Githzerai Zerth 
  32
  Glabrezu 
  32
  Goat 
  32
  Goblin 
  32
  Goblin Boss 
  33
  Gorgon 
  33
  Gray Ooze 
  33
  Gray Slaad 
  33
  Green Slaad 
  33
  Grell 
  34
  Grick 
  34
  Grick Alpha 
  34
  Grimlock 
  34
  Hell Hound 
  34
  Helmed Horror 
  34
  Hezrou 
  35
  Hobgoblin  
  35
  Hobgoblin Captain 
  35
  Hobgoblin Warlord 
  35
  Homunculus  
  35
  Hook Horror 
  35
  Hydra 
  35
  Ice Devil 
  36
  Incubus 
  36
  Intellect Devourer 
  36
  Invisible Stalker 
  36
  Iron Golem 
  37
  Kenku 
  37
  Kuo-toa 
  37
  Kuo-toa Archpriest 
  37
  Kuo-toa Whip 
  37
  Lich 
  37
  Lizard 
  38
  Lizardfolk 
  38
  Mage 
  38
  Magma Mephit 
  38
  Manticore 
  38
  Marid 
  38
  Marilith  
  39
  Medusa 
  39
  Mezzoloth 
  39
  Mimic 
  40
  Mind Flayer 
  40
  Minotaur 
  40
  Mud Mephit 
  40
  Mummy 
  40
  Mummy Lord 
  41
  Myconid Adult 
  41
  Myconid Sovereign 
  41
  Myconid Sprout 
  41
  Nalfeshnee 
  41
  
  5
  Night Hag 
  42
  Noble 
  42
  Nothic 
  42
  Nycaloth 
  42
  Ochre Jelly 
  43
  Ogre 
  43
  Oni 
  43
  Orc War Chief 
  43
  Orog 
  43
  Otyugh 
  43
  Owlbear 
  44
  Phase Spider 
  44
  Piercer 
  44
  Pit Fiend 
  44
  Planetar 
  44
  Priest 
  45
  Pseudodragon 
  45
  Quadrone 
  45
  Quaggoth  
  45
  Quasit 
  45
  Rakshasa 
  46
  Raven 
  46
  Red Dragon Wyrmling 
  46
  Remorhaz  
  46
  Revenant 
  47
  Roper 
  47
  Rust Monster 
  47
  Sahuagin Baron 
  47
  Scorpion 
  48
  Scout 
  48
  Sea Hag 
  48
  Shadow 
  48
  Shadow Demon 
  48
  Shambling Mound 
  48
  Shield Guardian 
  48
  Shrieker 
  48
  Skeleton 
  49
  Slaad Tadpole 
  49
  Smoke Mephit 
  49
  Spectator 
  49
  Specter 
  49
  Spider 
  49
  Spirit Naga 
  49
  Spy 
  50
  Stirge 
  50
  Stone Giant 
  50
  Stone Golem 
  50
  Swarm of Insects 
  50
  Swarm of Quippers 
  50
  Swarm of Rats 
  50
  Thug 
  50
  Troglodyte 
  50
  Troll 
  50
  Ultroloth  
  51
  Umber Hulk 
  51
  Vampire 
  51
  Vampire Spawn 
  52
  Veteran 
  52
  Vrock 
  52
  Wererat 
  52
  Wight 
  53
  Will-o’-Wisp 
  53
  Worg 
  53
  Wraith 
  53
  Wyvern 
  53
  Xorn 
  53
  Yochlol 
  54
  Young Blue Dragon 
  54
  Young Green Dragon 
  54
  Young Red Dragon 
  55
  Yuan-ti Abomination 
  55
  Yuan-ti Pureblood 
  55
  Zombie 
  55
  
  6
  H�� T� U�� T��� B���?
  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.
  K������ H������� E������
  Many humanoid enemies exist within the 
  worlds of D������� & D������. 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.
  H��������� C�����
  There are a few ways to harvest the monsters 
  found in the worlds of D������� & D������, 
  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. 
  A������ C����
  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. 
  
  7
  T��� C����
  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. 
  H������ T���
  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
  T��� �� D����
  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. 
  T���� �� L���
  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. 
  
