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.
  Also by Anne Gregersen
  
  3
  How To Use This Book?
  Killing Humanoid Enemies 
  6
  Harvesting Checks 
  6
  Harvest Time 
  7
  Time of Death 
  7
  Types of Loot 
  7
  New Monsters
  Awakened Zurkhwood 
  9
  Baphomet 
  9
  Bridesmaid of Zuggtmoy 
  9
  Chamberlain of Zuggtmoy 
  10
  Chuul Spore Servant 
  10
  Demogorgon 
  10
  Derro 
  11
  Derro Savant 
  11
  Droki 
  11
  Drow Spore Servant 
  11
  Duergar Alchemist  
  12
  Duergar Darkhaft 
  12
  Duergar Kavalrachni 
  12
  Duergar Keeper of the Flame 
  12
  Duergar Soulblade 
  12
  Duergar Spore Servant 
  12
  Duergar Stone Guard 
  13
  Duergar Xarrorn 
  13
  Emerald Enclave Scout 
  13
  Female Steeder 
  13
  Fraz-Urb’luu 
  13
  Giant Riding Lizard 
  14
  Graz’zt 
  14
  Grisha 
  14
  Hook Horror Spore Servant 
  14
  Ixitxachitl 
  14
  Juiblex 
  15
  Lords’ Alliance Guard 
  15
  Lords’ Alliance Spy 
  15
  Male Steeder 
  15
  Narrak 
  15
  Orcus 
  16
  The Pudding King 
  16
  Troglodyte Champion of Laogzed 
  16
  Vampiric Ixitxachitl 
  16
  Veteran of the Gauntlet 
  17
  Yeenoghu 
  17
  Yestabrod 
  17
  Zhentarim Thug 
  18
  Zuggtmoy 
  18
  Table of Contents
  
  4
  Creatures From the 
  Monster Manual
  Acolyte 
  19
  Adult Red Dragon 
  19
  Animated Armor 
  19
  Archmage 
  20
  Assassin 
  20
  Balor 
  20
  Bandit 
  20
  Bandit Captain 
  20
  Barlgura 
  20
  Basilisk 
  20
  Behir 
  21
  Beholder 
  21
  Berserker 
  21
  Black Pudding 
  21
  Bugbear 
  21
  Carrion Crawler 
  21
  Chasme 
  22
  Chuul 
  22
  Cloaker 
  22
  Commoner 
  22
  Crawling Claw 
  22
  Cultist 
  22
  Darkmantle 
  22
  Death Dog 
  23
  Death Slaad 
  23
  Death Tyrant 
  23
  Deep Gnome 
  23
  Doppelganger 
  24
  Dretch 
  24
  Drider 
  24
  Drow 
  24
  Drow Elite Warrior 
  24
  Drow Mage 
  24
  Drow Priestess of Lolth 
  25
  Druid 
  25
  Duergar 
  25
  Duodrone 
  25
  Dust Mephit 
  25
  Earth Elemental 
  25
  Ettin 
  26
  Fire Elemental 
  26
  Fire Snake 
  26
  Flumph 
  26
  Flying Snake 
  26
  Fomorian 
  26
  Galeb Duhr 
  26
  Gargoyle 
  27
  Gas Spore 
  27
  Gelatinous Cube 
  27
  Ghost 
  27
  Giant Badger 
  27
  Giant Fire Beetle  
  27
  Giant Lizard 
  27
  Giant Octopus 
  27
  Giant Rat 
  28
  Giant Spider 
  28
  Giant Wolf Spider 
  28
  Gibbering Mouther 
  28
  Gnoll 
  28
  Gnoll Fang of Yeenoghu 
  28
  Gnoll Pack Lord 
  28
  Goblin 
  29
  Goblin Boss 
  29
  Gray Ooze 
  29
  Green Hag 
  29
  Green Slaad 
  29
  Grell 
  29
  Grick 
  30
  Grick Alpha 
  30
  Grimlock 
  30
  Guard 
  30
  Hezrou 
  30
  Hook Horror 
  30
  Hyena 
  30
  Intellect Devourer 
  31
  Knight 
  31
  Kobold 
  31
  Kuo-toa 
  31
  Kuo-toa Archpriest 
  31
  
  5
  Kuo-toa Whip 
  31
  Magma Mephit 
  31
  Magmin 
  32
  Manes 
  32
  Merrow 
  32
  Mimic 
  32
  Mind Flayer 
  32
  Minotaur 
  32
  Monodrone 
  33
  Mud Mephit 
  33
  Mummy 
  33
  Myconid Adult 
  33
  Myconid Sovereign 
  33
  Myconid Sprout 
  33
  Nalfeshnee 
  34
  Noble 
  34
  Nothic 
  34
  Ochre Jelly 
  34
  Orc 
  34
  Orc Eye of Gruumsh 
  34
  Orog 
  34
  Otyugh  
  35
  Piercer  
  35
  Polar Bear 
  35
  Priest 
  35
  Purple Worm 
  35
  Quaggoth 
  36
  Quasit 
  36
  Red Dragon Wyrmling 
  36
  Roper 
  36
  Rust Monster 
  36
  Salamander 
  37
  Scout 
  37
  Shadow 
  37
  Shadow Demon 
  37
  Shambling Mound 
  37
  Shield Guardian 
  37
  Shrieker 
  37
  Skeleton 
  37
  Spectator 
  38
  Specter 
  38
  Spider 
  38
  Spirit Naga 
  38
  Spy 
  38
  Stirge 
  38
  Stone Giant 
  38
  Stone Golem 
  39
  Succubus/Incubus 
  39
  Swarm of Bats 
  39
  Swarm of Insects 
  39
  Swarm of Quippers 
  39
  Thug 
  39
  Tridrone 
  39
  Troglodyte 
  40
  Troll 
  40
  Umber Hulk 
  40
  Veteran 
  40
  Violet Fungus 
  40
  Vrock 
  40
  Water Weird 
  41
  Wererat 
  41
  Winged Kobold 
  41
  Wraith 
  41
  Xorn 
  41
  Yochlol  
  42
  Zombie 
  42
  
  6
  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. 
  
  7
  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. 
  
  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 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.  
  
