TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen & Olya_Beli_Art via. Shutterstock
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen, Louis Flindt 
  Rask, Louisa Smithing, Oskar Sandkvist, and Sindre Urvold 
  Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. This 
  work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon 
  Masters Guild. All other original material in this work is copyright 2019 by Anne Gregersen and 
  published under the Community Content Agreement for Dungeon Masters Guild.
  Also by Anne Gregersen
  
  3
  How To Use This Book? 
  9
  Killing Humanoid Enemies 
  9
  Harvesting Checks 
  9
  Harvest Time 
  10
  Time of Death 
  10
  Types of Loot 
  10
  Section A
  Aarakocra 
  12
  Aboleth  
  12
  Angels 
  12
  Planetar 
  12
  Solar  
  13
  Animated Objects 
  13
  Animated Armor 
  13
  Flying Sword 
  13
  Rug of Smothering 
  13
  Ankheg 
  13
  Azer 
  13
  Section B
  Banshee 
  14
  Basilisk 
  14
  Behir 
  14
  Beholders 
  14
  Beholder 
  14
  Death Tyrant 
  15
  Spectator 
  15
  Blights 
  15
  Needle Blight 
  15
  Twig Blight 
  15
  Vine Blight 
  15
  Bugbears 
  15
  Bugbear 
  15
  Bugbear Chief 
  15
  Bulette 
  16
  Bullywug 
  16
  Section C
  Cambion 
  16
  Carrion Crawler 
  16
  Centaur 
  16
  Chimera 
  16
  Chuul 
  17
  Cloaker 
  17
  Cockatrice 
  17
  Couatl 
  17
  Crawling Claw 
  17
  Cyclops 
  17
  Section D
  Darkmantle 
  18
  Death Knight 
  18
  Demilich 
  18
  Demons 
  19
  Balor 
  19
  Barlgura 
  19
  Chasme 
  19
  Dretch 
  19
  Glabrezu 
  19
  Goristro 
  19
  Hezrou 
  20
  Manes 
  20
  Marilith 
  20
  Nalfeshnee 
  20
  Quasit 
  20
  Shadow Demon 
  21
  Vrock 
  21
  Yochlol 
  21
  Devils 
  21
  Barbed Devil  
  21
  Bearded Devil 
  22
  Bone Devil 
  22
  Chain Devil 
  22
  Erinyes 
  23
  Horned Devil 
  23
  Ice Devil 
  23
  Imp 
  24
  Lemure 
  24
  Pit Fiend 
  24
  Spined Devil 
  24
  Dinosaurs 
  25
  Allosaurus  
  25
  Ankylosaurus  
  25
  Plesiosaurus  
  25
  Pteranodon 
  25
  Triceratops 
  25
  Tyrannosaurus Rex 
  25
  Displacer Beast 
  25
  Table of Contents
  
  4
  Doppelganger 
  25
  Dracolich 
  25
  Dragon, Shadow 
  26
  Dragons, Chromatic 
  26
  Ancient Black Dragon 
  26
  Adult Black Dragon  
  26
  Young Black Dragon 
  27
  Black Dragon Wyrmling 
  27
  Ancient Blue Dragon 
  27
  Adult Blue Dragon  
  28
  Young Blue Dragon 
  28
  Blue Dragon Wyrmling 
  29
  Ancient Green Dragon 
  29
  Adult Green Dragon  
  29
  Young Green Dragon 
  30
  Green Dragon Wyrmling 
  30
  Ancient Red Dragon 
  31
  Adult Red Dragon  
  31
  Young Red Dragon 
  32
  Red Dragon Wyrmling 
  32
  Ancient White Dragon 
  32
  Adult White Dragon  
  33
  Young White Dragon 
  33
  White Dragon Wyrmling 
  34
  Dragons, Metallic 
  34
  Ancient Brass Dragon 
  34
  Adult Brass Dragon  
  35
  Young Brass Dragon 
  35
  Brass Dragon Wyrmling 
  36
  Ancient Bronze Dragon 
  36
  Adult Bronze Dragon  
  36
  Young Bronze Dragon 
  37
  Bronze Dragon Wyrmling 
  37
  Ancient Copper Dragon 
  38
  Adult Copper Dragon  
  38
  Young Copper Dragon 
  39
  Copper Dragon Wyrmling 
  39
  Ancient Gold Dragon 
  39
  Adult Gold Dragon  
  40
  Young Gold Dragon 
  41
  Gold Dragon Wyrmling 
  41
  Ancient Silver Dragon 
  41
  Adult Silver Dragon  
  42
  Young Silver Dragon 
  43
  Silver Dragon Wyrmling 
  43
  Dragon Turtle 
  43
  Drider 
  44
  Dryad 
  44
  Duergar 
  44
  Section E
  Elementals  
  45
  Air Elemental 
  45
  Earth Elemental 
  45
  Fire Elemental 
  45
  Water Elemental 
  45
  Elves: Drow 
  45
  Drow 
  45
  Drow Elite Warrior 
  45
  Drow Mage 
  46
  Drow Priestess of Lolth 
  46
  Empyrean 
  46
  Ettercap 
  47
  Ettin  
  47
  Section F
  Faerie Dragon 
  47
  Flameskull 
  47
  Flumph 
  47
  Fomorian 
  47
  Section G
  Galeb Duhr 
  48
  Gargoyle 
  48
  Fungi 
  48
  Gas Spore 
  48
  Shrieker 
  48
  Violet Fungus 
  48
  Genies 
  48
  Dao 
  48
  Djinni 
  49
  Efreeti 
  49
  Marid 
  49
  Ghost 
  50
  Ghoul 
  50
  Ghast 
  50
  Giants 
  50
  Cloud Giant 
  50
  Fire Giant 
  50
  Frost Giant 
  51
  Hill Giant 
  51
  Stone Giant 
  51
  Storm Giant 
  51
  Gibbering Mouther 
  51
  Gith 
  51
  Gnolls 
  52
  Gnoll Pack Lord 
  52
  Gnoll Fang of Yeenoghu 
  52
  
  5
  Gnome, Deep (Svirfneblin) 
  53
  Goblins 
  53
  Goblin 
  53
  Goblin Boss 
  53
  Golems 
  53
  Clay Golem  
  53
  Flesh Golem  
  53
  Iron Golem  
  53
  Stone Golem  
  53
  Gorgon 
  54
  Grell 
  54
  Grick 
  54
  Grick 
  54
  Grick Alpha 
  54
  Griffon 
  55
  Grimlock 
  55
  Section H
  Hags 
  55
  Green Hag 
  55
  Night Hag 
  55
  Sea Hag 
  55
  Half-Dragon 
  56
  Harpy 
  56
  Hell Hound 
  56
  Helmed Horror 
  56
  Hippogriff 
  56
  Hobgoblins 
  56
  Hobgoblin 
  56
  Hobgoblin Captain 
  56
  Hobgoblin Warlord 
  57
  Homunculus 
  57
  Hook Horror 
  57
  Hydra 
  57
  Section i
  Intellect Devourer 
  57
  Invisible Stalker 
  57
  Section J
  Jackalwere 
  58
  Section K
  Kenku 
  58
  Kobolds 
  58
  Kobold 
  58
  Winged Kobold 
  58
  Kraken 
  58
  Kuo-toas 
  59
  Kuo-toa 
  59
  Kuo-Toa Archpriest 
  59
  Kuo-Toa Whip 
  59
  Section L
  Lamia 
  60
  Lich 
  60
  Lizardfolk 
  60
  Lizardfolk 
  60
  Lizardfolk Shaman 
  60
  Lizard King/Queen 
  60
  Lycanthropes 
  61
  Werebear 
  61
  Wereboar 
  61
  Wererat 
  61
  Weretiger 
  61
  Werewolf 
  61
  Section M
  Magmin 
  62
  Manticore 
  62
  Medusa 
  62
  Mephit 
  62
  Dust 
  62
  Ice 
  62
  Magma 
  62
  Mud 
  63
  Steam 
  63
  Merfolk 
  63
  Merrow 
  63
  Mimic 
  63
  Mind Flayer 
  63
  Minotaur 
  63
  Modrons 
  64
  Monodrone 
  64
  Duodrone 
  64
  Tridrone 
  64
  Quadrone 
  64
  Pentadrone 
  64
  Mummy 
  65
  Mummy Lord 
  65
  Myconids 
  65
  Myconid Sprout 
  65
  Myconid Adult 
  65
  Myconid Sovereign 
  65
  Spore Servant 
  66
  
  6
  Section N
  Nagas 
  66
  Bone Naga 
  66
  Guardian Naga 
  66
  Spirit Naga 
  66
  Nightmare 
  67
  Nothic 
  67
  Section O
  Ogre 
  68
  Half-Ogre 
  68
  Oni 
  68
  Oozes 
  68
  Black Pudding 
  68
  Gelatinous Cube 
  68
  Gray Ooze 
  68
  Ochre Jelly 
  68
  Orcs 
  69
  Orc 
  69
  Orc War Chief 
  69
  Orc Eye of Gruumsh 
  69
  Orog 
  69
  Otyugh 
  69
  Owlbear 
  69
  Section P
  Pegasus 
  70
  Peryton 
  70
  Piercer 
  70
  Pixie 
  70
  Pseudodragon 
  70
  Purple Worm 
  70
  Section Q
  Quaggoth 
  71
  Section R
  Rakshasa 
  71
  Remorhaz 
  71
  Young Remorhaz 
  72
  Revenant 
  72
  Roc 
  72
  Roper 
  72
  Rust Monster 
  73
  Section S
  Sahuagin 
  73
  Sahuagin 
  73
  Sahuagin Priestess 
  73
  Sahuagin Baron 
  73
  Salamanders 
  73
  Fire Snake 
  73
  Salamander  
  73
  Satyr 
  74
  Scarecrow 
  74
  Shadow 
  74
  Shambling Mound 
  74
  Shield Guardian 
  74
  Skeleton 
  74
  Slaadi 
  74
  Tadpole 
  74
  Red Slaad 
  74
  Blue Slaad 
  75
  Green Slaad 
  75
  Gray Slaad 
  75
  Death Slaad 
  75
  Specter 
  76
  Sphinxes 
  76
  Androsphinx 
  76
  Gynosphinx 
  76
  Sprite 
  77
  Stirge 
  77
  Succubus/Incubus 
  77
  Section T
  Tarrasque 
  78
  Thri-kreen 
  78
  Treant 
  79
  Troglodyte 
  79
  Troll 
  79
  Section U
  Umber Hulk 
  79
  Unicorn 
  79
  Section V
  Vampire 
  80
  Vampire Spawn 
  80
  
  7
  Section W
  Water Weird 
  81
  Wight 
  81
  Will-o-Wisp 
  81
  Wraith 
  81
  Wyvern 
  81
  Section X
  Xorn 
  82
  Section Y
  Yeti 
  82
  Abominable Yeti 
  83
  Yuan-ti  
  83
  Yuan-ti Abomination 
  83
  Yuan-ti Malison 
  83
  Yuan-ti Pureblood 
  83
  Yugoloths 
  83
  Arcanaloth 
  83
  Mezzoloth 
  84
  Nycaloth 
  84
  Ultroloth 
  84
  Section Z
  Zombie  
  85
  Miscellaneous Creatures
  Ape 
  86
  Awakened Shrub 
  86
  Awakened Tree 
  86
  Axe Beak 
  86
  Baboon 
  86
  Badger 
  86
  Bat  
  86
  Black Bear 
  86
  Blink Dog 
  86
  Blood Hawk 
  86
  Boar 
  87
  Brown Bear 
  87
  Camel 
  87
  Cat 
  87
  Constrictor Snake 
  87
  Crab 
  87
  Crocodile 
  87
  Death Dog 
  87
  Deer 
  87
  Dire Wolf 
  87
  Draft Horse 
  87
  Eagle 
  88
  Elephant 
  88
  Elk 
  88
  Flying Snake 
  88
  Frog 
  88
  Giant Ape 
  88
  Giant Badger 
  88
  Giant Bat 
  88
  Giant Boar 
  88
  Giant Centipede 
  88
  Giant Constrictor Snake 
  88
  Giant Crab 
  88
  Giant Crocodile 
  88
  Giant Eagle 
  89
  Giant Elk 
  89
  Giant Fire Beetle 
  89
  Giant Frog 
  89
  Giant Goat 
  89
  Giant Hyena 
  89
  Giant Lizard 
  89
  Giant Octopus 
  89
  Giant Owl 
  89
  Giant Poisonous Snake 
  89
  Giant Rat 
  89
  Giant Scorpion 
  89
  Giant Sea Horse 
  90
  Giant Shark 
  90
  Giant Spider 
  90
  Giant Toad 
  90
  Giant Vulture 
  90
  Giant Wasp 
  90
  Giant Weasel 
  90
  Giant Wolf Spider 
  90
  Goat 
  90
  Hawk 
  90
  Hunter Shark 
  90
  Hyena 
  91
  Jackal 
  91
  Killer Whale 
  91
  Lion 
  91
  Lizard 
  91
  Mammoth 
  91
  Mastiff 
  91
  Mule 
  91
  Octopus 
  91
  Owl 
  91
  Panther 
  92
  Phase Spider 
  92
  Poisonous Snake 
  92
  Polar Bear 
  92
  Pony 
  92
  