  8
  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.  
  
  9
  A������� S�����
  • 
  1 Broken Dagger. 
  • 
  2d6 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. 
  • 
  3d6 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.
  A������� B�������
  • 
  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.
  • 
  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. 
  A������� S����
  • 
  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.
  A��������
  • 
  1 Broken Hide Armor.
  • 
  1 Broken Scimitar.
  • 
  1 Broken Shield.
  • 
  1 Druidic Focus.
  B��� W���
  • 
  1 Bore Worm Chassis. 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). Three sets of armor can 
  be crafted from this hide.
  • 
  1 Bore 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 1d6 poison damage.
  • 
  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.
  • 
  1d10 Vials of Bore Worm Poison. As 
  an action, the poison can be used to 
  coat one slashing or piercing weapon, 
  or up to three pieces of ammunition. A 
  creature hit by the poisoned weapon 
  or ammunition must make a DC 16 
  Constitution saving throw or take 6d6 
  poison damage on a failed save and half 
  as much damage on a successful one. 
  Once applied, the poison retains its 
  potency for one minute before drying.
  C�������
  • 
  1 Broken Greatsword.
  • 
  1 Broken Light Crossbow.
  • 
  1 Broken Plate Armor.
  • 
  3d6 Crossbow Bolts.
  _____________________________
  NEW MONSTERS
  _____________________________
  
  10
  D��� H���� C������
  • 
  1 Broken Chain Mail (size Medium).
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Scimitar.
  • 
  1 Broken Whip.
  • 
  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 
  this way. The target wakes up if it takes 
  damage or if another creature uses an 
  action to shake it awake. 
  G�������� G���
  • 
  1 Broken Half Plate Armor 
  (size Medium).
  • 
  1 Broken Longsword.
  • 
  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.
  H������� B���������
  • 
  1 Blastscepter. 
  • 
  1 Horned Ring. 
  • 
  1 Robe of Eyes.
  • 
  1 Spellbook. It has in it the following 
  spells: arcane lock, Bigby’s hand, 
  confusion, hallucinatory terrain, meteor 
  swarm, silent image, symbol.
  L��� C����
  • 
  1d10 Locks of Lava Child Hair. When 
  consumed, you have advantage on attack 
  rolls made against any creature wearing 
  metal armor or using a metal shield for 
  one minute. 
  L����� U����� S������
  • 
  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 Vial of Spell Essence. As an action, the 
  essence can be used to coat one slashing 
  or piercing weapon, or up to three pieces 
  of ammunition. A creature hit by the 
  weapon or ammunition must make a DC 
  13 Constitution saving throw or take 1d6 
  force damage on a failed save and half as 
  much damage on a successful one. 
  M�����
  • 
  1 Broken Longsword. 
  • 
  1 Muiral Stinger. Can be crafted into a 
  greatsword or lance (1000 gp, 14 days). 
  On a hit, this weapon deals an additional 
  1d6 poison damage.  
  • 
  2d6 Rations. 
  • 
  1 Spellbook. It has in it the following 
  spells: create undead, darkness, 
  expeditious retreat, lightning bolt, 
  polymorph, spider climb. 
  