  9
  • 
  3d10 Teeth of Baphomet. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d10 damage. After the 
  ammunition has been fired, it loses this 
  property. 12 of these teeth can be crafted 
  into a necklace of the beastlord which 
  lets you cast the spell hunter’s mark 
  once per day. 
  • 
  2d12 Tufts of Baphomet’s Fur. As an 
  action, you can light one of these tufts 
  on fire and cast the spell dispel magic. 
  Charisma is your spellcasting ability for 
  this spell. 
  • 
  2d6 Vials of Baphomet’s Mind Fluid. 
  When consumed, you can perfectly 
  recall any path you have traveled within 
  the past seven days. This effect lasts for 
  one month. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  2d6 Vials of Minotaur Essence. When 
  consumed, you gain advantage on all 
  melee weapon attack rolls you make, but 
  attack rolls against you have advantage. 
  This effect lasts until the beginning 
  of your next turn. This item can be 
  consumed as a bonus action instead of 
  the usual action. 
  Bridesmaid of Zuggtmoy
  • 
  1 Vial of Small Infestation Spores. As 
  an action, you can throw this vial up to 
  30 feet away where it will shatter in a 
  cloud of spores. Each flesh-and-blood 
  creature within 10 feet of where the vial 
  landed must make a DC 12 Constitution 
  saving throw. On a successful save, 
  the creature can’t be infected by these 
  spores for 24 hours. On a failed save, the 
  _____________________________
  NEW MONSTERS
  _____________________________
  Awakened Zurkhwood
  • 
  2d6 Enchanted Stems. When set on 
  fire, one enchanted stem burns for eight 
  hours and gives off as much heat as an 
  average campfire. The fire is not magical 
  and can be extinguished in the same 
  ways as normal fire can. 
  Baphomet
  • 
  1 Heart of Baphomet. When consumed, 
  you can cast the spell teleport once 
  within the next minute. 
  • 
  1 Hide of Baphomet. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, fire, and lightning 
  damage. Two sets of armor can be 
  crafted from this hide. 
  • 
  1d2 Hooves of Baphomet. Can be crafted 
  into a set of boots of charging (250 gp, 
  30 days). Requires attunement. While 
  wearing these boots, if you move at least 
  10 feet straight toward a target and then 
  hit it with a melee attack on the same 
  turn, the target takes an extra 2d10 
  damage from the attack. 
  • 
  1d2 Horns of Baphomet. Can be crafted 
  into a maul (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 bludgeoning 
  damage with this weapon. 
  • 
  1 Skull of Baphomet. Can be crafted into 
  a helmet (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 18 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. 
  
  10
  creature is infected with a disease called 
  the spores of Zuggtmoy and also gains 
  a random form of long term madness 
  that lasts until the creature is cured of 
  the disease or dies. While infected in 
  this way, the creature can’t be reinfected, 
  and it must repeat the saving throw at 
  the end of every 24 hours, ending the 
  infection on a success. On a failure, the 
  infected creature’s body is slowly taken 
  over by fungal growth, and after three 
  such failed saves, the creature dies and 
  is reanimated as a spore servant if it’s a 
  type of creature that can be. 
  Chamberlain of Zuggtmoy
  • 
  2d4 Ounces of Poison Spore Dust. As 
  an action, you can blow this dust into 
  the face of a creature within 5 feet of 
  you. The creature must succeed on a 
  DC 12 Constitution saving throw or be 
  poisoned for one minute on a failed save. 
  A creature can repeat the saving throw 
  at the end of each of its turns, ending the 
  effect on itself on a success. 
  • 
  1d2 Vials of Small Infestation Spores. 
  As an action, you can throw this vial up 
  to 30 feet away where it will shatter in 
  a cloud of spores. Each flesh-and-blood 
  creature within 10 feet of where the vial 
  landed must make a DC 12 Constitution 
  saving throw. On a successful save, 
  the creature can’t be infected by these 
  spores for 24 hours. On a failed save, the 
  creature is infected with a disease called 
  the spores of Zuggtmoy and also gains 
  a random form of long term madness 
  that lasts until the creature is cured of 
  the disease or dies. While infected in 
  this way, the creature can’t be reinfected, 
  and it must repeat the saving throw at 
  the end of every 24 hours, ending the 
  infection on a success. On a failure, the 
  infected creature’s body is slowly taken 
  over by fungal growth, and after three 
  such failed saves, the creature dies and 
  is reanimated as a spore servant if it’s a 
  type of creature that can be. 
  Chuul Spore Servant
  • 
  1d2 Chuul Pinchers. Two pinchers can 
  be crafted into a greatsword (150 gp, 10 
  days). When attacking with this weapon, 
  you can try to grapple a creature you’re 
  fighting. On a hit, you can choose to forgo 
  doing damage and instead grapple the 
  creature (escape DC 14) if it is Medium 
  or smaller. The grappled creature can 
  use its action on its turn to attempt to 
  free itself from the grapple. Until this 
  grapple ends, you can’t use this weapon 
  on another target. 
  • 
  1d6 Poisonous Spores. Can be used as 
  an additional material component when 
  casting spells that deal poison damage. 
  When used in this way, you deal 1d4 
  additional poison damage with the spell.
  • 
  2d4 Vials of Chuul Blood. When 
  consumed, you are under the effects of 
  the detect magic spell for 10 minutes. 
  This effect isn’t magical. 
  Demogorgon
  • 
  1d4 Eyes of Demogorgon. Two eyes be 
  crafted into a set of eyes of maddening 
  gaze (2000 gp, 60 days). Requires 
  attunement. As an action, you can turn 
  your eyes toward one creature you can 
  see within 60 feet of you. The target 
  must make a DC 23 Wisdom saving 
  throw. Unless the target is incapacitated, 
  it can avert its eyes to avoid the gaze and 
  to automatically succeed on the save. 
  If the target does so, it can’t see you 
  until the start of your next turn. If the 
  target looks at you in the meanwhile, it 
  must immediately make the save. If the 
  target fails the save, it suffers one of the 
  following random effects: 
  1. Beguiling Gaze. The target is 
  stunned until the beginning of your 
  next turn or until you are no longer 
  within its line of sight. 
  2. Hypnotic Gaze. The target is 
  charmed by you until the start of 
  your next turn. You choose how the 
  
  11
  charmed target uses its actions, 
  reactions, and movement. 
  3. Insanity Gaze. The target suffers the 
  effect of the confusion spell without 
  making a saving throw. The effect 
  lasts until the start of your next turn. 
  You don’t need to concentrate on the 
  spell. Whenever you successfully use 
  these eyes against a target, you must 
  make a DC 23 Wisdom saving throw. 
  On a failed save, you suffer a random 
  case of longterm madness. 
  • 
  1 Hide of Demogorgon. Can be crafted 
  into a set of light armor (4100 gp, 90 
  days). Requires attunement. This armor 
  grants resistance to cold, fire, and 
  lightning damage. Two sets of armor 
  can be crafted from this hide. You also 
  gain a swimming speed of 50 feet while 
  wearing this armor. 
  • 
  3d10 Teeth of Demogorgon. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d10 damage. After the 
  ammunition has been fired, it loses this 
  property. 
  • 
  1d4 Tentacles of Demogorgon. Can be 
  crafted into a maul (500 gp, 30 days). 
  If you hit a target with this weapon, it 
  must succeed on a DC 23 Constitution 
  saving throw or its hit point maximum 
  is reduced by an amount equal to the 
  damage taken. This reduction lasts 
  until the target finishes a long rest. The 
  target dies if its hit point maximum is 
  reduced to 0. 
  • 
  2d12 Tufts of Demogorgon’s Fur. As an 
  action, you can light one of these tufts 
  on fire and cast the spell dispel magic. 
  Charisma is your spellcasting ability for 
  this spell. 
  • 
  2d6 Vials of Demogorgon’s Mind Fluid. 
  When consumed, you can cast the 
  spell fear once within the next minute. 
  Charisma is your spellcasting ability for 
  this spell. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Derro
  • 
  1 Broken Leather Armor (size Small). 
  • 
  1 Broken Light Crossbow. 
  • 
  2d6 Crossbow Ammunition. 
  • 
  1 Hooked Spear. Functions as a martial 
  weapon that deals 1d6 piercing damage. 
  If the target of an attack made with this 
  weapon is Medium or smaller, you can 
  choose to deal no damage and knock 
  it prone. 
  Derro Savant
  • 
  1 Broken Leather Armor (size Small). 
  • 
  1 Broken Quarterstaff. 
  Droki
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Studded Leather Armor 
  (size Small). 
  • 
  1 Set of Boots of Speed. 
  Drow Spore Servant
  • 
  1 Broken Chain Shirt (size Medium). 
  • 
  1 Broken Hand Crossbow. 
  • 
  1 Broken Shortsword.
  • 
  1d6 Poisonous Spores. Can be used as 
  an additional material component when 
  casting spells that deal poison damage. 
  When used in this way, you deal 1d4 
  additional poison damage with the spell.
  
