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.
  Also by Anne Gregersen
  
  3
  How To Use This Book? 
  4
  Killing Humanoid Enemies 
  4
  Harvesting Checks 
  4
  Harvest Time 
  5
  Time of Death 
  5
  Types of Loot 
  5
  Monsters
  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 Ruffian 
  9
  Sildar Hallwinter 
  9
  Skeleton 
  9
  Spectator 
  9
  Stirge 
  9
  Twig Blight 
  9
  Wolf 
  9
  Young Green Dragon  
  9
  Zombie 
  10
  Table of Contents
  
  4
  How To Use This Book?
  The work is half the reward, but what if you 
  want the whole reward? After braving the 
  dangers of an acid-spewing dragon or the 
  petrifying gaze of a snake-headed medusa, it is 
  reasonable that the adventurers who survived 
  the monster’s onslaught might claim some sort 
  of prize. This document supplies a list of items 
  and loot that traveling adventurers might find 
  on the monsters they encounter and slay on 
  their fantastical journeys.  
  What follows in this section are some light 
  mechanics for harvesting dead creatures. 
  There are different types of loot that can 
  be found on a monster, not all of which are 
  necessarily useful for a group of travelling 
  adventures. The supplied loot tied to each 
  monster are simply suggestions that can be 
  changed by the DM to fit the circumstances of 
  the campaign they are running. 
  The loot found within this document has 
  been designed with the rules below in mind 
  for two reasons. First, this prevents characters 
  immediately picking something up from a 
  monster and using it seconds later. Second, 
  this document assumes that there is a body 
  left to harvest once the creature has been 
  killed. This should be considered when the 
  adventurers are fighting demons and devils, 
  which are likely to leave no corpse as they 
  respawn on their home plane after being killed 
  on the Material Plane.
  Killing Humanoid Enemies
  Many humanoid enemies exist within the 
  worlds of Dungeons & Dragons. Some of 
  the more popular include goblins and orcs. 
  Opposing their wicked ways have set brave 
  adventurers on the path to becoming legends 
  of the realm. 
  When killing a humanoid enemy, the 
  adventurers are entitled to any loot the 
  humanoid may carry on their person. 
  Weapons, armor, and other sparse items are 
  listed below the humanoid’s name, as with 
  every other monster. However, harvesting 
  body parts, such as hide and flesh, from 
  humanoid creatures is not something this 
  document covers because we don’t encourage 
  adventurers to tear into the bodies of people.
  Harvesting Checks
  There are a few ways to harvest the monsters 
  found in the worlds of Dungeons & Dragons, 
  and doing so can impact the nature of the 
  game being played. What follows are some 
  suggestions as to how the characters might be 
  able to harvest a recently deceased creature. 
  Ability Check
  When a character attempts to harvest a 
  creature, they must first succeed on a specific 
  ability check to successfully harvest the 
  components from it. The nature of the ability 
  check depends on the monster’s type. The 
  following table should be seen as a suggestion 
  for splitting up the checks and can be changed 
  to better fit the nature of the game at hand. 
  Type of Ability Check
  Creature Type
  Ability Check
  Beast, dragon, giant, 
  monstrosity, plant
  Nature
  Humanoid
  Survival
  Celestial, fiend, undead
  Religion
  Aberration, construct, 
  elemental, fey, ooze
  Arcana
  The DC of the check is determined by the 
  CR of the creature being harvested, but the 
  harvesting check DC cannot be lower than 10 
  and cannot be higher than 30. If a character 
  succeeds on the ability check, they are able 
  to harvest all available loot on the monster. If 
  they fail the check, the character is only able to 
  harvest half of the items. 
  Harvesting Check DC = 10 + monster CR 
  (not lower than 10 and not higher than 30)
  If the character fails the check by 5 or more, a 
  mishap occurs during the harvesting process. 
  This could be anything from piercing a gland 
  of acid to an environmental accident, such as a 
  rock slide covering the creature. Regardless of 
  the nature of the mishap, all loot is lost. 
  Remember that two characters can help 
  one another harvest a creature. This means 
  that one of them gains advantage on their 
  roll, thereby increasing their chances of 
  successfully looting the monster. 
  