  8
  Quipper 
  92
  Rat 
  92
  Raven 
  92
  Reef Shark 
  92
  Rhinoceros 
  92
  Riding Horse 
  92
  Saber-Toothed Tiger 
  92
  Scorpion 
  92
  Sea Horse 
  93
  Spider 
  93
  Swarm of Bats 
  93
  Swarm of Insects 
  93
  Swarm of Poisonous Snakes 
  93
  Swarm of Quippers 
  93
  Swarm of Rats 
  93
  Swarm of Ravens 
  93
  Tiger 
  93
  Vulture 
  93
  Warhorse 
  93
  Weasel 
  93
  Winter Wolf 
  93
  Wolf 
  94
  Worg 
  94
  Nonplayer    Characters
  Acolyte 
  94
  Archmage 
  94
  Assassin  
  94
  Bandit 
  94
  Bandit Captain 
  94
  Berserker 
  94
  Commoner 
  94
  Cultist 
  94
  Cult Fanatic 
  95
  Druid 
  95
  Gladiator 
  95
  Guard 
  95
  Knight 
  95
  Mage 
  95
  Noble 
  95
  Priest 
  95
  Scout 
  95
  Spy 
  95
  Thug 
  95
  Tribal Warrior 
  95
  Veteran 
  95
  
  9
  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. 
  
  10
  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. 
  
  11
  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.  
  
  12
  Aarakocra
  • 
  1d6 Aarakocra Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  1 Broken Leather Armor. 
  • 
  1d4 Javelins.
  Aboleth 
  • 
  1d3 Aboleth Eye. Can be used as an 
  additional material component when 
  casting the spells charm person and 
  suggestion. When used in this way, the 
  target of the spell has disadvantage 
  on their saving throw against the 
  spell’s effects. 
  • 
  1 Aboleth Hide. Can be crafted into a 
  cloak of the manta ray (DMG p. 159) 
  (200 gp, 14 days).
  • 
  4d6 Aboleth Teeth. Can be sold for 10 
  gold pieces per tooth. 
  • 
  1d4 Aboleth Tentacles. Can be crafted 
  into a magical whip (200 gp, 14 days). 
  This functions as a +1 weapon. 
  • 
  1d4 Vials of Aboleth Mucus. When 
  consumed, you must succeed on a DC 
  14 Constitution saving throw or become 
  diseased for 1d4 hours. While diseased, 
  you can only breathe underwater. 
  Angels
  Deva
  • 
  1 Divine Tongue. When consumed, you 
  gain the benefits of the tongues spell for 
  eight hours. 
  • 
  2d4 Celestial Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d8 radiant damage 
  on a hit. After the ammunition has been 
  fired, it loses this property. 
  • 
  1 Holy Mace. Requires attunement by a 
  creature with a good alignment. This is a 
  magical mace, which deals an additional 
  1d8 radiant damage on a hit. The 
  mace deals an additional 1d8 radiant 
  damage if the targeted creature is a fiend 
  or undead. 
  • 
  1 Set of Divine Bracers. Requires 
  attunement by a creature with a 
  good alignment. While wearing these 
  magical bracers, you have +1 to AC and 
  resistance to radiant damage. 
  • 
  1d2 Vials of Angel Blood. When 
  consumed, this functions as a potion of 
  greater healing.
  Planetar
  • 
  1 Divine Tongue. When consumed, you 
  gain the benefits of the tongues spell for 
  eight hours. 
  • 
  2d6 Celestial Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d8 radiant damage 
  on a hit. After the ammunition has been 
  fired, it loses this property. 
  • 
  1 Holy Greatsword. Requires attunement 
  by a creature with a good alignment. 
  This is a magical greatsword, which 
  deals an additional 1d8 radiant damage 
  on a hit. The greatsword deals an 
  additional 1d8 radiant damage if the 
  targeted creature is a fiend or undead. 
  • 
  1 Holy Sash. Requires attunement by a 
  creature with a good alignment. While 
  wearing no armor, you have a +1 bonus 
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  _____________________________
  
  13
  to AC and resistance to radiant damage. 
  Once per day, you may cast one of the 
  following spells: detect evil and good, 
  shield of faith, death ward.
  • 
  1d4 Vials of Angel Blood. When 
  consumed, this functions as a potion of 
  greater healing. 
  Solar 
  • 
  1 Divine Tongue. When consumed, you 
  gain the benefits of the tongues spell for 
  eight hours. 
  • 
  3d8 Celestial Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d8 radiant damage 
  on a hit. After the ammunition has been 
  fired, it loses this property. 
  • 
  1 Holy Greatsword. Requires attunement 
  by a creature with a good alignment. 
  This is a magical greatsword, which 
  deals an additional 1d8 radiant damage 
  on a hit. The greatsword deals an 
  additional 1d8 radiant damage if the 
  targeted creature is a fiend or undead. 
  • 
  1 Holy Longbow. Requires attunement 
  by a creature with a good alignment. 
  This is a magical longbow, which deals 
  an additional 1d8 radiant damage on a 
  hit. The longbow deals an additional 1d8 
  radiant damage if the targeted creature 
  is a fiend or undead. 
  • 
  1 Robe of Sacrament. Requires 
  attunement by a creature with a good 
  alignment. While wearing this robe, you 
  can cast the detect good and evil spell at 
  will. Once per day, you can also cast each 
  of the following spells: commune, dispel 
  good and evil, resurrection.
  • 
  1d6+2 Vials of Angel Blood. When 
  consumed, this functions as a potion of 
  greater healing. 
  Animated Objects
  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. 
  Flying Sword
  • 
  1 Broken Longsword. 
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When 
  used in this way, you can choose to reroll 
  one of the rolled damage dice and must 
  keep the second result. 
  Rug of Smothering
  • 
  1 Carpet. Can be worn as a cloak. While 
  wearing this ragged fabric, you have 
  advantage on Charisma checks made to 
  pass off as a member of the lower class. 
  • 
  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. 
  Ankheg
  • 
  1 Ankheg Hide. Can be crafted into a set 
  of studded leather armor (45 gp, 2 days).
  • 
  2d6 Rations. 
  • 
  2d4 Vials of Acid. 
  Azer
  • 
  1 Broken Warhammer. 
  • 
  2d6 Random Gems (Value 10 GP).
  • 
  1 Vial of Fire Essence. This liquid glows 
  in the dark, shedding bright light in 
  a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical fire. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 fire damage. The essence 
  then evaporates. 
  
  14
  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 effect 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. 
  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 Gullet Oil. If poured on 
  a Medium or smaller creature that has 
  been petrified by being turned to stone, 
  they are cured of the petrified condition. 
  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. 
  Beholders
  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 
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  SECTION B
  _____________________________
  
  15
  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. 
  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. 
  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. 
  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.
  Bugbears
  Bugbear
  • 
  1 Broken Hide Armor (size Medium). 
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shield. 
  • 
  1d2 Javelins. 
  Bugbear Chief
  • 
  1 Broken Chain Shirt (size Medium).
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shield.
  • 
  1 Heart of Hruggek. When consumed, 
  you gain advantage on saving throws 
  against being charmed, frightened, 
  paralyzed, poisoned, stunned, or put to 
  
  16
  sleep for one hour.
  • 
  1d2 Javelins.
  Bulette
  • 
  1d3+1 Bulette Feet. Two bulette feet can 
  be crafted into a set of boots of striding 
  and springing (DMG p. 156) (200 
  gp, 14 days).
  • 
  1 Bulette Plated Hide. Can be crafted 
  into a set of plate armor (1500 gp, 5 
  days) or into a set of half-plate armor 
  (750 gp, 4 days). 
  • 
  2d6 Rations.
  Bullywug
  • 
  1 Broken Hide Armor (size Small).
  • 
  1 Broken Shield.
  • 
  1 Broken Spear.
  • 
  1 Vial of Bullywug Slime. When 
  consumed, you become amphibious for 
  one round. 
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  SECTION C
  _____________________________
  Cambion
  • 
  1 Broken Scale Mail (size Medium).
  • 
  1 Broken Spear.
  • 
  1d2 Cambion Hands. Requires 
  attunement. Can be used as an arcane 
  focus. You know the produce flame 
  cantrip, but only when you are holding 
  onto the hand. Charisma is your 
  spellcasting ability for the cantrip.
  • 
  1 Cambion Tongue. When consumed, 
  you gain advantage on Charisma 
  checks for one hour. It can also be used 
  as an additional material component 
  when casting the spells charm person, 
  command, suggestion, and mass 
  suggestion. When used in this way, one 
  target of the spell has disadvantage 
  on their saving throw against the 
  spell’s effects. 
  • 
  1d2 Cambion Wings. Two wings can be 
  crafted into a cloak of the bat (DMG p. 
  159) (2000 gp, 60 days). 
  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). 
  Chimera
  • 
  1d8 Chimera Claws. Can be sold for 3 
  gold pieces per claw. 
  • 
  1 Chimera Fire Gland. When consumed, 
  the gland functions as a potion of fire 
  breathing. 
  • 
  1d2 Chimera Hooves. These hooves can 
  be sold for 10 gold pieces per hoof.
  
  17
  • 
  1d2 Chimera Wings. Two wings can be 
  crafted into a cloak of protection (DMG 
  p. 159) (200 gp, 14 days).
  • 
  2d6 Rations.
  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.
  Cockatrice
  • 
  1 Vial of Cockatrice Venom. When 
  consumed, you must succeed on a 
  DC 11 Constitution saving throw or 
  become petrified and turn to stone. You 
  will remain petrified for 24 hours, after 
  which the petrified effect ends. 
  Couatl
  • 
  1d6 Celestial Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d8 radiant damage 
  on a hit. After the ammunition has been 
  fired, it loses this property. 
  • 
  1d2 Couatl Fangs. Can be crafted into 
  a dagger (200 gp, 14 days). Requires 
  attunement. Once per day, you can use 
  the weapon to force a creature you 
  hit with the weapon to make a DC 13 
  Constitution saving throw. On a failed 
  save, the creature falls unconscious for 
  24 hours or until it is woken up by taking 
  damage or by another creature using an 
  action to shake it awake. 
  • 
  1 Couatl Hide. Can be crafted into a 
  cloak of nondetection (200 gp, 14 days). 
  While wearing this cloak, you become 
  immune to scrying and to any effect that 
  would sense your emotions, read your 
  thoughts, or detect your location as long 
  as you are wearing the cloak. 
  Crawling Claw
  • 
  1 Non-Crawling Claw. Can be used as an 
  arcane focus. 
  Cyclops
  • 
  1 Broken Greatclub. 
  • 
  1 Cyclops Eye. Can be crafted into 
  a driftglobe (DMG p. 166) (200 
  gp, 14 days).
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  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.
  