  12
  Duergar Alchemist 
  • 
  1 Broken Scale Mail (size Medium). 
  • 
  1 Broken Shield. 
  • 
  1 Broken War Pick. 
  • 
  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. 
  • 
  1d3 Vials of Alchemist Fire. 
  Duergar Darkhaft
  • 
  1 Broken Scale Mail (size Medium). 
  • 
  1 Broken Shield. 
  • 
  1 Broken War Pick. 
  • 
  1d3 Javelins. 
  • 
  1d4 Vials 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. 
  Duergar Kavalrachni
  • 
  1 Broken Heavy Crossbow. 
  • 
  1 Broken Scale Mail (size Medium). 
  • 
  1 Broken Shield. 
  • 
  1 Broken War Pick. 
  • 
  3d6 Crossbow Ammunition. 
  • 
  1d4 Vials 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. 
  Duergar Keeper of the Flame
  • 
  1 Broken Scale Mail (size Medium). 
  • 
  1 Broken Shield. 
  • 
  1 Broken War Pick. 
  • 
  1d3 Javelins. 
  • 
  1d4 Vials 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. 
  Duergar Soulblade
  • 
  1 Broken Leather Armor (size Medium). 
  • 
  1d4 Vials 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. 
  Duergar Spore Servant
  • 
  1 Broken Scale Mail (size Medium). 
  • 
  1 Broken Shield. 
  • 
  1 Broken War Pick. 
  • 
  1d3 Javelins. 
  • 
  1d6 Poisonous Spores. Can be used as 
  an additional material component when 
  casting spells that deal poison damage. 
  When used in this way, you deal 1d4 
  additional poison damage with the spell.
  • 
  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. 
  
  13
  Duergar Stone Guard
  • 
  1 Broken Chain Mail (size Medium). 
  • 
  1 Broken Shield. 
  • 
  1d6 Javelins. 
  • 
  1 King’s Knife. Functions as a 
  shortsword which deals 2d6 piercing 
  damage when it’s enlarged.
  • 
  1d6 Vials 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. 
  Duergar Xarrorn
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1d4 Vials 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. 
  • 
  2d4 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical fire. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 fire damage. The essence 
  then evaporates. 
  Emerald Enclave Scout
  • 
  1 Broken Breastplate Armor 
  (size Medium). 
  • 
  1 Broken Heavy Crossbow. 
  • 
  1 Broken War Pick. 
  • 
  3d6 Crossbow Bolts. 
  Female Steeder
  • 
  2d6 Rations. 
  • 
  1d8 Steeder Legs. Two steeder legs can 
  be crafted into a set of boots of striding 
  and springing (DMG p. 156) (200 gp, 
  14 days). 
  • 
  1d8 Vials of Steeder Goo. As an action, 
  you can rub this goo on your hands and 
  feet. For one minute, you can climb 
  difficult surfaces, including upside down 
  on ceilings, without needing to make an 
  ability check. 
  Fraz-Urb’luu
  • 
  1d4 Brain Chunks of Fraz-Urb’luu. 
  Can be used as an additional material 
  component when casting the spells 
  mirage arcane, modify memory, or 
  project image. When used in this way, 
  you don’t expel a spellslot when casting 
  the spell. 
  • 
  1d2 Eyes of Fraz-Urb’luu. As an action, 
  you can crush one of these eyes and 
  cast the spell seeming. Charisma is your 
  spellcasting ability for this spell. 
  • 
  1 Hide of Fraz-Urb’luu. Can be crafted 
  into a set of light armor (4000 gp, 90 
  days). Requires attunement. This armor 
  grants resistance to cold, fire, and 
  lightning damage. Two sets of armor can 
  be crafted from this hide. 
  • 
  3d10 Teeth of Fraz-Urb’luu. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d10 damage. After the 
  ammunition has been fired, it loses this 
  property. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  
  14
  • 
  3d6 Vials of Fraz-Urb’luu’s Mind Fluid. 
  When consumed, you can’t be targeted 
  by divination magic or be perceived 
  through magical scrying sensors. 
  • 
  1d2 Wings of Fraz-Urb’luu. One wing 
  can be crafted into a cloak of flying (2000 
  gp, 60 days). Requires attunement. While 
  wearing this cloak, you have a flying 
  speed of 40 feet. 
  Giant Riding Lizard
  • 
  1 Giant Riding Lizard Hide. Can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Graz’zt
  • 
  1d2 Eyes of Graz’zt. When consumed, 
  you gain truesight out to a range of 120 
  feet for 10 minutes. 
  • 
  1 Heart of Graz’zt. Can be crafted into 
  an amulet of the hardened heart (1500 
  gp, 40 days). Requires attunement. 
  While wearing this amulet, you are 
  immune to the charmed condition and 
  you have advantage on saving throws 
  against being controlled, compelled, 
  or convinced to do something against 
  your will. 
  • 
  1 Hide of Graz’zt. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor 
  grants resistance to cold, fire, and 
  lightning damage. 
  • 
  2d12 Locks of Graz’zt’s Hair. Can 
  be used as an additional material 
  component when casting the spells 
  charm person, crown of madness, or 
  dissonant whispers. When used in this 
  way, you don’t expel a spellslot when 
  casting the spell. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  2d10 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 Wave of Sorrow. This functions as a 
  magical greatsword. On a hit, you deal 
  an additional 3d6 acid damage with 
  this weapon. 
  Grisha
  • 
  1 Broken Chain Mail Armor 
  (size Medium).
  • 
  1 +1 Flail. 
  • 
  1 Broken Shield. 
  Hook Horror Spore Servant
  • 
  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 effects do not work if you 
  are deafened. 
  • 
  1d2 Hook Horror Hooks. Can be crafted 
  into a greatsword (50 gp, 3 days). 
  • 
  1d6 Poisonous Spores. Can be used as 
  an additional material component when 
  casting spells that deal poison damage. 
  When used in this way, you deal 1d4 
  additional poison damage with the spell.
  • 
  2d6 Rations.
  Ixitxachitl
  • 
  1 Ixitxachitl Hide. Three hides can be 
  crafted into a cloak of the manta ray 
  (DMG p. 159) (200 gp, 14 days).
  