  11
  N��������
  • 
  1 Neothelid 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 
  10d6 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.
  • 
  1d4 Neothelid Teeth. Can be crafted into 
  a dagger (2000 gp, 60 days). Requires 
  attunement. Once per day, when you hit 
  a creature with this weapon you can cast 
  the feeblemind spell on it. The DC for the 
  spell is 16.
  • 
  2d12 Vials of Acid.
  • 
  1d8 Vials of Neothelid Blood. When 
  consumed, you gain the beneﬁ ts of the 
  levitate spell for 10 minutes.
  • 
  1d4 Vials of Neothelid Mind Fluid. When 
  consumed, you become aware of the 
  presence of creatures within 5 miles of 
  you that have an Intelligence score of 
  4 or higher for one hour. You know the 
  distance and direction to each creature, 
  as well as each one’s Intelligence score, 
  but you can’t sense anything else about 
  it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar 
  magic can’t be perceived in this manner.
  • 
  1d10 Vials of Neothelid Slime. When 
  consumed, you have advantage on 
  saving throws against spells and other 
  magical eﬀ ects.
  S�������
  • 
  4d6 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 Scaladar Chassis. Can be crafted into 
  a set of plate armor (3000 gp, 20 days). 
  Requires attunement. While wearing 
  the armor, you are resistant to lightning 
  damage. Whenever you are subjected 
  to lightning damage, you can use your 
  reaction to take no lightning damage 
  from the triggering attack. The ﬁ rst 
  weapon attack you make before the 
  end of your next turn after using your 
  reaction in this way deals an extra 2d6 
  lightning damage.  
  • 
  1d2 Scaladar Claws. Two claws 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 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 Scaladar Link Core. Requires 
  attunement. You know the location 
  of any scaladar within 60 feet of you, 
  and you can sense when any of them 
  take damage. 
  • 
  1 Scaladar Stinger. Can be crafted into a 
  greatsword or lance (1000 gp, 14 days). 
  On a hit, this weapon deals an additional 
  1d6 lightning damage.  
  
  12
  S����� A�������
  • 
  1d2 Shadow Blades. Requires 
  attunement. This weapon functions like a 
  shortsword and deals an additional 1d6 
  necrotic damage on a hit. 
  • 
  2d6 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.
  U��������
  • 
  1 Broken Breastplate (size Medium).
  • 
  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 10 minutes. 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.
  • 
  1d4 Vials of Ulitharid Mind Fluid. When 
  consumed, you become aware of the 
  presence of creatures within 5 miles of 
  you that have an Intelligence score of 
  4 or higher for one hour. You know the 
  distance and direction to each creature, 
  as well as each one’s Intelligence score, 
  but you can’t sense anything else about 
  it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar 
  magic can’t be perceived in this manner.
  W������
  • 
  3d6 Arrows. 
  • 
  1 Broken Scimitar. 
  • 
  1 Broken Shortbow.
  • 
  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. 
  W����� D�����
  • 
  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. 
  
  13
  The following creatures from the Monster 
  Manual appear in Waterdeep: Dungeon of 
  the Mad Mage, alongside new monsters and 
  enemies ﬁ t for looting. The entries below can 
  all be found in the Monster Loot: Monster 
  Manual supplement and have been added to 
  this document for easy reference. They are 
  largely unchanged from how they are written 
  in the Monster Loot: Monster Manual 
  supplement.
   A������
  • 
  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.
  _____________________________
  CREATURES FROM THE 
  MONSTER MANUAL
  _____________________________
  A��������� Y���
  • 
  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.
  A���� B��� D��������
  • 
  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 
  
  14
  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.
  • 
  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.  
  • 
  1d2 Sapphires.
  A���� B����� D�����
  • 
  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 
  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 
  
  15
  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.
  A���� R�� D�����
  • 
  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.
  • 
  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.
  A���� S����� D�����
  • 
  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 
  
  16
  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.
  A���� W���� D�����
  • 
  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.
  A�� E��������
  • 
  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.
  
  17
  A������� A����
  • 
  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.
  A���������
  • 
  1d4 Arcanaloth Claws. Can be crafted 
  into a dagger (250 gp, 14 days). This 
  weapon deals an additional 1d6 poison 
  damage on a hit.
  • 
  1d2 Arcanaloth Eyes. When consumed, 
  you gain truesight out to a range of 30 
  feet for 10 minutes.
  • 
  1 Arcanaloth Hide. Can be crafted 
  into a set of light armor (4000 gp, 90 
  days). Requires attunement. This armor 
  grants resistance to cold, 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.
  A������� 
  • 
  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.
  A������� S����
  • 
  1 Twig. Can be used as an arcane focus 
  or a druidic focus.
  A������� T���
  • 
  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.
  A���
  • 
  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.
  
  18
  B�����
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Scimitar.
  B����� C������
  • 
  1d2 Bottles of Alcohol.
  • 
  1 Broken Dagger.
  • 
  1 Broken Scimitar.
  • 
  1 Broken Studded Leather Armor.
  B������
  • 
  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.
  B����� D����
  • 
  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.
  • 
  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.
  B�������
  • 
  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.
  B�������
  • 
  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 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.
  B��
  • 
  1 Ration.
  