  18
  _____________________________
  SECTION D
  _____________________________
  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. 
  Death Knight
  • 
  1 Broken Longsword. 
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Broken Shield.
  • 
  1 Death Knight Hand. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each 
  of the spells banishment, dispel magic, 
  command, and hold person once per day. 
  You use your own spellcasting ability 
  and spell save DC when casting these 
  spells, and any spent uses recharge every 
  day at dawn. 
  • 
  1 Death Knight Helmet. Requires 
  attunement by a character with at least 
  16 Strength. This helmet grants you +1 
  to armor class while you are wearing 
  armor. Once per day, you can cast the 
  spell compelled duel through the helmet 
  with a DC of 18. 
  • 
  1 Hellfire Orb Launcher. You can use 
  this launcher to hurl a magical ball of 
  fire towards a point you can see within 
  120 feet of you. Each creature within a 
  20-foot-radius sphere centered on that 
  point must make a DC 18 Dexterity 
  saving throw. The sphere spreads around 
  corners. A creature takes 10d6 fire 
  damage and 10d6 necrotic damage on a 
  failed save, or half as much damage on a 
  successful one. Once you have used the 
  launcher in this way, it turns to dust and 
  stops functioning.
  • 
  1d8 Revenant Bones. By crushing one 
  of these bones, you gain the effects of 
  the augury spell. By crushing three of 
  these bones, you gain the effects of the 
  commune spell. 
  • 
  1d2 Death Knight Eyes. When 
  consumed, you gain darkvision out to a 
  range of 120 feet for one hour. 
  • 
  1d10 Revenant Cloak Strips. Can 
  be used as an additional material 
  component when casting spells that 
  deal necrotic damage. When used in this 
  way, you may reroll any 1s and 2s rolled 
  on the damage dice and must keep the 
  second result. 
  Demilich
  • 
  1d2 Demilich Eyes. Can be used as an 
  additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you deal an 
  additional 4d6 necrotic damage when 
  you cast the spell.  
  • 
  1 Demilich Skull. Once per day, you 
  can open the mouth of this skull and 
  let a horrible howl escape its maw. All 
  creatures within 30 feet of the skull, 
  including yourself, that can hear the howl 
  must succeed on a DC 15 Constitution 
  saving throw or become frightened of the 
  skull until the end of their next turn.
  • 
  4d6 Demilich Teeth. Can be sold for 20 
  gold pieces per tooth. 
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  
  19
  • 
  2d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  Demons
  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. 
  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. 
  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. 
  Dretch
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage for 
  one hour. 
  Glabrezu
  • 
  1d2 Glabrezu Fangs. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each 
  of the spells darkness, detect magic and 
  dispel magic once per day. You use your 
  own spellcasting ability and spell save 
  DC when casting these spells, and any 
  spent uses recharge every day at dawn. 
  • 
  1d2 Glabrezu Pinchers. Can be crafted 
  into a greatsword (175, 11 days). When 
  attacking with this weapon, you can try 
  to grapple a creature you’re 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. 
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Goristro
  • 
  1d2 Abyssal Armrings. Requires 
  attunement. When wearing two of 
  these armrings, you have resistance 
  to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks. 
  • 
  1d4 Goristro Claws. Can be crafted 
  into a shortsword (40 gp, 5 days). This 
  weapon deals double damage to objects 
  and structures. 
  • 
  1d2 Goristro Eyes. When consumed, you 
  gain darkvision out to a range of 120 feet 
  for one hour. 
  • 
  1 Goristro 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. 
  
  20
  • 
  1d2 Goristro Horns. Can be crafted 
  into a warhammer (45 gp, 5 days). This 
  warhammer deals double damage to 
  objects and structures. 
  • 
  2d8 Goristro Teeth. Can be sold for 10 
  gold pieces per tooth. 
  • 
  1d3 Tufts of Goristro Hair. Can be 
  crafted into a rope of entanglement 
  (DMG p. 197) (2000 gp, 60 days).
  • 
  2d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  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. 
  Manes
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage for 
  one hour. 
  Marilith
  • 
  1d2+2 Abyssal Armrings. Requires 
  attunement. When wearing two of 
  these armrings, you have resistance 
  to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks. 
  • 
  6 Longswords. These weapons 
  are magical. 
  • 
  1 Marilith Breastplate. Requires 
  attunement. While wearing this 
  breastplate, you are resistant to cold, fire, 
  and lightning damage. 
  • 
  1 Marilith Tail. Can be crafted into a 
  whip (200 gp, 14 days). When attacking 
  with this weapon, you can try to grapple 
  a creature you’re fighting. On a hit, you 
  can choose to forgo doing damage and 
  instead grapple the creature (escape 
  DC 18) if it is Medium or smaller. The 
  grappled creature can use its action on 
  its turn to attempt to free itself from the 
  grapple. Until this grapple ends, you can’t 
  use this weapon on another target. 
  • 
  2d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  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. 
  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.  
  
  21
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage for 
  one hour. 
  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. 
  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 
  ignore any resistances to magical or 
  nonmagical piercing 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. 
  Devils
  Barbed Devil 
  • 
  1 Barbed Devil Hide. Can be crafted 
  into spiky studded leather armor (100 
  gp, 7 days). When you are grappled, 
  the creature grappling you takes 1d10 
  piercing damage at the start of each 
  of your turns as long as you remain 
  grappled. 
  • 
  1 Barbed Devil Tail. Can be crafted 
  into a greatsword (75 gp, 6 days). As a 
  bonus action, you can switch the type 
  of damage dealt by this weapon from 
  slashing to piercing, or from piercing to 
  slashing. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  
  22
  • 
  1d4 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  Bearded Devil
  • 
  1d2 Bearded Devil Coils. Can be crafted 
  into a flail (150 gp, 10 days). The first 
  time a creature is hit with this weapon, 
  it must succeed on a DC 12 Constitution 
  saving throw or be poisoned for one 
  minute. While poisoned in this way, the 
  target can’t regain hit points. The target 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect on 
  itself on a success. 
  • 
  1 Broken Glaive. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Vial of Devil Blood. This functions as a 
  vial of acid. Can be used as an additional 
  material component when casting spells 
  that deal acid damage. When used in 
  this way, you deal an additional 1d6 acid 
  damage when you cast the spell.  
  Bone Devil
  • 
  1d8 Bone Devil Claws. Can be crafted 
  into a dagger (2 gp, 1 day). 
  • 
  1 Bone Devil Stinger. Can be crafted 
  into a glaive (250 gp, 17 days). Once per 
  day, when you hit a creature with this 
  weapon, you can use a bonus action 
  to force the creature to make a DC 14 
  Constitution saving throw. On a failed 
  save, the creature takes 5d6 poison 
  damage and become poisoned for one 
  minute. While poisoned in this way, the 
  target can’t regain hit points. The target 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect on 
  itself on a success. On a success, the 
  creature takes half damage and isn’t 
  poisoned. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1d4 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  Chain Devil
  • 
  1d2 Chains. Can be used as a martial 
  weapon that deals 2d6 slashing damage 
  on a hit. 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. 
  • 
  1 Chain Devil Mask. Requires 
  attunement. When wearing this mask, 
  you can use your reaction to target a 
  creature you can see within 30 feet of 
  you. You create an illusion that looks like 
  one of the creature’s departed loved ones 
  or bitter enemies. If the targeted creature 
  can see you, it must succeed on a DC 14 
  Wisdom saving throw or be frightened 
  until the end of its turn. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1d4 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  
  23
  Erinyes
  • 
  1 Broken Erinyes Plate Armor (size 
  Medium). Can be crafted into plate 
  armor (2000 gp, 60 days). Requires 
  attunement. While wearing this plate 
  armor, you have resistance to cold and 
  fire damage. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1d10 Erinyes Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d8 fire damage on a 
  hit. After the ammunition has been fired, 
  it loses this property. 
  • 
  1d6 Magical Arrows. These arrows 
  function as a piece of +1 ammunition 
  (DMG p. 150). 
  • 
  1 Poisonous Longbow. This weapon is 
  magical. On a successful hit with this 
  longbow, you deal an additional 1d8 
  poison damage. 
  • 
  1 Poisonous Longsword. This weapon 
  is magical. On a successful hit with this 
  longsword, you deal an additional 1d8 
  poison damage. 
  • 
  1 Rope. There is a 40% chance that the 
  rope is a rope of entanglement and a 
  60% chance that it is a non-magical rope. 
  • 
  1d4 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  Horned Devil
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Fork. Can be used as a martial weapon 
  that deals 2d6 piercing damage on a hit.
  • 
  1 Horned Devil Tail. Can be crafted 
  into a lance (300 gp, 20 days) or into a 
  glaive (300 gp, 20 days). The first time a 
  creature is hit with this weapon, it must 
  succeed on a DC 17 Constitution saving 
  throw or lose 2d6 hit points at the start 
  of each of its turns due to an infernal 
  wound. Any creature can take an action 
  to stanch the wound with a successful 
  DC 12 Wisdom (Medicine) check. The 
  wound also closes if the target receives 
  magical healing. Constructs and 
  undead automatically succeed on the 
  saving throw. 
  • 
  1d2 Horned Devil Wings. Two wings 
  can be crafted into a cloak of protection 
  (DMG p. 159) (200 gp, 14 days).
  • 
  1d6 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  Ice Devil
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1d2 Ice Devil Antennae. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast the 
  spell wall of ice once per day. You use 
  your own spellcasting ability and spell 
  save DC when casting this spell. 
  • 
  1 Ice Devil Hide. Can be crafted into a 
  set of light armor (2000 gp, 60 days). 
  Requires attunement. While wearing 
  the armor, you are resistant to either fire 
  or cold damage. You decide which one 
  when crafting the item. 
  • 
  1d2 Ice Devil Mandibles. Can be crafted 
  into a dagger (150 gp, 9 days) or into 
  a sickle (150 gp, 9 days). On a hit, 
  this weapon deals an additional 1d6 
  cold damage. 
  
  24
  • 
  1 Ice Devil Tail. Can be crafted into an 
  lance (150 gp, 9 days) or into an glaive 
  (150 gp, 9 days). On a hit, this weapon 
  deals an additional 1d6 cold damage. 
  • 
  1d8 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  Imp
  • 
  1 Devil Eye. When consumed, you gain 
  darkvision out to a range of 60 feet for 
  one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1d2 Imp Wings. 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. 
  • 
  1 Vial of Devil Blood. This functions as a 
  vial of acid. Can be used as an additional 
  material component when casting spells 
  that deal acid damage. When used in 
  this way, you deal an additional 1d6 acid 
  damage when you cast the spell.  
  Lemure
  • 
  1 Vial of Devil Blood. This functions as a 
  vial of acid. Can be used as an additional 
  material component when casting spells 
  that deal acid damage. When used in 
  this way, you deal an additional 1d6 acid 
  damage when you cast the spell.  
  Pit Fiend
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Pit Fiend Hide. Can be crafted into a 
  set of light armor (3000 gp, 75 days) or a 
  set of medium armor (3100 gp, 75 days). 
  Requires attunement. While wearing this 
  armor, you have resistance to cold and 
  fire damage. 
  • 
  1d2 Pit Fiend Horns. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each of 
  the spells detect magic, fireball, and wall 
  of fire once per day. You use your own 
  spellcasting ability and spell save DC 
  when casting these spells, and any spent 
  uses recharge every day at dawn. 
  • 
  1 Pit Fiend Skull. Can be crafted into a 
  helm of fear (500 gp, 30 days). Requires 
  attunement. When worn, you can use 
  a bonus action to strike fear into those 
  close to you by activating a fear aura that 
  lasts for one minute. Any hostile creature 
  to you that starts its turn within 20 feet of 
  you must make a DC 21 Wisdom saving 
  throw. On a failed save, the creature is 
  frightened until the start of its next turn. 
  On a success, the creature is immune to 
  the fear aura for the next 24 hours. 
  • 
  1 Pit Fiend Tail. Can be crafted into a 
  maul (150 gp, 9 days). On a hit, you deal 
  an additional 1d6 bludgeoning damage 
  with this weapon. 
  • 
  1d2 Pit Fiend Wings. One wing can be 
  crafted into a cloak of the bat (DMG p. 
  159) (2000 gp, 60 days) or into a cloak 
  of protection (DMG p. 159) (200 gp, 
  14 days). 
  • 
  2d6 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  Spined Devil
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1d12 Spined Devil Spines. Can be used 
  as darts that deal an additional 1d6 fire 
  damage on a hit. 
  • 
  1d4 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  
  25
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  Dinosaurs
  Allosaurus 
  • 
  1 Allosaurus Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Ankylosaurus 
  • 
  1 Ankylosaurus Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Two sets of 
  armor can be crafted from this hide. 
  • 
  4d6 Rations.
  Plesiosaurus 
  • 
  1 Plesiosaurus Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).  
  • 
  2d6 Rations. 
  Pteranodon
  • 
  1 Pteranodon Hide. Can be crafted into 
  leather armor (10 gp, 2 days). . 
  • 
  1d6 Rations. 
  Triceratops
  • 
  1 Triceratops Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Two sets of 
  armor can be crafted from this hide. 
  • 
  4d6 Rations. 
  Tyrannosaurus Rex
  • 
  1 Tyrannosaurus Rex Hide. Can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  Two sets of armor can be crafted from 
  this hide. 
  • 
  2d6 Tyrannosaurus Rex Teeth. Can be 
  sold for 1 gold piece per tooth. 
  • 
  4d6 Rations. 
  Displacer Beast
  • 
  1 Displacer Beast Hide. Can be crafted 
  into a cloak of displacement (DMG p. 
  158) (2000 gp, 60 days).
  • 
  1d2 Displacer Beast Tentacle. Can be 
  crafted into a mace (100 gp, 7 days). On 
  a hit, you deal an additional 1d4 piercing 
  damage with this weapon.
  • 
  2d6 Rations.
  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. 
  Dracolich
  Note: The dracolich is a template that is 
  placed on top of an already existing creature. 
  This means that the loot gotten from the 
  dracolich is in addition to any loot gotten 
  from the creature the template was placed 
  on. In the case for the dracolich, the hide 
  and rations from the dragon it is based on 
  cannot be harvested. 
  • 
  3d12 Dracolich Bones. Can be used as 
  an additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you deal an 
  additional 1d6 necrotic damage when 
  you cast the spell.  
  
