TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen, 
  Louis Flindt Rask, Oskar Sandkvist, & Sindre Urvold 
  Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. This 
  work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon 
  Masters Guild. All other original material in this work is copyright 2020 by Anne Gregersen and 
  published under the Community Content Agreement for Dungeon Masters Guild.
  
  3
  HOW TO USE THIS BOOK?
  Killing Humanoid Enemies 
  4
  Harvesting Checks 
  4
  Harvest Time 
  5
  Time of Death 
  5
  Types of Loot 
  5
  NEW MONSTERS
  Anchorite of Talos 
  7
  Ankheg 
  7
  Banshee 
  7
  Blights 
  7
  Needle Blight 
  7
  Twig Blight 
  7
  Vine Blight 
  7
  Boar 
  7
  Carrion Crawler 
  7
  Centaur 
  7
  Commoner 
  8
  Cow 
  8
  Don-Jon Raskin 
  8
  Falcon the Hunter 
  8
  Ghoul 
  8
  Giant Crab 
  8
  Giant Rat 
  8
  Giant Spider 
  8
  Gorthok the Thunder Boar 
  8
  Harpy 
  9
  Hunter Shark 
  9
  Invisible Stalker 
  9
  Manticore 
  9
  Mimic 
  9
  Ochre Jelly 
  9
  Ogre 
  9
  Orc 
  10
  Riding Horse 
  10
  Rock Gnome Recluse 
  10
  Stirge 
  10
  Veteran 
  10
  Will-o’-Wisp 
  10
  Wererat 
  10
  Young White Dragon 
  10
  TABLE OF CONTENTS
  
  4
  HOW TO USE THIS BOOK?
  The work is half the reward, but what if you 
  want the whole reward? After braving the 
  dangers of an acid-spewing dragon or the 
  petrifying gaze of a snake-headed medusa, it is 
  reasonable that the adventurers who survived 
  the monster’s onslaught might claim some sort 
  of prize. This document supplies a list of items 
  and loot that traveling adventurers might ﬁ nd 
  on the monsters they encounter and slay on 
  their fantastical journeys.  
  What follows in this section are some light 
  mechanics for harvesting dead creatures. 
  There are diﬀ erent types of loot that can 
  be found on a monster, not all of which are 
  necessarily useful for a group of travelling 
  adventures. The supplied loot tied to each 
  monster are simply suggestions that can be 
  changed by the DM to ﬁ t the circumstances of 
  the campaign they are running. 
  The loot found within this document has 
  been designed with the rules below in mind 
  for two reasons. First, this prevents characters 
  immediately picking something up from a 
  monster and using it seconds later. Second, 
  this document assumes that there is a body 
  left to harvest once the creature has been 
  killed. This should be considered when the 
  adventurers are ﬁ ghting demons and devils, 
  which are likely to leave no corpse as they 
  respawn on their home plane after being killed 
  on the Material Plane.
  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 ﬂ esh, 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 ﬁ rst succeed on a speciﬁ c 
  ability check to successfully harvest the 
  components from it. The nature of the ability 
  check depends on the monster’s type. The 
  following table should be seen as a suggestion 
  for splitting up the checks and can be changed 
  to better ﬁ t the nature of the game at hand. 
  TYPE OF ABILITY CHECK
  Creature Type
  Ability Check
  Beast, dragon, giant, 
  monstrosity, plant
  Nature
  Humanoid
  Survival
  Celestial, ﬁ end, undead
  Religion
  Aberration, construct, 
  elemental, fey, ooze
  Arcana
  The DC of the check is determined by the 
  CR of the creature being harvested, but the 
  harvesting check DC cannot be lower than 10 
  and cannot be higher than 30. If a character 
  succeeds on the ability check, they are able 
  to harvest all available loot on the monster. If 
  they fail the check, the character is only able to 
  harvest half of the items. 
  Harvesting Check DC = 10 + monster CR 
  (not lower than 10 and not higher than 30)
  If the character fails the check by 5 or more, a 
  mishap occurs during the harvesting process. 
  This could be anything from piercing a gland 
  of acid to an environmental accident, such as a 
  rock slide covering the creature. Regardless of 
  the nature of the mishap, all loot is lost. 
  Remember that two characters can help 
  one another harvest a creature. This means 
  that one of them gains advantage on their 
  roll, thereby increasing their chances of 
  successfully looting the monster. 
  