  19
  B����
  • 
  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.
  B�������
  • 
  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 
  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.
  B��������
  • 
  1 Broken Greataxe.
  • 
  1 Broken Hide Armor.
  B���� B���
  • 
  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.
  B���� P������
  • 
  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.
  
  20
  B��� S����
  • 
  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.
  B���
  • 
  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.
  B��� D����
  • 
  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.
  B��� N���
  • 
  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.
  B���� B���
  • 
  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.
  B������
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shield.
  • 
  1d2 Javelins.
  
  21
  B������
  • 
  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.
  B�������
  • 
  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.
  C������ C������
  • 
  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.
  C��� B���
  • 
  1d4 Cave Bear Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  1 Cave Bear Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  C�����
  • 
  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.
  C������
  • 
  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.
  • 
  1d2 Chimera Wings. Two wings can be 
  crafted into a cloak of protection (DMG 
  p. 159) (200 gp, 14 days).
  • 
  2d6 Rations.
  
  22
  C����
  • 
  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.
  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.
  C������
  • 
  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.
  C�������
  • 
  1 Broken Club.
  C���������� S����
  • 
  1 Constrictor Snake Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  C�����
  • 
  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.
  
  23
  C��� F������
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Dagger.
  • 
  1 Symbol of the cultist’s order.
  C������
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Scimitar.
  • 
  1 Symbol of the Cultist’s Order.
  D��
  • 
  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.
  • 
  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.
  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.
  D���� D��
  • 
  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.
  D���� K�����
  • 
  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 
  
  24
  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.
  D���� S����
  • 
  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).
  • 
  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.
  D���� T�����
  • 
  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.
  
  25
  D��� G����
  • 
  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.
  D�������
  • 
  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.
  • 
  2d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  D���
  • 
  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.
  D�������� B����
  • 
  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.
  
  26
  D�����������
  • 
  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.
  D�����
  • 
  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.
  D���
  • 
  1 Broken Chain Shirt (size Medium).
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  D��� E���� W������
  • 
  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 
  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.
  D��� M���
  • 
  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.
  
  27
  D��� P�������� �� L����
  • 
  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.
  D������
  • 
  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.
  E�����
  • 
  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.
  E��
  • 
  1 Elk Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  • 
  2d6 Rations.
  E������� 
  • 
  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, 
  
  28
  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.
  E�������
  • 
  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.
  E����
  • 
  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.
  F����� D�����
  • 
  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.
  F��� E��������
  • 
  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.
  
  29
  F��� G����
  • 
  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.
  F���������
  • 
  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.
  F���� G����
  • 
  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.
  F�����
  • 
  1 Flumph Tendril. Can be crafted 
  into a whip (100 gp, 7 days). This 
  weapon deals an additional 1d4 poison 
  damage on a hit.
  F����� S����
  • 
  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.
  F�������
  • 
  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 
  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.
  F���
  • 
  1 Ration.
  
  30
  G���� D���
  • 
  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.
  G�������
  • 
  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.
  G�� S����
  • 
  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.
  G��������� C���
  • 
  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.
  G����
  • 
  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.
  G����
  • 
  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.
  
  31
  G����
  • 
  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.
  G���� B�����
  • 
  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.
  G���� B��
  • 
  1 Giant Bat Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  G���� C��������
  • 
  1d6 Rations.
  G���� C���
  • 
  1 Crab Shell. Two shells can be crafted 
  into a shield (20 gp, 3 days).
  • 
  1d6 Rations.
  G���� F��� B�����
  • 
  1d4 Rations.
  G���� F���
  • 
  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.
  G���� L�����
  • 
  1 Giant Lizard Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  G���� P�������� S����
  • 
  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.
  G���� R��
  • 
  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.
  G���� S�����
  • 
  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.
  G���� T���
  • 
  1 Giant Toad Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  G���� W���
  • 
  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. 
  
  32
  G�������� M������
  • 
  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.
  G�������� K�����
  • 
  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.
  GI������� W������
  • 
  1 Broken Greatsword.
  • 
  1 Broken Half 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.
  G�������� Z����
  • 
  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.
  G�������
  • 
  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.
  G���
  • 
  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.
  G�����
  • 
  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.
  