  15
  Juiblex
  • 
  4d10 Vials of Corrosive Slime. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter in a slimy 
  explosion. Each creature within 10 feet 
  of where the vial landed must succeed 
  on a DC 21 Dexterity saving throw. On 
  a failure, a creature takes 5d10 acid 
  damage. Unless the creature avoids 
  taking any damage, any metal armor 
  worn by the creature takes a permanent 
  –1 penalty to the AC it offers, and any 
  metal weapon it is carrying or wearing 
  takes a permanent –1 penalty to damage 
  rolls. The penalty worsens each time 
  a creature is subjected to this effect. If 
  the penalty on an object drops to –5, the 
  object is destroyed. 
  • 
  5d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  4d8 Vials of Ooze Essence. 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. 
  • 
  5d6 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 
  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 effect early. 
  Lords’ Alliance Guard
  • 
  1 Broken Chain Shirt Armor 
  (size Medium).
  • 
  1 Broken Halberd. 
  • 
  1 Broken Shield. 
  Lords’ Alliance Spy
  • 
  1 Broken Hand Crossbow. 
  • 
  1 Broken Leather Armor (size Medium). 
  • 
  1 Broken Shortsword. 
  • 
  3d6 Crossbow Bolts. 
  Male Steeder
  • 
  1d6 Rations. 
  • 
  1d6 Steeder Legs. Two steeder legs can 
  be crafted into a set of boots of striding 
  and springing (DMG p. 156) (200 gp, 
  14 days). 
  • 
  1 Vial of Steeder Goo. As an action, you 
  can rub this goo on your hands and feet. 
  For one minute, you can climb difficult 
  surfaces, including upside down on 
  ceilings, without needing to make an 
  ability check.  
  Narrak
  • 
  1 Broken Shortsword. 
  
  16
  Orcus
  • 
  1d2 Eyes of Orcus. When consumed, you 
  gain truesight out to a range of 120 feet 
  for 10 minutes. 
  • 
  1 Heart of Orcus. As an action, you can 
  crush this heart and cast the spell time 
  stop. Charisma is your spellcasting 
  ability for this spell. 
  • 
  1 Hide of Orcus. Can be crafted into a 
  set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, fire, and lightning 
  damage. Two sets of armor can be 
  crafted from this hide. 
  • 
  1 Tail of Orcus. Can be crafted into a 
  maul (150 gp, 9 days). On a hit, you deal 
  an additional 1d6 poison damage with 
  this weapon. 
  • 
  3d8 Vials of Death Gas. Can be used 
  as an additional material component 
  when casting spells that deal necrotic 
  damage. When used in this way, you deal 
  an additional 2d6 necrotic damage when 
  you cast the spell. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  1 Wand of Orcus. Requires attunement. 
  The wand has 7 charges, and any of its 
  properties that require a saving throw 
  have a save DC of 18. While holding it, 
  you can use an action to cast animate 
  dead or speak with dead. Alternatively, 
  you can expend 1 or more of the wand’s 
  charges to cast one of the following 
  spells from it: circle of death (1 charge), 
  finger of death (1 charge), or power word 
  kill (2 charges). The wand regains 1d4 
  + 3 charges every day at dawn. While 
  holding the wand, you can use an action 
  to conjure undead creatures whose 
  combined average hit points don’t exceed 
  500. These undead magically rise up 
  from the ground or otherwise form in 
  unoccupied spaces within 300 feet of you 
  and obey your commands until they are 
  destroyed or until you dismiss them as 
  an action. Once this property of the wand 
  is used, the property can’t be used again 
  until the next dawn. 
  The Pudding King
  • 
  1 Broken War Pick. 
  Troglodyte Champion of 
  Laogzed
  • 
  1 Broken Greatclub. 
  • 
  1d6 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.
  Vampiric Ixitxachitl
  • 
  1d2 Ixitxachitl 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 1d8 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken, and you regain hit points equal to 
  that amount. After the ammunition has 
  been fired, it loses these properties
  • 
  1 Ixitxachitl Hide. Three hides can be 
  crafted into a cloak of the manta ray 
  (DMG p. 159) (200 gp, 14 days).
  • 
  1 Ixitxachitl Tail. Can be crafted into 
  barbed maul (50 gp, 2 days). This 
  functions as a maul, but it deals piercing 
  damage instead of bludgeoning damage. 
  
  17
  Veteran of the Gauntlet
  • 
  1 Broken Heavy Crossbow. 
  • 
  1 Broken Longsword. 
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Splint Armor (size Medium). 
  • 
  3d6 Crossbow Bolts. 
  Yeenoghu
  • 
  1d2 Eyes of Yeenoghu. When consumed, 
  you gain truesight out to a range of 120 
  feet for 10 minutes. 
  • 
  1 Heart of Yeenoghu. When consumed, 
  you can cast the spell teleport once 
  within the next minute. 
  • 
  1 Hide of Yeenoghu. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, fire, and lightning 
  damage. Two sets of armor can be 
  crafted from this hide. 
  • 
  4d10 Teeth of Yeenoghu. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d10 damage. After the 
  ammunition has been fired, it loses this 
  property. 
  • 
  3d12 Tufts of Yeenoghu’s Fur. As an 
  action, you can light one of these tufts 
  on fire and cast the spell dispel magic. 
  Charisma is your spellcasting ability for 
  this spell. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  • 
  4d6 Vials of Yeenoghu Bile. When 
  consumed, you become afflicted by the 
  savagery of Yeenoghu for one minute. 
  At the beginning of your first turn after 
  the savagery ends, you immediately gain 
  one level of exhaustion and become 
  incapacitated until the start of your next 
  turn. When you hit a creature with a 
  melee attack, one of the following effects 
  occur at random. 
  1. The attack deals an extra 
  2d12 damage. 
  2. The target must succeed on a DC 
  17 Constitution saving throw or 
  be paralyzed until the start of your 
  next turn. 
  3. The target must succeed on a DC 17 
  Wisdom saving throw or be affected 
  by the confusion spell until the start 
  of your next turn. 
  Yestabrod
  • 
  1d4 Vials of Caustic Spores. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter in a cloud 
  of spores. Each creature within 20 feet of 
  where the vial landed must make a DC 
  12 Dexterity saving throw. On a failed 
  save, the creature takes 1d6 acid damage 
  at the beginning of each of your turns. A 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on itself on a success. 
  • 
  1d4 Vials of Small Infestation Spores. 
  As an action, you can throw this vial up 
  to 30 feet away where it will shatter in 
  a cloud of spores. Each flesh-and-blood 
  creature within 10 feet of where the vial 
  landed must make a DC 12 Constitution 
  saving throw. On a successful save, 
  the creature can’t be infected by these 
  spores for 24 hours. On a failed save, the 
  creature is infected with a disease called 
  the spores of Zuggtmoy and also gains 
  a random form of long term madness 
  that lasts until the creature is cured of 
  the disease or dies. While infected in 
  this way, the creature can’t be reinfected, 
  and it must repeat the saving throw at 
  the end of every 24 hours, ending the 
  infection on a success. On a failure, the 
  infected creature’s body is slowly taken 
  over by fungal growth, and after three 
  such failed saves, the creature dies and 
  is reanimated as a spore servant if it’s a 
  type of creature that can be. 
  