  26
  Dragon, Shadow
  Note: The shadow dragon is a template 
  that is placed on top of an already existing 
  creature. This means that the loot gotten 
  from the shadow dragon is in addition to any 
  loot gotten from the creature the template 
  was placed on. 
  • 
  2d4 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. 
  Dragons, Chromatic
  Ancient Black Dragon
  • 
  1 Ancient Black Dragon Acid Gland. As 
  an action, you can throw this gland up 
  to 30 feet away where it will explode 
  in a burst of acid. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 22 Dexterity saving 
  throw, taking 15d8 acid damage on a 
  failed save, or half as much damage 
  on a successful one. The gland is 
  fragile and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  thrown or not. 
  • 
  2d6 Black Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 acid damage 
  with this weapon. 
  • 
  1d2 Black Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 acid 
  damage with this weapon. 
  • 
  1 Black Dragon Hide. Can be crafted into  
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to acid damage. Three sets of 
  armor can be crafted from this hide. 
  • 
  1d2 Black Dragon Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours. 
  • 
  2d12 Black 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 acid damage.
  • 
  2d12 Black 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 acid damage on a hit. 
  After the ammunition has been fired, it 
  loses this property. 
  • 
  1d2 Black Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  acid damage. 
  • 
  10d6 Rations.
  Adult Black Dragon 
  • 
  1 Adult Black Dragon Acid Gland. As an 
  action, you can throw this gland up to 30 
  feet away where it will explode in a burst 
  of acid. Each creature within 10 feet of 
  where the gland landed must succeed on 
  a DC 18 Dexterity saving throw, taking 
  12d8 acid damage on a failed save, or 
  half as much damage on a successful 
  one. The gland is fragile and will 
  burst 3d6 hours after being harvested, 
  regardless of if it was thrown or not. 
  • 
  1d6 Black Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 acid damage 
  with this weapon. 
  • 
  1d2 Black Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 acid 
  damage with this weapon. 
  • 
  1 Black Dragon Hide. Can be crafted into  
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to acid damage. Two sets of 
  armor can be crafted from this hide. 
  • 
  1d2 Black Dragon Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours. 
  
  27
  • 
  2d8 Black 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 acid damage.
  • 
  2d8 Black 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 acid damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d2 Black Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  acid damage. 
  • 
  4d6 Rations. 
  Young Black Dragon
  • 
  1d2 Black Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 acid damage 
  with this weapon. 
  • 
  1d2 Black Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 acid 
  damage with this weapon. 
  • 
  1 Black Dragon Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to acid damage.
  • 
  2d4 Black 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 acid damage.
  • 
  2d4 Black 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 acid damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d2 Young Black 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 acid damage. 
  • 
  2d6 Rations. 
  Black Dragon Wyrmling
  • 
  1d2 Black Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 acid damage 
  with this weapon. 
  • 
  1 Black Dragon Fang. Can be crafted into 
  a shortsword (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 acid damage 
  with this weapon. 
  • 
  1 Black Dragon Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to acid damage.
  • 
  1d4 Black 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 acid damage.
  • 
  1d4 Black 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 acid damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d6 Rations. 
  Ancient Blue Dragon
  • 
  1 Ancient Blue Dragon Lightning 
  Sparker. As an action, you slam this 
  sparker into the ground. Each creature 
  in a 20 foot line that is 5 feet wide must 
  make a DC 23 Dexterity saving throw, 
  taking 16d10 lightning damage on a 
  failed save, or half as much damage 
  on a successful one. The sparker is 
  unstable and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  slammed or not. 
  • 
  2d6 Blue Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 lightning 
  damage with this weapon. 
  
  28
  • 
  1d2 Blue Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon. 
  • 
  1 Blue Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to lightning damage. 
  Three sets of armor can be crafted from 
  this hide. 
  • 
  2d12 Blue Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d12 Blue Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d2 Blue Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  lightning damage. 
  • 
  10d6 Rations. 
  • 
  1d2+2 Sapphires. 
  Adult Blue Dragon 
  • 
  1 Adult Blue Dragon Lightning Sparker. 
  As an action, you slam this sparker into 
  the ground. Each creature in a 20 foot 
  line that is 5 feet wide must make a DC 
  19 Dexterity saving throw, taking 12d10 
  lightning damage on a failed save, or 
  half as much damage on a successful 
  one. The sparker is unstable and will 
  burst 3d6 hours after being harvested, 
  regardless of if it was slammed or not. 
  • 
  1d6 Blue Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 lightning 
  damage with this weapon. 
  • 
  1d2 Blue Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon. 
  • 
  1 Blue Dragon Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to lightning damage. Two sets 
  of armor can be crafted from this hide. 
  • 
  2d8 Blue Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d8 Blue Dragon Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d2 Blue Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  lightning damage. 
  • 
  4d6 Rations. 
  • 
  1d2 Sapphires. 
  Young Blue Dragon
  • 
  1d2 Blue Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 lightning 
  damage with this weapon. 
  • 
  1d2 Blue Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon. 
  • 
  1 Blue Dragon Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to lightning damage.
  • 
  2d4 Blue Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d4 Blue Dragon Teeth. One tooth can 
  
  29
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d2 Young Blue Dragon Wings. One 
  wing can be crafted into a resistant 
  cloak (200 gp, 14 days). Requires 
  attunement. When worn, you can use 
  your reaction to give yourself resistance 
  to lightning damage. 
  • 
  2d6 Rations. 
  Blue Dragon Wyrmling
  • 
  1d2 Blue Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 lightning 
  damage with this weapon. 
  • 
  1 Blue Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon. 
  • 
  1 Blue Dragon Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to lightning damage.
  • 
  1d4 Blue Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  1d4 Blue Dragon Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d6 Rations. 
  Ancient Green Dragon
  • 
  1 Ancient Green Dragon Poison Gland. 
  As an action, you can throw this gland up 
  to 30 feet away where it will explode in 
  a cloud of poison. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 22 Constitution saving 
  throw, taking 22d6 poison 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. 
  • 
  2d6 Green Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 poison 
  damage with this weapon. 
  • 
  1d2 Green Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 poison 
  damage with this weapon. 
  • 
  1 Green Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to poison damage. 
  Three sets of armor can be crafted from 
  this hide. 
  • 
  1d2 Green Dragon Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours. 
  • 
  2d12 Green Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to poison damage.
  • 
  2d12 Green Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 poison damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d2 Green Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  poison damage. 
  • 
  10d6 Rations. 
  Adult Green Dragon 
  • 
  1 Adult Green Dragon Poison Gland. As 
  an action, you can throw this gland up 
  to 30 feet away where it will explode in 
  a cloud of poison. Each creature within 
  
  30
  10 feet of where the gland landed must 
  succeed on a DC 18 Constitution saving 
  throw, taking 16d6 poison 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 Green Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 poison 
  damage with this weapon. 
  • 
  1d2 Green Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 poison 
  damage with this weapon. 
  • 
  1 Green Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to poison damage. 
  Two sets of armor can be crafted from 
  this hide. 
  • 
  1d2 Green Dragon Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours. 
  • 
  2d8 Green Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to poison damage.
  • 
  2d8 Green Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 poison damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d2 Green Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  poison damage. 
  • 
  4d6 Rations. 
  Young Green Dragon
  • 
  1d2 Green Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 poison 
  damage with this weapon. 
  • 
  1d2 Green Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 poison 
  damage with this weapon. 
  • 
  1 Green Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to poison damage.
  • 
  2d4 Green Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to poison damage.
  • 
  2d4 Green Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 poison damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d2 Young Green Dragon Wings. One 
  wing can be crafted into a resistant 
  cloak (200 gp, 14 days). Requires 
  attunement. When worn, you can use 
  your reaction to give yourself resistance 
  to poison damage. 
  • 
  2d6 Rations. 
  Green Dragon Wyrmling
  • 
  1d2 Green Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 poison 
  damage with this weapon. 
  • 
  1 Green Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 poison 
  damage with this weapon. 
  • 
  1 Green Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to poison damage.
  
  31
  • 
  1d4 Green Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to poison damage.
  • 
  1d4 Green Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 poison damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d6 Rations. 
  Ancient Red Dragon
  • 
  1 Ancient 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 24 Dexterity saving throw, 
  taking 26d6 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. 
  • 
  2d6 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. 
  • 
  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. Three sets of 
  armor can be crafted from this hide. 
  • 
  2d12 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.
  • 
  2d12 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.  
  • 
  10d6 Rations. 
  • 
  1d2+2 Rubies.
  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. 
  • 
  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.  
  
  32
  • 
  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. 
  Young Red Dragon
  • 
  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. 
  • 
  1d2 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.
  • 
  2d4 Red Dragon Scales. If you have 20 
  scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to fire damage.
  • 
  2d4 Red Dragon Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 fire damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d2 Young Red Dragon Wings. One wing 
  can be crafted into a resistant cloak (200 
  gp, 14 days). Requires attunement. When 
  worn, you can use your reaction to give 
  yourself resistance to fire damage. 
  • 
  2d6 Rations. 
  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. 
  Ancient White Dragon
  • 
  1 Ancient White Dragon Frost Gland. 
  As an action, you can throw this gland 
  up to 30 feet away where it will burst in 
  a frosty explosion. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 22 Constitution saving 
  throw, taking 16d8 cold damage on a 
  failed save, or half as much damage 
  on a successful one. The gland is 
  fragile and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  thrown or not. 
  • 
  2d6 White Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 cold damage 
  with this weapon. 
  • 
  1d2 White Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 cold 
  damage with this weapon. 
  • 
  1 White Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to cold damage. Three 
  sets of armor can be crafted from 
  this hide. 
  
  33
  • 
  2d12 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+2 White Dragon Soles. Two soles 
  can be crafted into a set of ice walker’s 
  boots (100 gp, 7 days). While wearing 
  these shoes, you can move and climb 
  icy surfaces without needing to make 
  an ability check. Additionally, difficult 
  terrain composed of ice or snow doesn’t 
  cost you extra movement. 
  • 
  2d12 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 fired, it 
  loses this property.  
  • 
  1d2 White Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  cold damage. 
  • 
  10d6 Rations. 
  Adult White Dragon 
  • 
  1 Adult White Dragon Frost Gland. As 
  an action, you can throw this gland up 
  to 30 feet away where it will burst in a 
  frosty explosion. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 19 Constitution saving 
  throw, taking 12d8 cold damage on a 
  failed save, or half as much damage 
  on a successful one. The gland is 
  fragile and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  thrown or not. 
  • 
  1d6 White Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 cold damage 
  with this weapon. 
  • 
  1d2 White Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 cold 
  damage with this weapon. 
  • 
  1 White Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to cold damage. Two sets 
  of armor can be crafted from this hide.  
  • 
  2d8 White Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  • 
  1d4+1 White Dragon Soles. Two soles 
  can be crafted into a set of ice walker’s 
  boots (100 gp, 7 days). While wearing 
  these shoes, you can move and climb 
  icy surfaces without needing to make 
  an ability check. Additionally, difficult 
  terrain composed of ice or snow doesn’t 
  cost you extra movement. 
  • 
  2d8 White Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 cold damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d2 White Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  cold damage. 
  • 
  4d6 Rations. 
  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 
  
  34
  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 fired, 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. 
  White Dragon Wyrmling
  • 
  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. 
  • 
  1 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.
  • 
  1d4 White Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  • 
  1d4 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 fired, it 
  loses this property.  
  • 
  1d6 Rations. 
  Dragons, Metallic
  Ancient Brass Dragon
  • 
  1 Ancient Brass 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 24 Dexterity saving throw, 
  taking 26d6 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. 
  • 
  2d6 Brass 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 Brass 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. 
  • 
  1 Brass 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. Three sets of 
  armor can be crafted from this hide. 
  • 
  2d12 Brass 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.
  • 
  2d12 Brass 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 Brass 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. 
  • 
  10d6 Rations. 
  
