TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen & d1sk via. Shutterstock
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen,
  Louis Flindt Rask, & Sindre Urvold
  Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron,
  the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. This
  work contains material that is copyright Wizards of the Coast and/or other authors. Such
  material is used with permission under the Community Content Agreement for Dungeon
  Masters Guild. All other original material in this work is copyright 2019 by Anne Gregersen and
  published under the Community Content Agreement for Dungeon Masters Guild.
  
  3
  Killing Humanoid Enemies
  4
  Harvesting Checks
  4
  Harvest Time
  5
  Time of Death
  5
  Types of Loot
  5
  Bugbear
  7
  Commoner
  7
  Cultist
  7
  Doppelganger
  7
  Evil Mage
  7
  Flameskull
  7
  Ghoul
  7
  Giant Spider
  7
  Goblin
  8
  Grick
  8
  Hobgoblin
  8
  Mormesk the Wraith
  8
  Nezznar the Black Spider
  8
  Nothic
  8
  Ochre Jelly
  8
  Orc
  9
  Owlbear
  9
  Redbrand Ruﬃ  an
  9
  Sildar Hallwinter
  9
  Skeleton
  9
  Spectator
  9
  Stirge
  9
  Twig Blight
  9
  Wolf
  9
  Young Green Dragon
  9
  Zombie
  10
  
  4
  The work is half the reward, but what if you
  want the whole reward? After braving the
  dangers of an acid-spewing dragon or the
  petrifying gaze of a snake-headed medusa, it is
  reasonable that the adventurers who survived
  the monster’s onslaught might claim some sort
  of prize. This document supplies a list of items
  and loot that traveling adventurers might ﬁ nd
  on the monsters they encounter and slay on
  their fantastical journeys.
  What follows in this section are some light
  mechanics for harvesting dead creatures.
  There are diﬀ erent types of loot that can
  be found on a monster, not all of which are
  necessarily useful for a group of travelling
  adventures. The supplied loot tied to each
  monster are simply suggestions that can be
  changed by the DM to ﬁ t the circumstances of
  the campaign they are running.
  The loot found within this document has
  been designed with the rules below in mind
  for two reasons. First, this prevents characters
  immediately picking something up from a
  monster and using it seconds later. Second,
  this document assumes that there is a body
  left to harvest once the creature has been
  killed. This should be considered when the
  adventurers are ﬁ ghting demons and devils,
  which are likely to leave no corpse as they
  respawn on their home plane after being killed
  on the Material Plane.
  Many humanoid enemies exist within the
  worlds of
  . Some of
  the more popular include goblins and orcs.
  Opposing their wicked ways have set brave
  adventurers on the path to becoming legends
  of the realm.
  When killing a humanoid enemy, the
  adventurers are entitled to any loot the
  humanoid may carry on their person.
  Weapons, armor, and other sparse items are
  listed below the humanoid’s name, as with
  every other monster. However, harvesting
  body parts, such as hide and ﬂ esh, from
  humanoid creatures is not something this
  document covers because we don’t encourage
  adventurers to tear into the bodies of people.
  There are a few ways to harvest the monsters
  found in the worlds of
  and doing so can impact the nature of the
  game being played. What follows are some
  suggestions as to how the characters might be
  able to harvest a recently deceased creature.
  When a character attempts to harvest a
  creature, they must ﬁ rst succeed on a speciﬁ c
  ability check to successfully harvest the
  components from it. The nature of the ability
  check depends on the monster’s type. The
  following table should be seen as a suggestion
  for splitting up the checks and can be changed
  to better ﬁ t the nature of the game at hand.
  T
   A
   C
  Creature Type
  Ability Check
  Beast, dragon, giant,
  monstrosity, plant
  Nature
  Humanoid
  Survival
  Celestial, ﬁ end, undead
  Religion
  Aberration, construct,
  elemental, fey, ooze
  Arcana
  The DC of the check is determined by the
  CR of the creature being harvested, but the
  harvesting check DC cannot be lower than 10
  and cannot be higher than 30. If a character
  succeeds on the ability check, they are able
  to harvest all available loot on the monster. If
  they fail the check, the character is only able to
  harvest half of the items.
  Harvesting Check DC = 10 + monster CR
  (not lower than 10 and not higher than 30)
  If the character fails the check by 5 or more, a
  mishap occurs during the harvesting process.
  This could be anything from piercing a gland
  of acid to an environmental accident, such as a
  rock slide covering the creature. Regardless of
  the nature of the mishap, all loot is lost.
  Remember that two characters can help
  one another harvest a creature. This means
  that one of them gains advantage on their
  roll, thereby increasing their chances of
  successfully looting the monster.
  