  18
  Zhentarim Thug
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Leather Armor (size Medium). 
  • 
  1 Broken Mace. 
  • 
  3d6 Crossbow Bolts.
  Zuggtmoy
  • 
  1 Heart of Zuggtmoy. When consumed, 
  you can cast the spell teleport once 
  within the next minute. 
  • 
  1 Hide of Zuggtmoy. Can be crafted 
  into a set of medium armor (4000 gp, 
  90 days). Requires attunement. This 
  armor grants resistance to cold, fire, and 
  lightning damage. 
  • 
  3d10 Ounces of Mind Control Spores. 
  As an action, you can blow these spores 
  into the face of a humanoid or beast 
  within 5 feet of you. The creature must 
  make a DC 19 Wisdom saving throw 
  against disease. On a successful save, 
  the creature becomes immune to the 
  effects of these spores for 24 hours. On a 
  failed save, the creature is infected with a 
  disease called influence of Zuggtmoy for 
  24 hours. While infected in this way, the 
  creature is charmed by you. 
  • 
  4d6 Ounces of Spore Dust. As an 
  action, you can blow this dust into the 
  face of a creature within 5 feet of you. 
  The creature must succeed on a DC 19 
  Constitution saving throw or take 5d10 
  poison damage on a failed save. 
  • 
  4d8 Vials of Charm Pheromones. 
  Can be used as an additional material 
  component when casting spells that 
  attempts to charm, convince, or compel 
  another creature. When used in this way, 
  the creature has disadvantage on its 
  saving throw against the spell. 
  • 
  1d4 Vials of Infestation Spores. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter in a cloud 
  of spores. Each flesh-and-blood creature 
  within 20 feet of where the vial landed 
  must make a DC 19 Constitution saving 
  throw. On a successful save, the creature 
  can’t be infected by these spores for 24 
  hours. On a failed save, the creature 
  is infected with a disease called the 
  spores of Zuggtmoy and also gains a 
  random form of long term madness that 
  lasts until the creature is cured of the 
  disease or dies. While infected in this 
  way, the creature can’t be reinfected, 
  and it must repeat the saving throw at 
  the end of every 24 hours, ending the 
  infection on a success. On a failure, the 
  infected creature’s body is slowly taken 
  over by fungal growth, and after three 
  such failed saves, the creature dies and 
  is reanimated as a spore servant if it’s a 
  type of creature that can be. 
  
  19
  The following creatures from the Monster 
  Manual appear in Out of the Abyss, 
  alongside new monsters and enemies fit 
  for looting. The entries below can all be 
  found in the Monster Loot: Monster Manual 
  supplement and have been added to this 
  document for easy reference. They are 
  largely unchanged from how they are written 
  in the Monster Loot: Monster Manual 
  supplement.
  Acolyte
  • 
  1 Broken Club.
  • 
  1 Flask of Holy Water.
  • 
  1 Holy Symbol. Matches the religious 
  beliefs of the acolyte.
  Adult Red Dragon
  • 
  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 fiery 
  explosion. Each creature within 10 feet 
  of where the gland landed must succeed 
  on a DC 21 Dexterity saving throw, 
  taking 18d6 fire 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 fire 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 fire 
  damage with this weapon.
  _____________________________
  CREATURES FROM THE 
  MONSTER MANUAL
  _____________________________
  • 
  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 fire 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 fire 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 fire damage on a hit. 
  After the ammunition has been fired, 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 fire damage.
  • 
  4d6 Rations.
  • 
  1d2 Rubies.
  Animated Armor
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When 
  used in this way, you can choose to reroll 
  one of the rolled damage dice and must 
  keep the second result.
  
  20
  Archmage
  • 
  1 Arcane Focus.
  • 
  1 Broken Dagger.
  • 
  1 Book.
  • 
  1 Spellbook. It has in it the following 
  spells: cone of cold, detect magic, fire 
  shield, identify, teleport.
  • 
  1d6 Vials.
  Assassin
  • 
  1 Broken Light Crossbow.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Studded Leather Armor.
  • 
  1 Set of Thieves’ Tools.
  • 
  3d6 Poisoned Crossbow Bolts. When 
  you hit a creature using this piece of 
  ammunition, the target must succeed on 
  a DC 13 Constitution saving throw or 
  be poisoned for one hour. If the saving 
  throw fails by 5 or more, the target is 
  also unconscious while poisoned in 
  this way. The target wakes up if it takes 
  damage or if another creature uses an 
  action to shake it awake.
  • 
  1d2 Vials of Poison.
  Balor
  • 
  1d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  • 
  1d4 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical fire. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 fire damage. The essence 
  then evaporates.
  Bandit
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Scimitar.
  Bandit Captain
  • 
  1d2 Bottles of Alcohol.
  • 
  1 Broken Dagger.
  • 
  1 Broken Scimitar.
  • 
  1 Broken Studded Leather Armor.
  Barlgura
  • 
  1 Barlgura Hide. Can be crafted into a 
  set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor 
  grants resistance to cold, fire, and 
  lightning damage.
  • 
  1d4 Random Gems (Value 50 GP).
  • 
  1d2 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  Basilisk
  • 
  1d2 Basilisk Eyes. When consumed, you 
  must succeed on a DC 12 Constitution 
  saving throw or become petrified as you 
  are turned to stone. You remain petrified 
  until freed by the greater restoration 
  spell or similar magic. It can also be used 
  as an additional material component 
  when casting the spell flesh to stone. 
  When used in this way, the target of the 
  spell has disadvantage on their saving 
  throw against the spell’s effects.
  • 
  1 Vial of Basilisk Blood. If poured on 
  a Medium or smaller creature that has 
  been petrified by being turned to stone, 
  they are cured of the petrified condition.
  
  21
  Behir
  • 
  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.
  Beholder
  • 
  1d4 Beholder Eyestalks. Once per day, 
  the eye stalk can fire one beholder 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.
  • 
  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 field 
  spell using the shield with the following 
  changes: the duration of the spell is one 
  minute and the effects 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 effect lasts for eight hours.
  Berserker
  • 
  1 Broken Greataxe.
  • 
  1 Broken Hide Armor.
  Black Pudding
  • 
  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 effect early.
  Bugbear
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shield.
  • 
  1d2 Javelins.
  Carrion Crawler
  • 
  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.
  
  22
  Chasme
  • 
  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 flying (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.
  Chuul
  • 
  1d2 Chuul Pinchers. Two pinchers can 
  be crafted into a greatsword (150 gp, 10 
  days). When attacking with this weapon, 
  you can try to grapple a creature you’re 
  fighting. On a hit, you can choose to forgo 
  doing damage and instead grapple the 
  creature (escape DC 14) if it is Medium 
  or smaller. The grappled creature can 
  use its action on its turn to attempt to 
  free itself from the grapple. Until this 
  grapple ends, you can’t use this weapon 
  on another target.
  • 
  2d4 Vials of Chuul Blood. When 
  consumed, you are under the effects of 
  the detect magic spell for 10 minutes. 
  This effect isn’t magical.
  Cloaker
  • 
  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.
  Commoner
  • 
  1 Broken Club.
  Crawling Claw
  • 
  1 Non-Crawling Claw. Can be used as an 
  arcane focus.
  Cultist
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Scimitar.
  • 
  1 Symbol of the Cultist’s Order.
  Darkmantle
  • 
  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.
  
  23
  Death Dog
  • 
  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 fired, it loses 
  this property.
  • 
  1d6 Rations.
  Death Slaad
  • 
  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, fire, 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 
  effects for the next 10 minutes.
  Death Tyrant
  • 
  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 flow 
  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.
  Deep Gnome
  • 
  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 
  effect on a success.
  
  24
  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.
  Dretch
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  Drider
  • 
  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.
  Drow
  • 
  1 Broken Chain Shirt (size Medium).
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  Drow Elite Warrior
  • 
  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.
  Drow Mage
  • 
  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.
  