  35
  • 
  1d4 Vials of Sleep Gas. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter. Each creature 
  within 20 feet of where the vial landed 
  must succeed on a DC 21 Constitution 
  saving throw or fall unconscious for 10 
  minutes. This effect ends for a creature 
  if the creature takes damage or someone 
  uses an action to wake it. 
  Adult Brass Dragon 
  • 
  1 Adult Brass 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 Brass 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 Brass 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. 
  • 
  1 Brass 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 Brass 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 Brass 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 Brass 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 Vials of Sleep Gas. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter. Each creature 
  within 20 feet of where the vial landed 
  must succeed on a DC 18 Constitution 
  saving throw or fall unconscious for 10 
  minutes. This effect ends for a creature 
  if the creature takes damage or someone 
  uses an action to wake it. 
  Young Brass Dragon
  • 
  1d2 Brass 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 Brass 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 Brass 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.
  • 
  2d4 Brass 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.
  • 
  2d4 Brass 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 Young Brass 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 fire damage. 
  • 
  2d6 Rations. 
  
  36
  Brass Dragon Wyrmling
  • 
  1d2 Brass 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 Brass 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 Brass 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 Brass 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.
  • 
  1d6 Rations. 
  • 
  1d4 Young Brass 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.  
  Ancient Bronze Dragon
  • 
  1 Ancient Bronze Dragon Lightning 
  Sparker. As an action, you slam this 
  sparker into the ground. Each creature 
  in a 20 foot line that is 5 feet wide must 
  make a DC 23 Dexterity saving throw, 
  taking 16d10 lightning damage on a 
  failed save, or half as much damage 
  on a successful one. The sparker is 
  unstable and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  slammed or not. 
  • 
  1 Ancient Bronze Dragon Repulsion 
  Organ. Once per day, you can use an 
  action to activate this organ to send 
  out repulsion in a 15 foot cone. Each 
  creature in that area must succeed on 
  a DC 19 Strength saving throw or be 
  pushed 30 feet away from you. 
  • 
  2d6 Bronze Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 
  lightning damage with this weapon. 
  • 
  1d2 Bronze Dragon Fangs. Can be 
  crafted into a shortsword (150 gp, 9 
  days). On a hit, you deal an additional 
  1d6 lightning damage with this weapon. 
  • 
  1 Bronze Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to lightning damage. 
  Three sets of armor can be crafted from 
  this hide. 
  • 
  2d12 Bronze Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d12 Bronze Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d2 Bronze Dragon Wings. One wing 
  can be crafted into a resistant cloak 
  (1000 gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  lightning damage.  
  • 
  10d6 Rations. 
  Adult Bronze Dragon 
  • 
  1 Adult Bronze Dragon Lightning 
  Sparker. As an action, you slam this 
  sparker into the ground. Each creature 
  in a 20 foot line that is 5 feet wide must 
  make a DC 19 Dexterity saving throw, 
  taking 12d10 lightning damage on a 
  failed save, or half as much damage 
  on a successful one. The sparker is 
  unstable and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  slammed or not. 
  • 
  1 Adult Bronze Dragon Repulsion Organ. 
  Once per day, you can use an action to 
  activate this organ to send out repulsion 
  in a 10 foot cone. Each creature in that 
  
  37
  area must succeed on a DC 19 Strength 
  saving throw or be pushed 30 feet away 
  from you. 
  • 
  1d6 Bronze Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 
  lightning damage with this weapon. 
  • 
  1d2 Bronze Dragon Fangs. Can be 
  crafted into a shortsword (150 gp, 9 
  days). On a hit, you deal an additional 
  1d6 lightning damage with this weapon. 
  • 
  1 Bronze Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to lightning damage. Two sets 
  of armor can be crafted from this hide. 
  • 
  2d8 Bronze Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d8 Bronze Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d2 Bronze Dragon Wings. One wing 
  can be crafted into a resistant cloak 
  (1000 gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  lightning damage.  
  • 
  4d6 Rations. 
  Young Bronze Dragon
  • 
  1d2 Bronze Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 
  lightning damage with this weapon. 
  • 
  1d2 Bronze Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon. 
  • 
  1 Bronze Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to lightning damage.
  • 
  2d4 Bronze Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d4 Bronze Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  2d6 Rations. 
  • 
  1d2 Young Bronze Dragon Wings. One 
  wing can be crafted into a resistant 
  cloak (200 gp, 14 days). Requires 
  attunement. When worn, you can use 
  your reaction to give yourself resistance 
  to lightning damage. 
  Bronze Dragon Wyrmling
  • 
  1d2 Bronze Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 
  lightning damage with this weapon. 
  • 
  1 Bronze Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon. 
  • 
  1 Bronze Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to lightning damage.
  • 
  1d4 Bronze Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  1d4 Bronze Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been fired, 
  it loses this property.  
  • 
  1d6 Rations. 
  
  38
  Ancient Copper Dragon
  • 
  1 Ancient Copper Dragon Acid Gland. 
  As an action, you can throw this gland 
  up to 30 feet away where it will explode 
  in a burst of acid. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 22 Dexterity saving 
  throw, taking 15d8 acid damage on a 
  failed save, or half as much damage 
  on a successful one. The gland is 
  fragile and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  thrown or not. 
  • 
  2d6 Copper Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 acid 
  damage with this weapon. 
  • 
  1d2 Copper Dragon Fangs. Can be 
  crafted into a shortsword (150 gp, 9 
  days). On a hit, you deal an additional 
  1d6 acid damage with this weapon. 
  • 
  1 Copper Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to acid damage. Three sets of 
  armor can be crafted from this hide. 
  • 
  2d12 Copper 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 acid damage.
  • 
  2d12 Copper 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 acid damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d2 Copper Dragon Wings. One wing 
  can be crafted into a resistant cloak 
  (1000 gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  acid damage.  
  • 
  10d6 Rations. 
  • 
  1d2+1 Vials of Slowing Gas. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter. Each 
  creature within 20 feet of where the 
  vial landed must succeed on a DC 22 
  Constitution saving throw. On a failed 
  save, the creature can’t use reactions, its 
  speed is halved, and it can’t make more 
  than one attack on its turn. In addition, 
  the creature can use either an action or 
  a bonus action on its turn, but not both. 
  These effects last for one minute. The 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on itself with a successful save. 
  Adult Copper Dragon 
  • 
  1 Adult Copper Dragon Acid Gland. As 
  an action, you can throw this gland up 
  to 30 feet away where it will explode 
  in a burst of acid. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 18 Dexterity saving 
  throw, taking 12d8 acid damage on a 
  failed save, or half as much damage 
  on a successful one. The gland is 
  fragile and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  thrown or not. 
  • 
  1d6 Copper Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 acid 
  damage with this weapon. 
  • 
  1d2 Copper Dragon Fangs. Can be 
  crafted into a shortsword (150 gp, 9 
  days). On a hit, you deal an additional 
  1d6 acid damage with this weapon. 
  • 
  1 Copper Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to acid damage. Two sets of 
  armor can be crafted from this hide. 
  • 
  2d8 Copper 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 acid damage.
  • 
  2d8 Copper 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 
  
  39
  an additional 1d6 acid damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d2 Copper Dragon Wings. One wing 
  can be crafted into a resistant cloak 
  (1000 gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  acid damage.  
  • 
  4d6 Rations. 
  • 
  1 Vial of Slowing Gas. As an action, you 
  can throw this vial up to 30 feet away 
  where it will shatter. Each creature 
  within 20 feet of where the vial landed 
  must succeed on a DC 18 Constitution 
  saving throw. On a failed save, the 
  creature can’t use reactions, its speed 
  is halved, and it can’t make more than 
  one attack on its turn. In addition, the 
  creature can use either an action or a 
  bonus action on its turn, but not both. 
  These effects last for one minute. The 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on itself with a successful save. 
  Young Copper Dragon
  • 
  1d2 Copper Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 acid 
  damage with this weapon. 
  • 
  1d2 Copper Dragon Fangs. Can be 
  crafted into a shortsword (150 gp, 9 
  days). On a hit, you deal an additional 
  1d6 acid damage with this weapon. 
  • 
  1 Copper Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to acid damage.
  • 
  2d4 Copper 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 acid damage.
  • 
  2d4 Copper 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 acid damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  2d6 Rations. 
  • 
  1d2 Young Copper 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 acid damage. 
  Copper Dragon Wyrmling
  • 
  1d2 Copper Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 acid 
  damage with this weapon. 
  • 
  1 Copper Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 acid 
  damage with this weapon. 
  • 
  1 Copper Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to acid damage.
  • 
  1d4 Copper 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 acid damage.
  • 
  1d4 Copper 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 acid damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d6 Rations. 
  Ancient Gold Dragon
  • 
  1 Ancient Gold 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 24 Dexterity saving throw, 
  taking 26d6 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. 
  
  40
  • 
  2d6 Gold 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 Gold 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. 
  • 
  1 Gold 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. 
  • 
  1d2 Gold Dragon Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours. 
  • 
  2d12 Gold 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.
  • 
  2d12 Gold 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 Gold 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.  
  • 
  10d6 Rations. 
  • 
  1d4 Vials of Weakening Gas. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter. Each 
  creature within 20 feet of where the 
  vial landed must succeed on a DC 
  22 Constitution saving throw or have 
  disadvantage on Strength-based attack 
  rolls, Strength checks, and Strength 
  saving throws for one minute. A creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect on 
  itself on a success. 
  Adult Gold Dragon 
  • 
  1 Adult Gold 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 Gold 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 Gold 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. 
  • 
  1 Gold 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. 
  • 
  1d2 Gold Dragon Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours. 
  • 
  2d8 Gold 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 Gold 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 Gold 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. 
  
  41
  • 
  1d2 Vials of Weakening Gas. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter. Each 
  creature within 20 feet of where the 
  vial landed must succeed on a DC 
  18 Constitution saving throw or have 
  disadvantage on Strength-based attack 
  rolls, Strength checks, and Strength 
  saving throws for one minute. A creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect on 
  itself on a success. 
  Young Gold Dragon
  • 
  1d2 Gold 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 Gold 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 Gold 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.
  • 
  2d4 Gold 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.
  • 
  2d4 Gold 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.  
  • 
  2d6 Rations. 
  • 
  1d2 Young Gold 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 fire damage. 
  Gold Dragon Wyrmling
  • 
  1d2 Gold 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 Gold 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 Gold 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 Gold 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 Gold 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. 
  Ancient Silver Dragon
  • 
  1 Ancient Silver Dragon Frost Gland. 
  As an action, you can throw this gland 
  up to 30 feet away where it will burst in 
  a frosty explosion. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 22 Constitution saving 
  throw, taking 16d8 cold damage on a 
  failed save, or half as much damage 
  on a successful one. The gland is 
  fragile and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  thrown or not. 
  • 
  2d6 Silver Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 cold damage 
  with this weapon. 
  • 
  1d2 Silver Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  
  42
  a hit, you deal an additional 1d6 cold 
  damage with this weapon. 
  • 
  1 Silver Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to cold damage. Three sets of 
  armor can be crafted from this hide. 
  • 
  2d12 Silver Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  • 
  2d12 Silver Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 cold damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d2 Silver Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  cold damage.  
  • 
  10d6 Rations. 
  • 
  1d4 Vials of Paralyzing Gas. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter. Each 
  creature within 20 feet of where the 
  vial landed must succeed on a DC 
  22 Constitution saving throw or be 
  paralyzed for one minute. A creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect on 
  itself on a success. 
  Adult Silver Dragon 
  • 
  1 Adult Silver Dragon Frost Gland. As 
  an action, you can throw this gland up 
  to 30 feet away where it will burst in a 
  frosty explosion. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 19 Constitution saving 
  throw, taking 12d8 cold damage on a 
  failed save, or half as much damage 
  on a successful one. The gland is 
  fragile and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  thrown or not. 
  • 
  1d6 Silver Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 cold damage 
  with this weapon. 
  • 
  1d2 Silver Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 cold 
  damage with this weapon. 
  • 
  1 Silver Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to cold damage. Two sets of 
  armor can be crafted from this hide. 
  • 
  2d8 Silver Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  • 
  2d8 Silver Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 cold damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d2 Silver Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  cold damage.  
  • 
  4d6 Rations. 
  • 
  1d2 Vials of Paralyzing Gas. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter. Each 
  creature within 20 feet of where the 
  vial landed must succeed on a DC 
  18 Constitution saving throw or be 
  paralyzed for one minute. A creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect on 
  itself on a success. 
  