  5
  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 
  ﬁ nesse to obtain. 
  Alternatively, the DM can introduce the idea 
  of harvester’s tools, a type of artisan’s tools 
  that are required when harvesting certain 
  resources from a creature, such as hide 
  and organs. The harvester’s tools come in a 
  leather satchel that can be rolled out for easy 
  use while in the ﬁ eld. The tool set includes a 
  bonesaw, a thinly bladed knife, a whetstone, a 
  scraper, and a mincing blade. The price for a 
  set of harvester’s tools is 30 gp. 
  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 
  ﬂ esh 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 ﬁ ghting or during the ﬁ ght in which the 
  creature died. A broken item does not function 
  until it has been repaired by an artisan or by a 
  creature with proﬁ ciency in the required set of 
  tools. To repair the item, the characters must 
  pay half of the cost of the item. For instance, 
  a broken glaive with an initial cost of 20 gp 
  would cost 10 gp to repair. 
  Other items, such as blood or other liquids, 
  are harvested in vials. This means that, unless 
  a character has some sort of container to 
  gather the item, they cannot harvest it from 
  the creature. A single vial holds four ounces 
  of liquid. If items like dust or ash can be 
  harvested, these also need to be stored in 
  some sort of container if the characters wish to 
  bring it with them. 
  Some creatures, like beasts and 
  monstrosities, might yield rations. This refers 
  to harvesting meat from the creature that can 
  be eaten as a day’s ration. Whether or not this 
  meat needs to be cooked before it is edible 
  and how long it lasts before it turns rancid is 
  determined by the DM. Most meat starts to go 
  bad after 1-2 days, if not cooked or cured. 
  Certain creatures have items that can be 
  used as an additional material component 
  for spellcasters. The use of these components 
  must be declared before any saving throws or 
  attack rolls are made because of the spell in 
  question. When the item is used in this way, it 
  is consumed in the process of casting the spell 
  and cannot be reused. 
  
  6
  The same is the case for items 
  that need to be consumed by a 
  character. As an action, these 
  items are eaten or drunk to 
  gain their beneﬁ ts and cannot 
  be reused. To consume these 
  items, they ﬁ rst need to be 
  treated using a speciﬁ c tool set. 
  The consumable can be turned 
  into a potion using alchemist’s 
  supplies, cooked using cook’s 
  utensils, or distilled into a type of 
  alcohol using brewer’s supplies. 
  Creating one consumable 
  takes an hour and the DC 
  for creating the ﬁ nished 
  consumable is equal to 5 + 
  monster CR (not lower than 
  10 and not higher than 30). Consuming the 
  item before it has been treated results in the 
  character having to make a DC 15 Constitution 
  saving throw. If they fail, the character spends 
  their next turn incapacitated as they start 
  throwing up. Whether they succeed or fail, they 
  gain no beneﬁ t from consuming the item. 
  Some things, such as teeth and hide, need 
  to be crafted before they can be used. To craft 
  an item from harvested monster parts, the 
  materials need to be taken to an artisan who 
  knows how to craft magic items. Items that can 
  be crafted have a cost in gold pieces attached 
  to them. This cost represents the purchasing 
  of additional materials needed for the crafting 
  process and also the the hired artisan’s time 
  working on the item. The amount of time it 
  would take the trained artisan to craft the item 
  is also noted. If an item has been crafted in this 
  way, it is considered magical for the purpose 
  of overcoming resistances and immunities. 
  The cost and designated time allotted to these 
  items should be seen as a suggestions and can 
  be changed to ﬁ t the nature of the game being 
  played. 
  An exception to this is when a character is 
  using monster loot to make ammunition, such 
  as arrows and crossbow bolts. When making 
  ammunition, the character only needs to have 
  proﬁ ciency in the weapon the ammunition is 
  for to successfully make the item. It takes 10 
  minutes to make one piece of ammunition.  
  ms 
  a 
  t. 
  d 
  e of 
  s. 
  onsuming the 
  d results in the 
  C 15 Constitution 
  haracter spends 
  s they start 
  cceed or fail, they 
  ng the item. 
  and hide, need 
  be used. To craft 
  er parts, the 
  an artisan who 
  ms. Items that can 
  pieces attached 
  the purchasing 
  d for the crafting 
  artisan’s time 
  unt of time it 
  to craft the item 
  en crafted in this 
  or the purpose 
  d immunities. 
  allotted to these 
  gestions and can
  