  25
  Drow Priestess of Lolth
  • 
  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.
  Druid
  • 
  1d4 Day Rations.
  • 
  1 Druidic Focus.
  • 
  1 Quarterstaff.
  • 
  1 Waterskin.
  Duergar
  • 
  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.
  Duodrone
  • 
  1d2 Javelins.
  • 
  1 Ounce of Modron Dust. When 
  consumed, you become hyper-focused 
  on the next creature you see within 
  one minute of consuming the dust, 
  and become intent on following its 
  every instruction. For the next 10 
  minutes, you willingly follow every 
  order and command of the creature, 
  with the exception of those that would 
  cause you harm. No magic or effect 
  can compel you to go against these 
  instructions. The duration of this effect 
  is extended by an additional 10 minutes 
  for every additional ounce of modron 
  dust consumed.
  Dust Mephit
  • 
  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.
  Earth Elemental
  • 
  1d4+1 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidifies. For one 
  minute, the weapon is magical, attacks 
  with the weapon deal an additional 1d6 
  bludgeoning damage, and the weapon 
  deals double damage to objects and 
  structures.
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  
  26
  Ettin
  • 
  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.
  Fire Elemental
  • 
  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 fire. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 fire damage. The essence 
  then evaporates.
  Fire Snake
  • 
  1d4 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical fire. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 fire damage. The essence 
  then evaporates.
  Flumph
  • 
  1 Flumph Tendril. Can be crafted 
  into a whip (100 gp, 7 days). This 
  weapon deals an additional 1d4 poison 
  damage on a hit.
  Flying Snake
  • 
  1 Ration.
  Fomorian
  • 
  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.
  Galeb Duhr
  • 
  1d6+1 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidifies. 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.
  
  27
  Gargoyle
  • 
  1d2 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidifies. 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.
  Gas Spore
  • 
  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.
  Gelatinous Cube
  • 
  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 effect early.
  Ghost
  • 
  1 Spirit Cloth. Can be crafted into 
  a bag of holding (DMG p. 153) (200 
  gp, 14 days).
  • 
  1d2 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute for one 
  minute on a failed save. A frightened 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on a success.
  • 
  1d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  Giant Badger
  • 
  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.
  Giant Fire Beetle 
  • 
  1d4 Rations.
  Giant Lizard
  • 
  1 Giant Lizard Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  Giant Octopus
  • 
  1 Giant Octopus Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  
  28
  Giant Rat
  • 
  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.
  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.
  Giant Wolf Spider
  • 
  1 Giant Wolf Spider Hide. Two hides can 
  be crafted into leather armor (50 gp, 2 
  days) or studded leather armor (85 gp, 
  3 days). While wearing this armor, you 
  ignore movement restrictions caused 
  by webbing.
  • 
  1d6 Rations.
  Gibbering Mouther
  • 
  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 difficult 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 flash. 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.
  Gnoll
  • 
  3d6 Arrows.
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 Broken Longbow.
  • 
  1 Broken Shield.
  • 
  1d2 Broken Spears.
  • 
  1d2 Gnoll Fangs. Can be sold for 3 gold 
  pieces per fang.
  Gnoll Fang of Yeenoghu
  • 
  1 Broken Hide Armor.
  • 
  1d2 Gnoll Fangs. Can be sold for 3 gold 
  pieces per fang.
  • 
  1d4 Vials of Gnoll Fang Bile. When 
  consumed by a hyena, the beast 
  undergoes a minute-long transformation. 
  At the end of this transformation, the 
  hyena has transformed into a gnoll. 
  As an action, the bile can be poured 
  on a weapon. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 poison damage.
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  Gnoll Pack Lord
  • 
  3d6 Arrows.
  • 
  1 Broken Chainmail (size Medium).
  • 
  1 Broken Glaive.
  • 
  1 Broken Longbow.
  • 
  1d2 Gnoll Fangs. Can be sold for 3 gold 
  pieces per fang.
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  
  29
  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.
  Goblin Boss
  • 
  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.
  Gray Ooze
  • 
  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 4 (1d8) acid damage 
  at the start of each of its turns. The 
  creature can use an action to scrape the 
  goop off, ending the effect early.
  Green Hag
  • 
  1d2 Green Hag Hands. Requires 
  attunement. Can be used as an arcane 
  focus. You know the dancing lights 
  and minor illusion cantrips, but only 
  when you are holding onto the hand. 
  Charisma is your spellcasting ability for 
  these cantrips.
  • 
  1 Green Hag Tongue. When consumed, 
  you can mimic animal sounds and 
  humanoid voices for one hour. A creature 
  that hears the sounds can tell they are 
  imitations with a successful DC 14 
  Wisdom (Insight) check.
  • 
  1d4 Vials of Green Hag Blood. Can 
  be used as an additional material 
  component when casting spells that 
  turn something invisible. When used in 
  this way, the duration of the invisibility 
  increases by one minute.
  Green Slaad
  • 
  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, fire, lightning, or 
  thunder damage.
  • 
  1d4 Slaad Claws. Can be crafted into a 
  dagger (2 gp, 1 day).
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  • 
  2d4 Vials of Slaad Mesh. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  effects for the next 10 minutes.
  Grell
  • 
  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 effects 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 effect 
  on a success. When attacking with this 
  
  30
  weapon, you can also try to grapple a 
  creature you’re fighting. On a hit, you 
  can choose to forgo doing damage and 
  instead grapple the creature (escape 
  DC 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.
  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.
  Grick Alpha
  • 
  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.
  Grimlock
  • 
  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.
  Guard
  • 
  1 Broken Chain Shirt.
  • 
  1 Broken Shield.
  • 
  1d4 Broken Spears.
  Hezrou
  • 
  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, fire, and 
  lightning damage.
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  Hook Horror
  • 
  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 effects do not work if you 
  are deafened.
  • 
  1d2 Hook Horror Hooks. Can be crafted 
  into a greatsword (50 gp, 3 days).
  • 
  2d6 Rations.
  • 
  Hyena
  • 
  1 Hyena Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d4 Hyena Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  1d6 Rations.
  
  31
  Intellect Devourer
  • 
  1d4 Intellect Devourer Brain Chunks. 
  When consumed, you can sense the 
  presence and location of any creature 
  within 300 feet of you that has an 
  intelligence of 3 or higher, regardless of 
  interposing barriers, unless the creature 
  is protected by a mind blank spell. This 
  effect lasts for 10 minutes.
  • 
  1d2 Vials of Intellect Devourer Blood. 
  When consumed, your Intelligence score 
  increases by 1d4 to a maximum of 20 
  for one hour.
  Knight
  • 
  1 Broken Greatsword.
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Plate Armor.
  • 
  2d6 Crossbow Bolts.
  Kobold
  • 
  1 Broken Dagger.
  • 
  1 Broken Sling.
  Kuo-toa
  • 
  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.
  Kuo-toa Archpriest
  • 
  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.
  Kuo-toa Whip
  • 
  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,
  Magma Mephit
  • 
  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.
  