  43
  Young Silver Dragon
  • 
  1d2 Silver Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 cold damage 
  with this weapon. 
  • 
  1d2 Silver Dragon 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 Silver Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to cold damage.
  • 
  2d4 Silver Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  • 
  2d4 Silver Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 cold damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  2d6 Rations. 
  • 
  1d2 Young Silver 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. 
  Silver Dragon Wyrmling
  • 
  1d2 Silver Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 cold damage 
  with this weapon. 
  • 
  1 Silver 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 Silver Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to cold damage.
  • 
  1d4 Silver Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  • 
  1d4 Silver Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 cold damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  1d6 Rations. 
  Dragon Turtle
  • 
  1d2 Dragon Turtle Eyes. When 
  consumed, you gain darkvision out to a 
  range of 120 feet for one hour. 
  • 
  2d10 Dragon Turtle Teeth. Can be sold 
  for 5 gold pieces per tooth. 
  • 
  1d2 Large Dragon Turtle Shell Plates. 
  Can be crafted into a shield (400 gp, 17 
  days). Using this shield, you can use your 
  reaction to give yourself resistance to fire 
  damage. If you use two shell plates, they 
  can be crafted into plate armor (2000 
  gp, 60 days). Wearing this plate armor 
  grants you resistance to fire damage. 
  • 
  1d4 Medium Dragon Turtle Shell Plates. 
  One shell plate can be crafted into an 
  enhanced shield (200 gp, 14 days) which 
  gives you a +1 bonus to armor class. 
  Two shell plates can be crafted into a 
  thicker enhanced shield (2000 gp, 60 
  days) which gives you a +2 bonus to 
  armor class.
  • 
  10d6 Rations. 
  • 
  3d12 Small Dragon Turtle Shell Plates. 
  If you have 20 shell plates, you can craft 
  them into scale mail armor (2000 gp, 
  60 days). Requires attunement. While 
  wearing this armor, you have resistance 
  to fire damage. 
  
  44
  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. 
  Dryad
  • 
  1d4 Dryad Leaves. When consumed, you 
  regain 1d4 hit points. 
  • 
  1 Dryad Heart. Can be used as an 
  additional material component when 
  casting spells that attempt to charm a 
  creature. When used in this way, the 
  targeted creature has disadvantage on 
  the saving throw against being charmed. 
  This component can only be used on 
  spells of 2nd level or lower. 
  • 
  1 Ounce of Fey 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 
  10 Wisdom saving throw or become  
  confused as with the confusion spell until 
  the end of their next turn. 
  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. 
  
  45
  Elementals 
  Air 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 Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet.  
  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. 
  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. 
  Water 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 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. 
  Elves: Drow
  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 
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  46
  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. 
  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. 
  Empyrean
  • 
  1 Divine Tongue. When consumed, you 
  gain the benefits of the tongues spell for 
  eight hours. 
  • 
  1d2 Empyrean Eyes. When consumed, 
  you gain truesight out to a range of 30 
  feet for one hour.
  • 
  1d2 Empyrean Hands. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each 
  of the spells greater restoration, pass 
  without trace, and water breathing once 
  per day. You use your own spellcasting 
  ability and spell save DC when casting 
  these spells, and any spent uses recharge 
  every day at dawn. 
  • 
  1 Sash of the Chosen. Requires 
  attunement. While you are wearing this 
  sash around your waist and no other 
  armor you have a +1 bonus to armor 
  class, you have advantage on initiative 
  checks, and your weapon attacks 
  are magical. 
  • 
  1 Set of Empyrean Boots. Requires 
  attunement. These magical boots change 
  in size to fit the creature wearing them. 
  Once per day, you can use an action to 
  put your foot down hard on the ground, 
  triggering an earth tremor. All other 
  creatures on the ground within 30 feet of 
  you must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
  • 
  1 Set of Empyrean Bracers. Requires 
  attunement. These magical bracers 
  change in size to fit the creature wearing 
  them. Once per day, you can use an 
  action to slam the bracers together, 
  sending out an echoing hum that bolsters 
  your allies. All non-hostile creatures 
  within 60 feet of you are bolstered by the 
  sound until the end of your next turn. 
  Bolstered creatures are immune to being 
  charmed or frightened, and they have 
  advantage on ability checks and saving 
  throws until the end of your next turn. 
  • 
  2d4 Tufts of Empyrean Hair. Can be used 
  as an additional material component 
  when casting spells that deal acid, cold, 
  fire, force, lightning, radiant, or thunder 
  damage. When used in this way, you deal 
  an additional 3d6 damage when you cast 
  the spell.  
  • 
  1d3 Vials of Empyrean Blood. When 
  consumed, this functions as a potion of 
  stone giant strength.
  
  47
  Ettercap
  • 
  1d4 Ettercap Claws. Can be crafted into 
  a dagger (2 gp, 1 day). 
  • 
  1d6 Rations. 
  • 
  1d3 Web Sac. As an action, you can 
  target a creature within 30 feet of you 
  and make a ranged attack at them. You 
  treat the sac as an improvised weapon. If 
  you hit the creature, they are restrained 
  as the sac ruptures and covers them 
  with webbing. On its turn, the restrained 
  creature can use an action to attempt to 
  make a DC 11 Strength check, freeing 
  itself on a success. The effect ends if the 
  webbing is destroyed. The webbing has 
  an AC of 10, 5 hit points, resistance to 
  bludgeoning damage, and immunity to 
  poison and psychic damage. 
  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. 
  Faerie Dragon
  • 
  1 Ration.
  • 
  1 Vial of Euphoriants. As an action, you 
  can throw this vial at a creature up to 30 
  feet away where it shatters in a cloud of 
  sparkly gas. The targeted creature must 
  make a DC 11 Wisdom saving throw. On 
  a failed save, the target becomes unable 
  to take reactions for one minute. 
  Flameskull
  • 
  1d2 Flameskull Eyes. Can be used as 
  an additional material component when 
  casting spells that deal fire damage. 
  When used in this way, you deal an 
  additional 3d6 fire damage when you 
  cast the spell.
  • 
  1d10 Ounces of Arcane Dust. Can 
  be used as an additional material 
  component when casting spells that deal 
  damage. When used in this way, you can 
  choose to reroll one of the rolled damage 
  dice and must keep the second result. 
  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.
  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 
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  48
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  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. 
  Fungi
  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. 
  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. 
  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. 
  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. 
  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. 
  Genies
  Dao
  • 
  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. 
  • 
  1 Dao Sash. Can be crafted into a cloak 
  or cape (150 gp, 9 days). Requires 
  attunement. When worn, you are 
  immune to the petrified condition. 
  
  49
  • 
  1 Earthbreaker Maul. Requires 
  attunement. When you hit a creature 
  with this weapon, you can use your 
  bonus action to force the creature 
  to make a DC 15 Strength saving 
  throw. On a failed save, the creature is 
  knocked prone. 
  • 
  1 Vial of Dao Crystalline Powder. 
  Requires attunement by a spellcaster. 
  Can be used as an arcane focus or a 
  druidic focus. You may cast each of the 
  spells stone shape and move earth once 
  per day. You use your own spellcasting 
  ability and spell save DC when casting 
  these spells, and any spent uses recharge 
  every day at dawn. 
  Djinni
  • 
  1 Djinni Sash. Can be crafted into 
  a cloak or cape (2000 gp, 60 days). 
  Requires attunement. When worn, you 
  are resistant to lightning damage. 
  • 
  1 Vial of Djinni Wind. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus or a druidic focus. You 
  may cast each of the spells thunderwave 
  and wind wall once per day. You use your 
  own spellcasting ability and spell save 
  DC when casting these spells, and any 
  spent uses recharge every day at dawn. 
  • 
  1d2 Vials of Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet.  
  • 
  1 Whirlwind Scimitar. Requires 
  attunement. When you hit a creature 
  with this weapon, you deal an 
  additional 1d6 damage to it. You decide 
  if the type of damage is lightning or 
  thunder damage. 
  Efreeti
  • 
  1 Blazefire Scimitar. Requires 
  attunement. When you hit a creature 
  with this weapon, you deal an additional 
  1d10 fire damage to it.
  • 
  1 Efreeti Sash. Can be crafted into 
  a cloak or cape (2000 gp, 60 days). 
  Requires attunement. When worn, you 
  are resistant to fire damage. 
  • 
  1 Vial of Efreeti Smoke. Requires 
  attunement by a spellcaster. Can be 
  used as an arcane focus or a druidic 
  focus. You may cast each of the spells 
  fire shield and wall of fire once per day. 
  You use your own spellcasting ability 
  and spell save DC when casting these 
  spells, and any spent uses recharge every 
  day at dawn. 
  • 
  1d2 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical fire. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 fire damage. The essence 
  then evaporates. 
  Marid
  • 
  1 Marid Sash. Can be crafted into 
  a cloak or cape (2000 gp, 60 days). 
  Requires attunement. When worn, you 
  are resistant to cold damage.  
  • 
  1d2 Random Gems (Value 500 gp). 
  • 
  1 Vial of Marid Foam. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus or a druidic focus. 
  You may cast each of the spells wall of 
  water and water breathing once per day. 
  You use your own spellcasting ability 
  and spell save DC when casting these 
  spells, and any spent uses recharge every 
  day at dawn. 
  • 
  1d2 Vials of Water Essence. When 
  consumed, the pure water cleanses the 
  body. If you are 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. 
  
  50
  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. 
  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. 
  Ghast
  • 
  1d2 Ghast Claw. Can be crafted into 
  a dagger (100 gp, 7 days) or into a 
  shortsword (100 gp, 7 days). Once per 
  day, when you hit a creature with this 
  weapon the creature must succeed on 
  a DC 10 Constitution saving throw or 
  become paralyzed until the beginning of 
  its next turn. If the creature is an elf or 
  undead it automatically succeeds on the 
  saving throw. 
  • 
  1 Ghast Stench Gland. As an action, you 
  can throw this gland up to 20 feet away 
  where it will explode in a cloud of stinky 
  gas. Each creature within 5 feet of where 
  the gland landed must succeed on a 
  DC 10 Constitution saving throw or be 
  poisoned until the start of its next turn.
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Giants
  Cloud Giant
  • 
  1 Cloud Giant Heart. Can be crafted into 
  a potion of cloud giant strength (DMG p. 
  187) (10000 gp, 150 days)
  • 
  1 Cloud’s Core. Requires attunement by 
  a spellcaster. Can be used as an arcane 
  focus. You may cast each of the spells fog 
  cloud, misty step and gaseous form once 
  per day. You use your own spellcasting 
  ability and spell save DC when casting 
  these spells, and any spent uses recharge 
  every day at dawn. 
  • 
  1d2 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 Tribal Amulet. There is a 10% chance 
  that the amulet is an amulet of health 
  (DMG, p. 150), 30% chance that the 
  amulet is an amulet of proof against 
  detection and location (DMG, p. 150), 
  and a 60% chance that it is a non-
  magical tribal amulet. 
  Fire Giant
  • 
  1 Fire Giant Heart. Can be crafted into 
  a potion of fire giant strength (DMG p. 
  187) (1000 gp, 30 days)
  • 
  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. 
  • 
  1d6 Vials of Fire Giant Blood. When 
  consumed, you gain resistance to fire 
  damage for one hour. 
  