  33
  G����� B���
  • 
  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.
  G�����
  • 
  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.
  G��� O���
  • 
  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.
  G��� S����
  • 
  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.
  G���� S����
  • 
  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 
  
  34
  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.
  G����
  • 
  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.
  G����
  • 
  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.
  G���� A����
  • 
  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.
  • 
  1d4 Grick Tentacles. Can be crafted into 
  a dagger (2 gp, 1 day).
  • 
  2d6 Rations.
  G�������
  • 
  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.
  H��� H����
  • 
  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.
  H����� H�����
  • 
  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.
  
  35
  H�����
  • 
  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.
  H�������� 
  • 
  3d6 Arrows.
  • 
  1 Broken Chain Mail Armor 
  (size Medium).
  • 
  1 Broken Longbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shield.
  H�������� C������
  • 
  1 Broken Greatsword.
  • 
  1 Broken Half Plate Armor 
  (size Medium).
  • 
  1d6 Javelins.
  H�������� W������
  • 
  2d4 Javelins.
  • 
  1 Broken Longsword.
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Broken Shield.
  H��������� 
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When 
  used in this way, you can choose to reroll 
  one of the rolled damage dice and must 
  keep the second result.
  • 
  1d4 Magical Pebbles. One pebble can be 
  used as ammunition for a sling. These 
  pebbles act as +1 ammunition.
  H��� H�����
  • 
  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.
  H����
  • 
  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.
  
  36
  I�� D����
  • 
  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.
  • 
  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.
  I������
  • 
  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.
  I�������� D�������
  • 
  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.
  I�������� S������
  • 
  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.
  
  37
  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.
  K����
  • 
  1 Broken Shortsword.
  • 
  1 Broken Shortbow.
  K��-���
  • 
  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.
  K��-��� A���������
  • 
  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��-��� 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.
  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 
  
  38
  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.
  L�����
  • 
  1 Ration.
  L���������
  • 
  1 Broken Heavy Club. This weapon, 
  when repaired, functions as a martial 
  weapon that deals 1d6 bludgeoning 
  damage on a hit. It costs 2 gold pieces to 
  repair the weapon.
  • 
  1 Broken Spiked Shield. This weapon, 
  when repaired, functions as a light 
  martial weapon that deals 1d6 piercing 
  damage on a hit and also functions as a 
  shield. You need proﬁ ciency with both to 
  wield it. It costs 20 gold pieces to repair 
  the weapon.
  • 
  1d3 Javelins.
  M���
  • 
  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.
  M���� M�����
  • 
  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.
  M��������
  • 
  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.
  M����
  • 
  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.
  
  39
  M������� 
  • 
  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.
  M�����
  • 
  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.
  M��������
  • 
  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.
  
  40
  M����
  • 
  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.
  M��� F�����
  • 
  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.
  M�������
  • 
  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. 
  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.
  M�� M�����
  • 
  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.
  M����
  • 
  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.
  
  41
  M���� L���
  • 
  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.
  M������ A����
  • 
  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.
  M������ S��������
  • 
  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 
  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.
  M������ S�����
  • 
  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.
  N���������
  • 
  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 
  
  42
  (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.
  N���� H��
  • 
  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.
  N����
  • 
  1 Broken Breastplate.
  • 
  1 Broken Rapier.
  • 
  1d4 Random Gems (Value 10 GP).
  N�����
  • 
  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 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.
  N�������
  • 
  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 
  
  43
  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.
  O���� J����
  • 
  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.
  O���
  • 
  1 Broken Greatclub.
  • 
  1 Broken Hide Armor (size Large).
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1d4 Javelins.
  O��
  • 
  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.
  O�� W�� C����
  • 
  1 Broken Chain Mail Armor 
  (size Medium).
  • 
  1 Broken Greataxe.
  • 
  1d4 Broken Spears.
  O���
  • 
  1 Broken Greataxe.
  • 
  1 Broken Plate Armor.
  • 
  1d6 Javelins.
  O�����
  • 
  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 
  