  32
  Magmin
  • 
  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 fire. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 fire damage. The essence 
  then evaporates.
  Manes
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  Merrow
  • 
  1 Broken Harpoon. This weapon, when 
  repaired, functions as a martial weapon 
  that deals 2d6 piercing damage on a hit. 
  The weapon has a throwing range of 
  20/60. If the target is a Large or smaller 
  creature, it must succeed on a Strength 
  contest against you or be pulled up to 20 
  feet toward you. It costs 40 gold pieces to 
  repair the weapon.
  • 
  1 Merrow Hide. Can be crafted into a set 
  of light armor (100 gp, 7 days). While 
  wearing this armor, your swimming 
  speed equals your movement speed.
  • 
  2d6 Rations.
  Mimic
  • 
  1d6 Rations.
  • 
  1d4 Vials of Mimic Adhesive. When 
  poured on a Medium or smaller creature, 
  the creature becomes adhesive for 10 
  minutes. While adhesive, the creature 
  adheres to anything that it touches or 
  that touches it. A Medium or smaller 
  creature adhered to the adhesive 
  creature is also grappled by it (escape 
  DC 13). The adhesive creature also 
  automatically succeeds on climbing 
  checks as long as it is adhesive.
  Mind Flayer
  • 
  1 Broken Breastplate.
  • 
  1d4 Mind Flayer Tentacles. Can be 
  crafted into a dagger (300 gp, 19 days) 
  or a shortsword (300 gp, 19 days). Once 
  per day, when you hit a creature with this 
  weapon you can force it to make a DC 
  15 Intelligence saving throw. On a failed 
  save, the creature is stunned until the 
  end of its next turn.
  • 
  1d2 Mind Flayer Eyes. When consumed, 
  you gain darkvision out to a range of 120 
  feet for one hour.
  • 
  1d6 Vials of Mind Flayer Blood. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  effects for one hour.
  • 
  1d4 Vials of Mind Flayer Brain Matter. 
  When consumed, you can communicate 
  with any creature you can see within 60 
  feet of you for one hour. You don’t need 
  to share a language with the creature 
  for it to understand you, but the creature 
  must be able to understand at least 
  one language.
  Minotaur
  • 
  1 Broken Greataxe.
  • 
  1 Minotaur Heart. When consumed, you 
  can perfectly recall any path you have 
  traveled within the past seven days. This 
  effect lasts for 24 hours.
  • 
  2d6 Rations.
  • 
  1d4 Vials of Minotaur Blood. When 
  consumed, you gain advantage on all 
  melee weapon attack rolls you make, but 
  attack rolls against you have advantage. 
  This effect lasts until the beginning 
  of your next turn. This item can be 
  consumed as a bonus action instead of 
  the usual action.
  
  33
  Monodrone
  • 
  1 Broken Dagger.
  • 
  1 Javelin.
  • 
  1 Ounce of Modron Dust. When 
  consumed, you become hyper-focused 
  on the next creature you see within 
  one minute of consuming the dust, 
  and become intent on following its 
  every instruction. For the next 10 
  minutes, you willingly follow every 
  order and command of the creature, 
  with the exception of those that would 
  cause you harm. No magic or effect 
  can compel you to go against these 
  instructions. The duration of this effect 
  is extended by an additional 10 minutes 
  for every additional ounce of modron 
  dust consumed.
  Mud Mephit
  • 
  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.
  Mummy
  • 
  1 Mummy Skull. Can be crafted into a 
  helmet of dreadful glaring (200 gp, 14 
  days). Requires attunement. As a bonus 
  action, you can target one creature you 
  can see within 60 feet of you. If the target 
  can see you, it must succeed on a DC 
  11 Wisdom saving throw against this 
  magic or become frightened until the 
  end of your next turn. If the target fails 
  the saving throw by 5 or more, it is also 
  paralyzed for the same duration. Once 
  you have used the item in this way, you 
  can’t do so again until you finish a short 
  or long rest.
  • 
  2d4 Mummy Wrapping Strips. Can 
  be used as an additional material 
  component when casting spells that 
  deal necrotic damage. When used in this 
  way, you may reroll any 1s and 2s rolled 
  on the damage dice and must keep the 
  second result.
  Myconid Adult
  • 
  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 effect on 
  a success.
  Myconid Sovereign
  • 
  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 effect 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 effect on 
  a success.
  Myconid Sprout
  • 
  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.
  
  34
  Nalfeshnee
  • 
  1d2 Abyssal Armrings. Requires 
  attunement. When wearing two of 
  these armrings, you have resistance 
  to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks.
  • 
  1d4 Nalfeshnee Claws. Can be crafted 
  into a dagger (200 gp, 14 days). This 
  functions as a +1 magical weapon.
  • 
  1 Nalfeshnee Hide. Requires attunement. 
  Can be crafted into a set of light armor 
  (4000 gp, 90 days). Requires attunement. 
  This armor grants resistance to cold, fire, 
  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.
  Noble
  • 
  1 Broken Breastplate.
  • 
  1 Broken Rapier.
  • 
  1d4 Random Gems (Value 10 GP).
  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 
  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.
  Orc Eye of Gruumsh
  • 
  1 Broken Ring Mail Armor 
  (size Medium).
  • 
  1 Broken Shield.
  • 
  1d6 Broken Spears.
  Orog
  • 
  1 Broken Greataxe.
  • 
  1 Broken Plate Armor.
  • 
  1d6 Javelins.
  
  35
  Otyugh 
  • 
  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 fired, 
  it loses this property.
  • 
  1d4 Vials of Otyugh Blood. When 
  consumed, you can magically transmit 
  simple messages and images to any 
  creature within 120 feet of you that 
  can understand a language. This form 
  of telepathy doesn’t allow the receiving 
  creature to telepathically respond. This 
  effect lasts for 10 minutes.
  Piercer 
  • 
  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.
  Polar Bear
  • 
  1d4 Polar Bear Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  1 Polar Bear Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  Priest
  • 
  1 Broken Mace.
  • 
  1 Broken Chain Shirt.
  • 
  1d4 Flasks of Holy Water.
  • 
  1 Holy Symbol. Matches the religious 
  beliefs of the priest.
  • 
  1 Potion of Healing.
  Purple Worm
  • 
  1 Purple Worm Hide. Hide. Can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  Three sets of armor can be crafted from 
  this hide.
  • 
  1d6 Purple Worm Protective Plates. Two 
  plates can be crafted into a set of plate 
  armor (1500 gp, 5 days) or into a set of 
  half-plate armor (750 gp, 4 days).
  • 
  1 Purple Worm Tail Stinger. Can be 
  crafted into a longsword (700 gp, 24 
  days), a lance (700 gp, 24 days), or a 
  rapier (700 gp, 24 days). On a hit, the 
  weapon deals an additional 7 (2d6) 
  poison damage.
  • 
  10d6 Rations.
  • 
  1d8 Vials of Purple Worm Poison. As 
  an action, the poison can be used to 
  coat one slashing or piercing weapon, 
  or up to three pieces of ammunition. A 
  creature hit by the poisoned weapon 
  of ammunition must make a DC 16 
  Constitution saving throw or take 6d6 
  poison damage on a failed save and half 
  as much damage on a successful one. 
  Once applied, the poison retains its 
  potency for one minute before drying.
  
  36
  Quaggoth
  • 
  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.
  Quasit
  • 
  1 Quasit Head. As an action, you can 
  throw this head at a creature within 
  30 feet of you. If the creature can see 
  the head, it must succeed on a DC 
  10 Wisdom saving throw or become 
  frightened of the head for one minute. 
  The head then breaks and stops 
  functioning.
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  Red Dragon Wyrmling
  • 
  1d2 Red Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 fire 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 fire 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 fire 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 fire 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 fire damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.
  • 
  1d6 Rations.
  Roper
  • 
  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 fired, 
  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 fighting. 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.
  Rust Monster
  • 
  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.
  