  51
  Frost Giant
  • 
  1 Frost Giant Heart. Can be crafted into 
  a potion of frost giant strength (DMG p. 
  187) (1000 gp, 30 days)
  • 
  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.
  • 
  1d6 Vials of Frost Giant Blood. When 
  consumed, you gain resistance to cold 
  damage for one hour. 
  Hill 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 Hill Giant Heart. Can be crafted into 
  a potion of hill giant strength (DMG p. 
  187) (100 gp, 2 days)
  • 
  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. 
  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 
  detection and location (DMG, p. 150), 
  and a 60% chance that it is a non-
  magical tribal amulet. 
  Storm Giant
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proficient in the Wisdom 
  (Perception) skill for one minute. 
  • 
  1 Storm Giant Heart. Can be crafted into 
  a potion of storm giant strength (DMG p. 
  187) (100000 gp, 250 days)
  • 
  1 Storm’s Core. Requires attunement 
  by a spellcaster. Can be used as an 
  arcane focus. You may cast each of the 
  spells feather fall, levitatate, and water 
  breathing once per day. You use your own 
  spellcasting ability and spell save DC 
  when casting these spells, and any spent 
  uses recharge every day at dawn. 
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  1d6 Vials of Storm Giant Blood. When 
  consumed, you gain resistance to 
  lightning damage for one hour. 
  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.
  Gith
  Githyanki Warrior
  • 
  1 Broken Greatsword.
  • 
  1 Broken Half Plate Armor 
  (size Medium).
  • 
  1 Githyanki Power Bead. Requires 
  attunement. When attached to a weapon, 
  
  52
  the weapon becomes magical and it 
  deals an additional 1d6 psychic damage 
  on a hit. 
  Githyanki Knight
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1 Githyanki Power Bead. Requires 
  attunement. When attached to a weapon, 
  the weapon becomes magical and it 
  deals an additional 1d6 psychic damage 
  on a hit. 
  • 
  1 Silver Greatsword. This weapon is 
  magical. On a critical hit against a target 
  in an astral body (as if with the astral 
  projection spell), you can cut the silvery 
  cord that tethers the target to its material 
  body, instead of dealing damage. 
  Githzerai Monk
  • 
  1 Broken Dagger. 
  • 
  1 Set of Githzerai Robes (size Medium). 
  When worn and you are wearing no 
  other armor, you gain a +1 bonus to your 
  armor class. 
  • 
  1 Set of Githzerai Power Bracers. 
  Requires attunement. When worn, your 
  weapon attacks become magical and you 
  deal an additional 1d6 psychic damage 
  with your unarmed strikes. 
  Githzerai Zerth
  • 
  1 Broken Dagger. 
  • 
  1 Set of Githzerai Robes (size Medium). 
  When worn and you are wearing no 
  other armor, you gain a +1 bonus to your 
  armor class. 
  • 
  1 Set of Githzerai Power Bracers. 
  Requires attunement. When worn, your 
  weapon attacks become magical and you 
  deal an additional 1d6 psychic damage 
  with your unarmed strikes. 
  Gnolls
  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 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. 
  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. 
  
  53
  Gnome, Deep (Svirfneblin)
  • 
  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. 
  Goblins
  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. 
  Golems
  Clay Golem 
  • 
  1d6 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 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. 
  • 
  1d4 Vials of Liquid Clay. When 
  consumed, you gain resistance to acid 
  damage for one hour. 
  Flesh Golem 
  • 
  1d4 Flesh Golem Strips. When 
  consumed, you gain resistance to 
  lightning damage for one hour. 
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  1d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or effect that would alter your form 
  for one hour. 
  Iron Golem 
  • 
  1d8 Iron Golem Nuggets. When 
  consumed, you gain resistance to fire 
  damage for one hour. 
  • 
  1 Iron Golem Blade. Can be crafted 
  into a longsword (15 gp, 2 days) or a 
  greatsword (50 gp, 3 days). 
  • 
  2d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  2d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or effect that would alter your form 
  for one hour. 
  Stone Golem 
  • 
  2d6 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidifies. For one 
  
  54
  minute, the weapon is magical, attacks 
  with the weapon deal an additional 3 
  (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. 
  Gorgon
  • 
  1 Gorgon Hide. Can be crafted into plate 
  armor (1600 gp, 7 days) or into half-plate 
  armor (800 gp, 7 days). While wearing 
  this armor, you are immune to the 
  petrified condition. 
  • 
  1d2 Gorgon Horns. Can be crafted into a 
  shortsword (10 gp, 2 days). 
  • 
  2d6 Rations. 
  • 
  1d2 Vials of Gorgon Blood. If poured on 
  a Medium or smaller creature that has 
  been petrified by being turned to stone, 
  they are cured of the petrified condition. 
  • 
  1d2 Vials of Gorgon Gas. As an action, 
  you can throw this vial up to 30 feet 
  away where it shatters in a cloud of gas. 
  Each creature within 10 feet of where 
  the vial landed must succeed on a DC 
  14 Constitution saving throw. On a 
  failed save, a creature begins to turn to 
  stone and is restrained. The restrained 
  target must repeat the saving throw at 
  the end of its next turn. On a success, 
  the effect ends on the creature. On a 
  failure, the creature is petrified until 
  freed by the greater restoration spell or 
  similar magic. 
  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 
  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
  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. 
  
  55
  • 
  1d4 Grick Tentacles. Can be crafted into 
  a dagger (2 gp, 1 day). 
  • 
  2d6 Rations. 
  Griffon
  • 
  1d6 Griffon Claws. Can be crafted into 
  a dagger (50 gp, 3 days). This weapon 
  deals an additional 1d4 damage 
  against beasts. 
  • 
  1d10 Griffon Feathers. Two feathers 
  can be used as fletching on an arrow 
  or a crossbow bolt. Ranged attacks 
  that use ammunition made from these 
  feathers deal an additional 1d6 damage 
  on a hit if the target is a beast. After the 
  ammunition has been fired, it loses this 
  property. 
  • 
  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. 
  _____________________________
  SECTION H
  _____________________________
  Hags
  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. 
  Night Hag
  • 
  1d2 Night Hag Hands. Requires 
  attunement. Can be used as an arcane 
  focus. Once per day each, you can cast 
  the spells detect magic, magic missile, 
  and sleep. These spells are cast at their 
  lowest level. 
  • 
  1 Soul Bag. Can be sold for 500 
  gold pieces. 
  • 
  1d2 Vials of Night Hag Blood. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  effects for one hour.
  • 
  1d2 Vials of Nightmare Fuel. When 
  consumed, you begin to feel strangely 
  and when you fall asleep you have 
  terrible nightmares. You gain no benefit 
  from your rest and your hit point 
  maximum is reduced by 1d10. If this 
  effect reduces your hit point maximum 
  to 0, you die. The effect can only be 
  removed by using the protection from 
  good and evil or lesser restoration spells. 
  Sea Hag
  • 
  1d4 Strands of Sea Hag Hair. When 
  consumed, you become amphibious for 
  one hour. 
  • 
  1d4 Vials of Sea Hag Blood. When 
  
  56
  poured over a humanoid that is of size 
  medium or smaller, a magical illusion 
  washes over them, making them 
  look like an ugly creature of vaguely 
  humanoid proportions. This illusion 
  lasts for one hour. A creature can use 
  an action to visually inspect the illusion 
  and succeed on a DC 16 Intelligence 
  (Investigation) check to discern that the 
  humanoid is disguised. 
  Half-Dragon
  • 
  3d6 Crossbow Bolts. 
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Longsword. 
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Broken Shortsword. 
  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.
  Hell Hound
  • 
  1 Hell Hound Fire Gland. When 
  consumed, the gland functions as a 
  potion of fire breathing. 
  • 
  1 Hell Hound Hide. Can be crafted into 
  a resistant cloak (1000 gp, 30 days). 
  Requires attunement. When worn, you 
  have resistance to fire damage. 
  • 
  2d4 Hell Hound Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 fire damage on a hit. 
  After the ammunition has been fired, it 
  loses this property. 
  Helmed Horror
  • 
  1 Broken Longsword.
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Broken Shield. 
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  Hippogriff
  • 
  1d4 Hippogriff Claws. Can be crafted 
  into a dagger (10 gp, 2 days). 
  • 
  2d6 Hippogriff Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  2d6 Rations. 
  Hobgoblins
  Hobgoblin
  • 
  3d6 Arrows. 
  • 
  1 Broken Chain Mail Armor 
  (size Medium).
  • 
  1 Broken Longbow. 
  • 
  1 Broken Longsword. 
  • 
  1 Broken Shield.
  Hobgoblin Captain
  • 
  1 Broken Greatsword. 
  • 
  1 Broken Half Plate Armor 
  (size Medium).
  • 
  1d6 Javelins. 
  
  57
  Hobgoblin Warlord
  • 
  2d4 Javelins. 
  • 
  1 Broken Longsword.
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Broken Shield. 
  Homunculus
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When 
  used in this way, you can choose to reroll 
  one of the rolled damage dice and must 
  keep the second result. 
  • 
  1d4 Magical Pebbles. One pebble can be 
  used as ammunition for a sling. These 
  pebbles acts as +1 ammunition.
  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.
  Hydra
  • 
  1 Hydra Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). Two sets of armor 
  can be crafted from this hide. 
  • 
  3d10 Hydra Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  1 additional damage on a hit. After the 
  ammunition has been fired, it loses this 
  property. 
  • 
  4d6 Rations. 
  • 
  2d6 Vials of Hydra Blood. When 
  consumed, you regain 1d4 hit points 
  at the end of each of your turns for the 
  next minute. 
  _____________________________
  SECTION I
  _____________________________
  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. 
  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.  
  
  58
  _____________________________
  SECTION J
  _____________________________
  Jackalwere
  • 
  1 Broken Scimitar. 
  • 
  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. 
  _____________________________
  SECTION K
  _____________________________
  Kenku
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Shortbow. 
  Kobolds
  Kobold
  • 
  1 Broken Dagger. 
  • 
  1 Broken Sling. 
  Winged Kobold
  • 
  1 Broken Dagger. 
  Kraken
  • 
  1d6 Kraken Bones. Two bones can 
  be crafted into plate armor (4000 gp, 
  80 days) or half-plate armor (3500 gp, 
  80 days). Requires attunement. While 
  wearing this armor, you have resistance 
  to lightning damage. In addition, you 
  ignore difficult terrain, and magical 
  effects can’t reduce your speed or cause 
  you to be restrained. 
  • 
  1d2 Kraken Eyes. When consumed, you 
  gain trusight out to a range of 30 feet for 
  one hour. 
  • 
  1d4 Kraken Fins. Can be crafted into 
  a cloak of the manta ray (DMG p. 159) 
  (200 gp, 14 days).
  • 
  1 Kraken Hide. Can be crafted into  a 
  set of light armor (3000 gp, 75 days). 
  Requires attunement. While wearing this 
  armor, you have resistance to lightning 
  damage. In addition, you ignore difficult 
  terrain, and magical effects can’t reduce 
  your speed or cause you to be restrained. 
  Four sets of armor can be crafted from 
  this hide. 
  • 
  1d3 Kraken Lightning Sparkers. As an 
  action, you slam this sparker into the 
  ground, shattering it. Three random 
  creatures within 60 feet of you must 
  make a DC 23 Dexterity saving throw, 
  taking 4d10 lightning damage on a 
  failed save, or half as much damage on a 
  successful one. 
  • 
  1d6 Kraken Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours. 
  
  59
  • 
  2d10 Kraken 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 acid damage on a hit. 
  After the ammunition has been fired, it 
  loses this property. 
  • 
  1d10 Kraken Tentacles. Can be crafted 
  into a maul (20 gp, 3 days). This weapon 
  deals double damage to objects and 
  structures. 
  • 
  20d6 Rations. 
  • 
  2d6 Vials of Kraken Ink. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a cloud 
  of darkness. The area within a 15 
  foot radius of where the vial landed 
  becomes pitch black, as if affected by the 
  darkness spell. 
  Kuo-toas
  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. 
  