  7
  ANCHORITE OF TALOS
  • 
  1 Broken Hide Armor (size Medium). 
  • 
  1d2 Clawed Gauntlets. Functions as a 
  martial melee weapon that deals 1d4 
  slashing damage. It takes an action to 
  equip a clawed gauntlet. 
  ANKHEG
  • 
  1 Ankheg Hide. Can be crafted into a set 
  of studded leather armor (45 gp, 2 days).
  • 
  2d6 Rations. 
  • 
  2d4 Vials of Acid. 
  BANSHEE
  • 
  1 Ounce of Phantom Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature  must succeed on a DC 13 
  Wisdom saving throw or be frightened 
  of you for one minute on a failed save. A 
  frightened creature can repeat the saving 
  throw at the end of each of its turns, 
  ending the eﬀ ect on a success. 
  • 
  1 Spirit Cloth. Can be crafted into a bag 
  of holding (DMG p. 153) (200 gp, 14 
  days). 
  • 
  1d2 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  BLIGHTS
  NEEDLE BLIGHT
  • 
  1d4 Needles. Functions as a dart. 
  TWIG BLIGHT
  • 
  1 Twig. Can be used as an arcane focus 
  or a druidic focus. 
  VINE BLIGHT
  • 
  1d2 Vine. Can be used as a 20 foot long 
  silk rope. 
  • 
  1d4 Blight Buds. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal 1d4 
  additional acid damage with the spell.
  BOAR
  • 
  1 Boar Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d2 Boar Tusks. Can be crafted into a 
  dagger (2 gp, 1 day). 
  • 
  1d6 Rations. 
  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.
  CENTAUR
  • 
  3d6 Arrows.
  • 
  1 Broken Longbow.
  • 
  1 Broken Pike.
  • 
  1 Tuft of Centaur Hair. Two tufts be 
  crafted into a rope of climbing (DMG p. 
  197) (200 gp, 14 days). 
  _____________________________
  NEW MONSTERS
  _____________________________
  