  37
  Salamander
  • 
  1d4 Broken Spears.
  • 
  1 Salamander Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to fire damage.
  • 
  1d6 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical fire. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 fire damage. The essence 
  then evaporates.
  Scout
  • 
  2d6 Arrows.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Longbow.
  • 
  1 Broken Shortsword.
  Shadow
  • 
  1d6 Vials of Shadow Flux. As an action, 
  you can throw this vial up to 30 feet 
  away where it 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.
  Shadow Demon
  • 
  1d4 Shadow Demon Claws. Can be 
  crafted into dagger (100 gp, 7 days). This 
  dagger deals an additional 1d4 psychic 
  damage on a hit.
  • 
  1d2 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  Shambling Mound
  • 
  1d4 Shambling Branches. Can be used 
  as a druidic focus. Once per day, in 
  response to taking lightning damage 
  you can use your reaction to give 
  yourself resistance to that instance of 
  the damage.
  • 
  2d6 Shambling Vines. Three vines can 
  be crafted into a rope of climbing (DMG 
  p. 197) (200 gp, 14 days). Six vines can 
  be crafted into a rope of entanglement 
  (2000 gp, 30 days).
  Shield Guardian
  • 
  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 effect that would alter your form 
  for one hour.
  Shrieker
  • 
  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.
  Skeleton
  • 
  2d6 Arrows.
  • 
  1 Broken Shortbow.
  • 
  1 Broken Shortsword.
  
  38
  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.
  Specter
  • 
  1d2 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute on a 
  failed save. A frightened creature can 
  repeat the saving throw at the end of 
  each of its turns, ending the effect on 
  a success.
  • 
  1d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  Spider
  • 
  1 Ration.
  Spirit Naga
  • 
  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 fired, it loses 
  this property.
  • 
  2d6 Rations.
  • 
  1d6 Vials of Naga Poison. As an 
  action, the poison can be used to coat 
  one slashing or piercing weapon, or 
  up to three pieces of ammunition. A 
  creature hit by the poisoned weapon 
  of ammunition must make a DC 14 
  Constitution saving throw or take 5d8 
  poison damage on a failed save and half 
  as much damage on a successful one. 
  Once applied, the poison retains its 
  potency for one minute before drying.
  Spy
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  • 
  2d6 Crossbow Bolts.
  • 
  1 Notebook. The contents are written 
  in code. You must succeed on a DC 14 
  Intelligence check to decipher it.
  Stirge
  • 
  1 Ration.
  • 
  1 Stirge Proboscis. Functions as a dart.
  Stone Giant
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proficient in the Wisdom 
  (Perception) skill for one minute.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Stone Giant Heart. Can be crafted into 
  a potion of stone giant strength (DMG p. 
  187) (1000 gp, 30 days)
  • 
  1 Tribal Amulet. There is a 10% chance 
  that the amulet is an amulet of health 
  (DMG, p. 150), 30% chance that the 
  amulet is an amulet of proof against 
  
  39
  detection and location (DMG, p. 150), 
  and a 60% chance that it is a nonmagical 
  tribal amulet.
  Stone Golem
  • 
  2d6 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidifies. 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 effect that would alter your form 
  for one hour.
  Succubus/Incubus
  • 
  1d2 Succubus/Incubus Wings. One 
  wing can be crafted into a cloak (1000 
  gp, 30 days). Requires attunement. You 
  choose one damage type from cold, fire, 
  lightning, and poison when the cloak is 
  crafted. When worn, you have resistance 
  to the chosen damage type.
  • 
  1 Succubus/Incubus Tail. Can be crafted 
  into a staff of charms (2000 gp, 30 days). 
  Requires attunement. Once per day, you 
  can target one humanoid you can see 
  within 30 feet of you and force it to make 
  a DC 15 Wisdom saving throw. On a 
  failed save, the humanoid is magically 
  charmed for one day. The charmed 
  target obeys your spoken commands. If 
  the target suffers any harm or receives 
  a suicidal command, it can repeat the 
  saving throw, ending the effect on a 
  success. You can only have one target 
  charmed at a time. If you charm another 
  using this staff, the effect on the previous 
  target ends.
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  Swarm of Bats
  • 
  1d6 Rations.
  Swarm of Insects
  • 
  1d6 Rations.
  Swarm of Quippers
  • 
  1d6 Rations.
  Thug
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Mace.
  • 
  2d6 Crossbow Bolts.
  Tridrone
  • 
  1d4 Javelins.
  • 
  1 Ounce of Modron Dust. When 
  consumed, you become hyper-focused 
  on the next creature you see within 
  one minute of consuming the dust, 
  and become intent on following its 
  every instruction. For the next 10 
  minutes, you willingly follow every 
  order and command of the creature, 
  with the exception of those that would 
  cause you harm. No magic or effect 
  can compel you to go against these 
  instructions. The duration of this effect 
  is extended by an additional 10 minutes 
  for every additional ounce of modron 
  dust consumed.
  
  40
  Troglodyte
  • 
  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.
  Troll
  • 
  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.
  Umber Hulk
  • 
  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).
  Veteran
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Splint Armor.
  • 
  2d6 Crossbow Bolts.
  Violet Fungus
  • 
  1 Violet Fungus Tendril. Can be used 
  as an additional material component 
  when casting spells that deal necrotic 
  damage. When used in this way, you deal 
  an additional 1d4 necrotic damage when 
  you cast the spell.
  • 
  1d6 Rations.
  Vrock
  • 
  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 effect 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 fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  
  41
  ignore any resistances to magical or 
  nonmagical piercing damage. After the 
  ammunition has been fired, it loses 
  this property.
  Water Weird
  • 
  1d2 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d2 Vials of Water Essence. When 
  consumed, the pure water cleanses the 
  body. If you are suffering from either 
  the blinded, deafened, paralyzed, or the 
  poisoned condition, you can choose one 
  of these conditions and end its effects on 
  you. Alternatively, the essence can also 
  remove one disease that is afflicting you.
  Wererat
  • 
  2d6 Crossbow Bolts.
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  • 
  1d2 Vials of Cursed Cruor. When 
  consumed, your speed is halved and 
  you have disadvantage on ability checks, 
  saving throws, and attacks based on 
  Strength or Dexterity for one hour.
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  Winged Kobold
  • 
  1 Broken Dagger.
  Wraith
  • 
  1 Spirit Cloth. Can be crafted into a 
  bag of holding (DMG p. 153) (200 
  gp, 14 days).
  • 
  1d2 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute for one 
  minute on a failed save. A frightened 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on a success.
  • 
  1d6 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  • 
  1d6 Vials of Shadow Flux. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if affected by the darkness 
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness.
  Xorn
  • 
  1d3 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidifies. For one 
  minute, the weapon is magical, attacks 
  with the weapon deal an additional 1d6 
  bludgeoning damage, and the weapon 
  deals double damage to objects and 
  structures.
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d12 Xorn Teeth. One tooth can be used 
  as the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition 
  
  42
  made from these teeth deal an additional 
  1d6 bludgeoning damage. After the 
  ammunition has been fired, it loses 
  this property.
  Yochlol 
  • 
  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.
  Zombie
  • 
  1 Zombie Hand. Can be used as an 
  arcane focus.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Out of the Abyss.pdf