  5
  Without the necessary tools, the characters
  might be unable to fully harvest the monster
  in question. The set of tools needed, if any,
  to harvest the creature is up to the DM and
  can vary from monster to monster. Weapons
  and armor can simply be picked up from the
  ground, while organs and hide need more
  ﬁ nesse to obtain.
  Alternatively, the DM can introduce the idea
  of harvester’s tools, a type of artisan’s tools
  that are required when harvesting certain
  resources from a creature, such as hide
  and organs. The harvester’s tools come in a
  leather satchel that can be rolled out for easy
  use while in the ﬁ eld. The tool set includes a
  bonesaw, a thinly bladed knife, a whetstone, a
  scraper, and a mincing blade. The price for a
  set of harvester’s tools is 30 gp.
  The size of the creature being harvested can
  heavily impact how long it takes to completely
  loot the monster. If the adventurers are
  unwilling to harvest for the entire duration, or
  they are somehow interrupted, they only get a
  portion of the loot. The amount of loot they get
  in such a situation varies and is decided by the
  DM.
  T
   S
   H
  Monster Size
  Time to Fully Harvest
  Tiny
  Less than ½ hour
  Small
  ½ hour
  Medium
  1 hour
  Large
  2 hours
  Huge
  4 hours
  Gargantuan
  8+ hours
  The amount of loot available on a creature
  can vary depending on time since death. If the
  characters just killed it, all the loot is available
  to them if they wish to harvest the creature.
  This is not the case if they stumble upon a
  carcass that has been rotting away in the wild
  for several weeks.
  The DM should estimate the amount of loot
  left on a monster if the party stumbles upon a
  dead creature. In most cases, it is impossible
  to harvest food from creatures entering a state
  of decay. There are exceptions to this, such
  as a character using the spell purify food and
  water on the carcass, which might cleanse the
  ﬂ esh enough that rations can be harvested.
  Some creatures are able to use armor and
  weapons, but they don’t always take the
  best care of them. If an item has the broken
  descriptor, the item was damaged prior
  to ﬁ ghting or during the ﬁ ght in which the
  creature died. A broken item does not function
  until it has been repaired by an artisan or by a
  creature with proﬁ ciency in the required set of
  tools. To repair the item, the characters must
  pay half of the cost of the item. For instance,
  a broken glaive with an initial cost of 20 gp
  would cost 10 gp to repair.
  Other items, such as blood or other liquids,
  are harvested in vials. This means that, unless
  a character has some sort of container to
  gather the item, they cannot harvest it from
  the creature. A single vial holds four ounces
  of liquid. If items like dust or ash can be
  harvested, these also need to be stored in
  some sort of container if the characters wish to
  bring it with them.
  Some creatures, like beasts and
  monstrosities, might yield rations. This refers
  to harvesting meat from the creature that can
  be eaten as a day’s ration. Whether or not this
  meat needs to be cooked before it is edible
  and how long it lasts before it turns rancid is
  determined by the DM. Most meat starts to go
  bad after 1-2 days, if not cooked or cured.
  Certain creatures have items that can be
  used as an additional material component
  for spellcasters. The use of these components
  must be declared before any saving throws or
  attack rolls are made because of the spell in
  question. When the item is used in this way, it
  is consumed in the process of casting the spell
  and cannot be reused.
  
  6
  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.
  