  8
  COMMONER
  • 
  1 Broken Club.
  COW
  • 
  1 Cow Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  DON-JON RASKIN
  • 
  1 Broken Dagger. 
  • 
  1 Broken Sling.
  FALCON THE HUNTER
  • 
  3d6 Arrows. 
  • 
  1 Broken Longbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Studded Leather Armor (size 
  Medium).
  GHOUL
  • 
  1 Ghoul Claw. Can be crafted into a 
  dagger (100 gp, 7 days). Once per day, 
  when you hit a creature with this weapon 
  the creature must succeed on a DC 10 
  Constitution saving throw or become 
  paralyzed until the beginning of its next 
  turn. If the creature is an elf or undead 
  it automatically succeeds on the saving 
  throw. 
  • 
  1d2 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  GIANT CRAB
  • 
  1 Crab Shell. Two shells can be crafted 
  into a shield (20 gp, 3 days). 
  • 
  1d6 Rations. 
  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. 
  GORTHOK THE THUNDER BOAR
  • 
  1d4 Lightning Tusks. Can be crafted 
  into a longsword (225 gp, 8 days) or 
  a shortsword (200 gp, 7 days). This 
  weapon deals an additional 1d6 lightning 
  damage. 
  • 
  3d6 Rations. 
  • 
  1 Thunder Boar Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to lightning damage.
  • 
  1d4 Thunder Hooves. Two hooves can be 
  crafted into a set of thunder boots (150 
  gp, 5 days). Once per short rest, you can 
  click the heels of these boots together 
  and cause a wave of thunder to erupt 
  from them. Creatures within 5 feet of you 
  must succeed on a DC 15 Constitution 
  saving throw or take 2d6 thunder 
  damage. You also have disadvantage on 
  Dexterity (Stealth) checks that rely on 
  sound while wearing these boots. 
  • 
  1d8 Vials of Thunder Boar Blood. 
  When consumed, you gain resistance to 
  lightning damage for one hour. 
  
  9
  HARPY
  • 
  1 Broken Club. 
  • 
  1d6 Rations. 
  • 
  1 Set of Harpy Vocal Cords. Once per 
  day, you can blow into these vocal cords 
  as an action and sound out a magical 
  melody. Each creature within 150 feet 
  of you that can hear the melody must 
  succeed on a DC 11 Wisdom saving 
  throw or become charmed by you until 
  the melody ends. You can use a bonus 
  action on your subsequent turns to 
  continue blowing into the vocal cords, 
  but you cannot do so for longer than one 
  minute.
  HUNTER SHARK
  • 
  1 Hunter Shark Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d10 Hunter Shark Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property. 
  • 
  2d6 Rations. 
  INVISIBLE STALKER
  • 
  1d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  2d4 Vials of Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet.  
  MANTICORE
  • 
  1d4 Manticore Claws. Can be crafted 
  into a dagger (2 gp, 1 day). 
  • 
  2d4 Manticore Tail Spikes. One spike 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these spikes 
  deal an additional 1d4 damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property. 
  • 
  2d6 Rations.
  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.  
  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 eﬀ ect early. 
  OGRE
  • 
  1 Broken Greatclub. 
  • 
  1 Broken Hide Armor (size Large). 
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  1d4 Javelins. 
  
  10
  ORC
  • 
  1 Broken Greataxe. 
  • 
  1 Broken Hide Armor (size Medium). 
  • 
  1d4 Javelins. 
  RIDING HORSE
  • 
  2d6 Rations. 
  • 
  1 Riding Horse Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  ROCK GNOME RECLUSE
  • 
  1 Random Set of Tools. 
  STIRGE
  • 
  1 Ration.
  • 
  1 Stirge Proboscis. Functions as a dart. 
  VETERAN
  • 
  1 Broken Heavy Crossbow. 
  • 
  1 Broken Longsword. 
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Splint Armor.
  • 
  2d6 Crossbow Bolts. 
  WILL-O’-WISP
  • 
  1d6 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  • 
  1d4 Wisps of Light. Can be used as an 
  additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you may reroll 
  any 1s and 2s rolled on the damage dice 
  and must keep the second result.
  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. 
  YOUNG WHITE DRAGON
  • 
  1d2 White Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 cold damage 
  with this weapon. 
  • 
  1d2 White Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 cold 
  damage with this weapon. 
  • 
  1 White Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to cold damage.
  • 
  2d4 White Dragon Scales. If you have 20 
  scales, you can craft them into scale mail 
  armor (2000 gp, 60 days). While wearing 
  this armor, you have resistance to cold 
  damage.
  • 
  2d4 White Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 cold damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.  
  • 
  1d2 Young White Dragon Wings. One 
  wing can be crafted into a resistant cloak 
  (200 gp, 14 days). Requires attunement. 
  When worn, you can use your reaction to 
  give yourself resistance to cold damage. 
  • 
  2d6 Rations. 
  
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