  5
  Tool Check
  Without the necessary tools, the characters 
  might be unable to fully harvest the monster 
  in question. The set of tools needed, if any, 
  to harvest the creature is up to the DM and 
  can vary from monster to monster. Weapons 
  and armor can simply be picked up from the 
  ground, while organs and hide need more 
  finesse to obtain. 
  Alternatively, the DM can introduce the idea 
  of harvester’s tools, a type of artisan’s tools 
  that are required when harvesting certain 
  resources from a creature, such as hide 
  and organs. The harvester’s tools come in a 
  leather satchel that can be rolled out for easy 
  use while in the field. The tool set includes a 
  bonesaw, a thinly bladed knife, a whetstone, a 
  scraper, and a mincing blade. The price for a 
  set of harvester’s tools is 30 gp. 
  Harvest Time
  The size of the creature being harvested can 
  heavily impact how long it takes to completely 
  loot the monster. If the adventurers are 
  unwilling to harvest for the entire duration, or 
  they are somehow interrupted, they only get a 
  portion of the loot. The amount of loot they get 
  in such a situation varies and is decided by the 
  DM. 
  Time Spend Harvesting
  Monster Size
  Time to Fully Harvest
  Tiny
  Less than ½ hour
  Small
  ½ hour
  Medium
  1 hour
  Large
  2 hours
  Huge
  4 hours
  Gargantuan
  8+ hours
  Time of Death
  The amount of loot available on a creature 
  can vary depending on time since death. If the 
  characters just killed it, all the loot is available 
  to them if they wish to harvest the creature. 
  This is not the case if they stumble upon a 
  carcass that has been rotting away in the wild 
  for several weeks. 
  The DM should estimate the amount of loot 
  left on a monster if the party stumbles upon a 
  dead creature. In most cases, it is impossible 
  to harvest food from creatures entering a state 
  of decay. There are exceptions to this, such 
  as a character using the spell purify food and 
  water on the carcass, which might cleanse the 
  flesh enough that rations can be harvested. 
  Types of Loot
  Some creatures are able to use armor and 
  weapons, but they don’t always take the 
  best care of them. If an item has the broken 
  descriptor, the item was damaged prior 
  to fighting or during the fight in which the 
  creature died. A broken item does not function 
  until it has been repaired by an artisan or by a 
  creature with proficiency in the required set of 
  tools. To repair the item, the characters must 
  pay half of the cost of the item. For instance, 
  a broken glaive with an initial cost of 20 gp 
  would cost 10 gp to repair. 
  Other items, such as blood or other liquids, 
  are harvested in vials. This means that, unless 
  a character has some sort of container to 
  gather the item, they cannot harvest it from 
  the creature. A single vial holds four ounces 
  of liquid. If items like dust or ash can be 
  harvested, these also need to be stored in 
  some sort of container if the characters wish to 
  bring it with them. 
  Some creatures, like beasts and 
  monstrosities, might yield rations. This refers 
  to harvesting meat from the creature that can 
  be eaten as a day’s ration. Whether or not this 
  meat needs to be cooked before it is edible 
  and how long it lasts before it turns rancid is 
  determined by the DM. Most meat starts to go 
  bad after 1-2 days, if not cooked or cured. 
  Certain creatures have items that can be 
  used as an additional material component 
  for spellcasters. The use of these components 
  must be declared before any saving throws or 
  attack rolls are made because of the spell in 
  question. When the item is used in this way, it 
  is consumed in the process of casting the spell 
  and cannot be reused. 
  
  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 benefits and cannot 
  be reused. To consume these 
  items, they first need to be 
  treated using a specific tool set. 
  The consumable can be turned 
  into a potion using alchemist’s 
  supplies, cooked using cook’s 
  utensils, or distilled into a type of 
  alcohol using brewer’s supplies. 
  Creating one consumable 
  takes an hour and the DC 
  for creating the finished 
  consumable is equal to 5 + 
  monster CR (not lower than 
  10 and not higher than 30). Consuming the 
  item before it has been treated results in the 
  character having to make a DC 15 Constitution 
  saving throw. If they fail, the character spends 
  their next turn incapacitated as they start 
  throwing up. Whether they succeed or fail, they 
  gain no benefit from consuming the item. 
  Some things, such as teeth and hide, need 
  to be crafted before they can be used. To craft 
  an item from harvested monster parts, the 
  materials need to be taken to an artisan who 
  knows how to craft magic items. Items that can 
  be crafted have a cost in gold pieces attached 
  to them. This cost represents the purchasing 
  of additional materials needed for the crafting 
  process and also the the hired artisan’s time 
  working on the item. The amount of time it 
  would take the trained artisan to craft the item 
  is also noted. If an item has been crafted in this 
  way, it is considered magical for the purpose 
  of overcoming resistances and immunities. 
  The cost and designated time allotted to these 
  items should be seen as a suggestions and can 
  be changed to fit the nature of the game being 
  played. 
  An exception to this is when a character is 
  using monster loot to make ammunition, such 
  as arrows and crossbow bolts. When making 
  ammunition, the character only needs to have 
  proficiency in the weapon the ammunition is 
  for to successfully make the item. It takes 10 
  minutes to make one piece of ammunition.  
  