  7
  •
  1 Broken Hide Armor (size Medium).
  •
  1 Broken Morningstar.
  •
  1 Broken Shield.
  •
  1d2 Javelins.
  •
  1 Broken Club.
  •
  1 Broken Leather Armor.
  •
  1 Broken Scimitar.
  •
  1 Symbol of the Cultist’s Order.
  •
  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.
  •
  1 Broken Quarterstaﬀ .
  •
  1d2 Flameskull Eyes. Can be used as
  an additional material component when
  casting spells that deal ﬁ re damage.
  When used in this way, you deal an
  additional 3d6 ﬁ re damage when you
  cast the spell.
  •
  1d10 Ounces of Arcane Dust. Can
  be used as an additional material
  component when casting spells that deal
  damage. When used in this way, you can
  choose to reroll one of the rolled damage
  dice and must keep the second result.
  •
  1 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.
  •
  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.
  _____________________________
  MONSTERS
  _____________________________
  
  8
  •
  2d6 Arrows.
  •
  1 Broken Leather Armor (size Small).
  •
  1 Broken Scimitar.
  •
  1 Broken Shield.
  •
  1 Broken Shortbow.
  •
  1d8 Goblin Teeth. Can be sold for 1 gold
  piece per tooth.
  •
  1 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.
  •
  3d6 Arrows.
  •
  1 Broken Chain Mail Armor (size
  Medium).
  •
  1 Broken Longbow.
  •
  1 Broken Longsword.
  •
  1 Broken Shield.
  •
  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.
  •
  1d4 Vials of Shadow Flux. As an action,
  you can throw this vial up to 30 feet
  away where it will shatter in a vapor
  of darkness. The area within a 15 foot
  radius of where the vial landed becomes
  pitch black, as if aﬀ ected by the darkness
  spell. When consumed, you have
  advantage on Dexterity (Stealth) checks
  made while in dim light or darkness.
  •
  1 Spider Staﬀ .
  •
  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.
  •
  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
  
  9
  start of each of its turns. The creature
  can use an action to scrape the goop oﬀ ,
  ending the eﬀ ect early.
  •
  1 Broken Greataxe.
  •
  1 Broken Hide Armor (size Medium).
  •
  1d4 Javelins.
  •
  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.
  •
  1 Broken Shortsword.
  •
  1 Broken Studded Leather Armor (size
  Medium).
  •
  1 Broken Chain Mail.
  •
  2d6 Crossbow Bolts.
  •
  1 Broken Heavy Crossbow.
  •
  1 Broken Longsword.
  •
  2d6 Arrows.
  •
  1 Broken Shortbow.
  •
  1 Broken Shortsword.
  •
  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.
  •
  1 Ration.
  •
  1 Stirge Proboscis. Functions as a dart.
  •
  1 Twig. Can be used as an arcane focus
  or a druidic focus.
  •
  1d6 Rations.
  •
  1 Wolf Hide. Two hides can be crafted
  into leather armor (10 gp, 2 days) or
  studded leather armor (45 gp, 3 days).
  •
  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 Fangs. Can be crafted
  into a shortsword (150 gp, 9 days). On
  a hit, you deal an additional 1d6 poison
  damage with this weapon.
  
  10
  •
  1 Green Dragon Hide. Can be crafted
  into a set of light armor (2000 gp, 60
  days). While wearing this armor, you
  have resistance to poison damage.
  •
  2d4 Green Dragon Scales. If you have 20
  scales, you can craft them into scale mail
  armor (2000 gp, 60 days). While wearing
  this armor, you have resistance to poison
  damage.
  •
  2d4 Green Dragon Teeth. One tooth
  can be used as the tip on an arrow or a
  crossbow bolt. Ranged attacks that use
  ammunition made from these teeth deal
  an additional 1d6 poison damage on a
  hit. After the ammunition has been ﬁ red,
  it loses this property.
  •
  1d2 Young Green Dragon Wings. One
  wing can be crafted into a resistant cloak
  (200 gp, 14 days). Requires attunement.
  When worn, you can use your reaction
  to give yourself resistance to poison
  damage.
  •
  2d6 Rations.
  •
  1 Zombie Hand. Can be used as an
  arcane focus.
  
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