  44
  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.
  O������
  • 
  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.
  P���� S�����
  • 
  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.
  P������
  • 
  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.
  P�� F����
  • 
  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.
  P�������
  • 
  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 
  
  45
  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 
  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.
  P�����
  • 
  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.
  P�����������
  • 
  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.
  Q�������
  • 
  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.
  Q������� 
  • 
  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.
  Q�����
  • 
  1 Quasit Head. As an action, you can 
  throw this head at a creature within 
  30 feet of you. If the creature can see 
  the head, it must succeed on a DC 
  10 Wisdom saving throw or become 
  frightened of the head for one minute. 
  The head then breaks and stops 
  functioning.
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  
  46
  R�������
  • 
  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).
  R����
  • 
  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.
  R�� D����� W�������
  • 
  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.
  R������� 
  • 
  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). 
  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.
  
  47
  R�������
  • 
  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.
  R����
  • 
  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 
  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.
  R��� M������
  • 
  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.
  S������� B����
  • 
  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.
  
  48
  S�������
  • 
  1 Ration.
  • 
  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.
  S����
  • 
  2d6 Arrows.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Longbow.
  • 
  1 Broken Shortsword.
  S�� H��
  • 
  1d4 Strands of Sea Hag Hair. When 
  consumed, you become amphibious 
  for one hour.
  • 
  1d4 Vials of Sea Hag Blood. When 
  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.
  S�����
  • 
  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.
  S����� D����
  • 
  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.
  S�������� M����
  • 
  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).
  S����� G�������
  • 
  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.
  S�������
  • 
  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.
  
  49
  S�������
  • 
  2d6 Arrows.
  • 
  1 Broken Shortbow.
  • 
  1 Broken Shortsword.
  S���� T������
  • 
  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.
  S���� M�����
  • 
  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.
  S��������
  • 
  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.
  S������
  • 
  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.
  S�����
  • 
  1 Ration.
  S����� N���
  • 
  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 
  or 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.
  
  50
  S��
  • 
  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.
  S�����
  • 
  1 Ration.
  • 
  1 Stirge Proboscis. Functions as a dart.
  S���� G����
  • 
  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 nonmagical 
  tribal amulet.
  S���� G����
  • 
  2d6 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.
  • 
  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.
  S���� �� I������
  • 
  1d6 Rations.
  S���� �� Q�������
  • 
  1d6 Rations.
  S���� �� R���
  • 
  1d6 Rations.
  T���
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Mace.
  • 
  2d6 Crossbow Bolts.
  T���������
  • 
  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.
  T����
  • 
  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.
  
  51
  U�������� 
  • 
  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.
  • 
  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.
  U���� H���
  • 
  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 helmet (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).
  V������
  • 
  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.
  
  52
  V������ S����
  • 
  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.
  V������
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Splint Armor.
  • 
  2d6 Crossbow Bolts.
  V����
  • 
  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.
  W������
  • 
  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.
  
  53
  W����
  • 
  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.
  W���
  • 
  2d6 Rations.
  • 
  1 Worg Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  W�����
  • 
  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.
  W�����
  • 
  2d6 Rations.
  • 
  1 Wyvern Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  1 Wyvern Stinger. Can be crafted into 
  a shortsword (200 gp, 14 days), or 
  a longsword (200 gp, 14 days). This 
  weapon deals an additional 1d6 poison 
  damage on a hit.
  • 
  1d12 Wyvern Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth 
  deal an additional 1d4 damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  X���
  • 
  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 
  
  54
  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.
  Y������
  • 
  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.
  Y���� B��� D�����
  • 
  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 
  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.
  Y���� G���� D�����
  • 
  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 
  
  55
  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.
  Y���� R�� D�����
  • 
  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.
  Y���-�� A����������
  • 
  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 1d6 poison damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  Y���-�� P��������
  • 
  2d6 Arrows.
  • 
  1 Broken Scimitar.
  • 
  1 Broken Shortbow.
  Z�����
  • 
  1 Zombie Hand. Can be used as an 
  arcane focus.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Waterdeep Dungeon of the Mad Mage [Print Friendly].pdf