  7
  Bugbear 
  • 
  1 Broken Hide Armor (size Medium). 
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shield. 
  • 
  1d2 Javelins. 
  Commoner
  • 
  1 Broken Club. 
  Cultist
  • 
  1 Broken Leather Armor. 
  • 
  1 Broken Scimitar. 
  • 
  1 Symbol of the Cultist’s Order. 
  Doppelganger
  • 
  1 Doppelganger Skull. Requires 
  attunement. Once per day, you can use 
  this skull to read the thoughts of nearby 
  creatures. As an action, you can read 
  the surface thoughts of one creature 
  within 60 feet of you. The effect can 
  penetrate barriers, but 3 feet of wood or 
  dirt, 2 feet of stone, 2 inches of metal, 
  or a thin sheet of lead blocks it. This 
  effect lasts for ten minutes. While you 
  are reading a creature’s mind, you have 
  advantage on Wisdom (Insight) and 
  Charisma (Deception, Intimidation, and 
  Persuasion) checks against it. 
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature's body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  Evil Mage 
  • 
  1 Broken Quarterstaff. 
  Flameskull
  • 
  1d2 Flameskull Eyes. Can be used as 
  an additional material component when 
  casting spells that deal fire damage. 
  When used in this way, you deal an 
  additional 3d6 fire 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. 
  Ghoul
  • 
  1 Ghoul Claw. Can be crafted into a 
  dagger (100 gp, 7 days). Once per day, 
  when you hit a creature with this weapon 
  the creature must succeed on a DC 10 
  Constitution saving throw or become 
  paralyzed until the beginning of its next 
  turn. If the creature is an elf or undead 
  it automatically succeeds on the saving 
  throw. 
  • 
  1d2 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  Giant Spider
  • 
  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
  Goblin
  • 
  2d6 Arrows. 
  • 
  1 Broken Leather Armor (size Small). 
  • 
  1 Broken Scimitar. 
  • 
  1 Broken Shield. 
  • 
  1 Broken Shortbow. 
  • 
  1d8 Goblin Teeth. Can be sold for 1 gold 
  piece per tooth.
  Grick
  • 
  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.
  Hobgoblin
  • 
  3d6 Arrows. 
  • 
  1 Broken Chain Mail Armor (size 
  Medium).
  • 
  1 Broken Longbow. 
  • 
  1 Broken Longsword. 
  • 
  1 Broken Shield.
  Mormesk the Wraith
  • 
  1d2 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute for one 
  minute on a failed save. A frightened 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on a success. 
  • 
  1d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  • 
  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 affected by the darkness 
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  Nezznar the Black Spider
  • 
  1 Spider Staff. 
  Nothic
  • 
  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 
  finish a short or long rest. 
  • 
  1d2 Vials of Nothic Blood. When 
  consumed, you become strangely affixed 
  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. 
  Ochre Jelly
  • 
  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 effect early.
  Orc
  • 
  1 Broken Greataxe. 
  • 
  1 Broken Hide Armor (size Medium). 
  • 
  1d4 Javelins. 
  Owlbear
  • 
  1d6 Owlbear Claws. Can be crafted into 
  a dagger (2 gp, 1 day).
  • 
  2d6 Owlbear Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage on a hit. 
  After the ammunition has been fired, it 
  loses this property. 
  • 
  2d6 Rations. 
  Redbrand Ruffian
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Studded Leather Armor (size 
  Medium).
  Sildar Hallwinter
  • 
  1 Broken Chain Mail. 
  • 
  2d6 Crossbow Bolts. 
  • 
  1 Broken Heavy Crossbow. 
  • 
  1 Broken Longsword. 
  Skeleton
  • 
  2d6 Arrows.
  • 
  1 Broken Shortbow.
  • 
  1 Broken Shortsword. 
  Spectator
  • 
  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 modifier. 
  • 
  1d2 Spectator Eyestalks. Once per day, 
  the eye stalk can fire one spectator eye 
  ray. The type of ray being fired 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. 
  Stirge
  • 
  1 Ration.
  • 
  1 Stirge Proboscis. Functions as a dart. 
  Twig Blight
  • 
  1 Twig. Can be used as an arcane focus 
  or a druidic focus.
  Wolf
  • 
  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). 
  Young Green Dragon 
  • 
  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 fired, 
  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.
  Zombie
  • 
  1 Zombie Hand. Can be used as an 
  arcane focus. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Anne Gregersen/Anne Gregersen - Monster Loot, Lost Mine of Phandelver.pdf