  60
  Lamia
  • 
  1 Broken Dagger.
  • 
  1d2 Lamia Claws. Can be crafted into a 
  dagger (250 gp, 7 days). The first time 
  you hit a creature with this weapon, 
  itf must succeed on a DC 13 Wisdom 
  saving throw. On a failed save, the 
  creature is magically cursed for one hour. 
  Until the curse ends, the creature has 
  disadvantage on Wisdom saving throws 
  and all ability checks.
  • 
  2d6 Rations.  
  • 
  1d4 Vials of Lamia Blood. When 
  consumed, an illusion of a humanoid 
  falls over you as if you were affected by 
  the disguise self spell. You decide the 
  look of this illusion. This effect lasts for 
  one hour. 
  Lich
  • 
  3d12 Lich Bones. Can be used as an 
  additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you deal an 
  additional 1d6 necrotic damage when 
  you cast the spell. 
  • 
  1d2 Lich Eyes. Can be crafted into 
  a wand of fear (DMG p. 210) (2000 
  gp, 30 days).
  • 
  1d2 Lich Hands. Requires attunement. 
  Can be used as an arcane focus. You 
  know the ray of frost cantrip, but only 
  when you are holding onto the hand. 
  Charisma is your spellcasting ability for 
  the cantrip.
  • 
  1 Necromancer’s Robe. Requires 
  attunement by a spellcaster. You have 
  resistance to poison damage and you 
  cannot be frightened as long as you are 
  wearing this robe. In addition, any allied 
  undead creatures within 300 feet of you 
  and any undead creatures under your 
  control have advantage on saving throws 
  against any effect that turns undead. 
  • 
  1 Spellbook. It has in it the following 
  spells: animate dead, cloudkill, 
  counterspell, Melf’s acid arrow, 
  plane shift.
  Lizardfolk
  Lizardfolk
  • 
  1 Broken Heavy Club. This weapon, 
  when repaired, functions as a 
  martial melee weapon that deals 1d6 
  bludgeoning damage on a hit. It costs 2 
  gold pieces to repair the weapon.
  • 
  1 Broken Spiked Shield. This weapon, 
  when repaired, functions as a light 
  martial melee weapon that deals 
  1d6 piercing damage on a hit and 
  also functions as a shield. You need 
  proficiency with both to wield it. It costs 
  20 gold pieces to repair the weapon.
  • 
  1d3 Javelins.
  Lizardfolk Shaman
  • 
  1 Shaman’s Staff. Requires attunement. 
  Can be used as a druidic focus. You know 
  the druidcraft cantrip, but only when you 
  are holding onto the staff. Charisma is 
  your spellcasting ability for the cantrip. 
  Once per day, you can also cast each 
  of the following spells: fog cloud, heat 
  metal, plant growth.
  Lizard King/Queen
  • 
  1d3 Broken Tridents. 
  • 
  1 Lizardfolk Royal Amulet. There is a 
  70% chance that this is an amulet of 
  fearlessness, which requires attunement. 
  While worn, you are immune to the 
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  61
  frightened condition. There is a 30% 
  chance it is a non-magical tribal amulet. 
  Lycanthropes
  Werebear
  • 
  1 Broken Greataxe. 
  • 
  1d6 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. 
  • 
  1d4 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  Wereboar
  • 
  1 Broken Maul. 
  • 
  1d4 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. 
  • 
  1d4 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  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. 
  Weretiger
  • 
  2d6 Arrows. 
  • 
  1 Broken Longbow.
  • 
  1 Broken Scimitar. 
  • 
  1d4 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. 
  • 
  1d4 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  Werewolf
  • 
  1 Broken Spear. 
  • 
  1d4 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. 
  
  62
  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. 
  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 fired, it 
  loses this property. 
  • 
  2d6 Rations.
  Medusa
  • 
  3d6 Arrows. 
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Longbow.
  • 
  1 Medusa Head. When a creature that 
  can see the medusa head’s eyes starts its 
  turn within 30 feet of the head, it must 
  make a DC 14 Constitution saving throw. 
  On a failed save, the creature magically 
  begins to turn to stone and is restrained. 
  It must repeat the saving throw at the 
  end of its next turn. On a success, the 
  effect ends. On a failure, the creature 
  is petrified until freed by the greater 
  restoration spell or similar magic. 
  A creature that isn’t surprised can 
  avert its eyes to avoid the saving throw at 
  the start of its turn. If it does so, it can’t 
  see the head until the start of its next 
  turn, when it can avert its eyes again. If 
  it looks at the head in the meantime, it 
  must immediately make the save. The 
  head has this effect for 2d6 days after 
  being harvested, after which it turns into 
  a non-magical decaying head. 
  • 
  1d6 Rations. 
  • 
  1d6 Vials of Medusa Blood. If poured on 
  a Medium or smaller creature that has 
  been petrified by being turned to stone, 
  they are cured of the petrified condition. 
  Mephit
  Dust
  • 
  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. 
  Ice
  • 
  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. 
  Magma
  • 
  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. 
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  63
  Mud
  • 
  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. 
  Smoke
  • 
  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. 
  Steam
  • 
  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. 
  Merfolk
  • 
  1d4 Broken Spears. 
  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. 
  
  64
  This effect lasts until the beginning 
  of your next turn. This item can be 
  consumed as a bonus action instead of 
  the usual action. 
  Modrons
  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. 
  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. 
  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. 
  Quadrone
  • 
  2d6 Arrows.
  • 
  1 Ounce of Modron Dust. When 
  consumed, you become hyper-focused 
  on the next creature you see within 
  one minute of consuming the dust, and 
  become intent on following its every 
  instruction. For the next 10 minutes, 
  you willingly follow every order and 
  command of the creature, with the 
  exception of those that would cause you 
  harm. No magic or 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. 
  • 
  1 Broken Shortbow. 
  Pentadrone
  • 
  1d4 Ounces 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. 
  • 
  1d2 Vials of Paralysis Gas. As an action, 
  you can throw this vial at a point within 
  30 feet of you where it will shatter in 
  
  65
  a cloud of gas. Each creature within 
  10 feet of where the vial landed must 
  succeed on a DC 11 Constitution saving 
  throw or be paralyzed for one minute. A 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on itself on a success. 
  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. 
  Mummy Lord
  • 
  1d2 Mummy Eyes. Can be crafted into 
  a wand of fear (DMG p. 210) (2000 
  gp, 30 days).
  • 
  1d2 Mummy Hands. Requires 
  attunement. Can be used as an arcane 
  focus. You know the sacred flame 
  cantrip, but only when you are holding 
  onto the hand. Charisma is your 
  spellcasting ability for the cantrip.
  • 
  1 Mummy Skull. Can be crafted into a 
  helmet of dreadful glaring (200 gp, 14 
  days). Requires attunement. As a bonus 
  action, you can target one creature you 
  can see within 60 feet of you. If the target 
  can see you, it must succeed on a DC 
  11 Wisdom saving throw against this 
  magic or become frightened until the 
  end of your next turn. If the target fails 
  the saving throw by 5 or more, it is also 
  paralyzed for the same duration. Once 
  you have used the item in this way, you 
  can’t do so again until you finish a short 
  or long rest. 
  • 
  2d10 Mummy Wrapping Strips. Can 
  be used as an additional material 
  component when casting spells that 
  deal necrotic damage. When used in this 
  way, you may reroll any 1s and 2s rolled 
  on the damage dice and must keep the 
  second result. 
  Myconids
  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.
  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 
  
  66
  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. 
  Spore Servant
  Note: The spore servant is a template that is 
  placed on top of an already existing creature. 
  This means that the loot gotten from the 
  spore servant is in addition to any loot 
  gotten from the creature the template was 
  placed on. 
  • 
  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.
  Nagas
  Bone Naga
  • 
  1d6 Naga Bones. When consumed, you 
  gain resistance to poison damage for 
  one hour. 
  • 
  2d4 Naga Teeth. One tooth can be used 
  as the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition 
  made from these teeth deal an additional 
  1d6 poison damage on a hit. After the 
  ammunition has been fired, it loses this 
  property. 
  Guardian 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 22 
  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. 
  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.
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  67
  • 
  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. 
  Nightmare
  • 
  1d2 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. 
  • 
  1d2 Vials of Nightmare Fuel. When 
  consumed, you begin to feel strangely 
  and when you fall asleep you have 
  terrible nightmares. You gain no benefit 
  from your rest and your hit point 
  maximum is reduced by 1d10. If this 
  effect reduces your hit point maximum 
  to 0, you die. The effect can only be 
  removed by using the protection from 
  good and evil or lesser restoration spells. 
  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 10 
  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. 
  
  68
  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. 
  Half-Ogre
  • 
  1 Broken Battleaxe. 
  • 
  1 Broken Hide Armor (size Large). 
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  1d2 Javelins. 
  Oni
  • 
  1 Broken Chain Mail (size Large). 
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  1 Glaive. This weapon is magical. 
  • 
  1d2 Oni Eyes. Can be crafted into a 
  potion of invisibility (DMG, p. 188) (2000 
  gp, 60 days).
  • 
  2d4 Oni Teeth. One tooth can be used as 
  the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition 
  made from these teeth cast the spell 
  darkness on the area they hit. After the 
  ammunition has been fired, it loses this 
  property. 
  Oozes
  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. 
  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. 
  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 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. 
  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. 
  _____________________________
  SECTION O
  _____________________________
  
  69
  Orcs
  Orc
  • 
  1 Broken Greataxe. 
  • 
  1 Broken Hide Armor (size Medium). 
  • 
  1d4 Javelins. 
  Orc War Chief
  • 
  1 Broken Chain Mail Armor 
  (size Medium). 
  • 
  1 Broken Greataxe. 
  • 
  1d4 Broken Spears. 
  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. 
  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. 
  Owlbear
  • 
  1d6 Owlbear Claws. Can be crafted into 
  a dagger (2 gp, 1 day).
  • 
  2d6 Owlbear Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage on a hit. 
  After the ammunition has been fired, it 
  loses this property. 
  • 
  2d6 Rations. 
  
  70
  Pegasus
  • 
  1d10 Celestial Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d8 radiant damage 
  on a hit. After the ammunition has been 
  fired, it loses this property. 
  • 
  1 Pegasus Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  Peryton
  • 
  1d10 Peryton Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  1d4 Peryton Talons. Can be crafted into 
  a dagger (2 gp, 1 day).
  • 
  1d10 Peryton Teeth. Can be sold for 5 
  gold pieces per tooth. 
  • 
  1d6 Rations. 
  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. 
  Pixie
  • 
  1 Ounce of Fey 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 
  10 Wisdom saving throw or become  
  confused as with the confusion spell until 
  the end of their next turn. 
  Pseudodragon
  • 
  1 Ration. 
  • 
  1d4 Vials of Pseudodragon Blood. 
  When consumed, you can magically 
  communicate simple ideas, emotions, 
  and images telepathically with any 
  creature within 100 feet of it that can 
  understand a language.
  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. 
  _____________________________
  SECTION P
  _____________________________
  
  71
  • 
  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. 
  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. 
  _____________________________
  SECTION Q
  _____________________________
  Rakshasa
  • 
  1 Rakshasa Heart. When consumed, you 
  gain the benefits of the true seeing spell 
  for one hour.
  • 
  1d2 Rakshasa Hands. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each of 
  the spells charm person, detect thoughts, 
  major image, and suggestion once per 
  day. You use your own spellcasting ability 
  and spell save DC when casting these 
  spells, and any spent uses recharge every 
  day at dawn. 
  • 
  1d8 Rakshasa Claws. One claw can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these claws put 
  a magical curse on the target they hit. 
  The magical curse takes effect whenever 
  the target takes a short or long rest, 
  filling the target’s thoughts with horrible 
  images and dreams. The cursed target 
  gains no benefit from finishing a short or 
  long rest. The curse lasts until it is lifted 
  by a remove curse spell or similar magic. 
  After the ammunition has been fired, it 
  loses this property. 
  • 
  2d4 Random Gems (Value 50 GP).
  Remorhaz
  • 
  4d6 Rations.
  • 
  1d4 Remorhaz Fangs. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  this weapon deals an additional 1d6 
  fire damage. 
  • 
  1 Remorhaz Hide. Can be crafted into 
  a set of light armor (3000 gp, 75 days). 
  _____________________________
  SECTION R
  _____________________________
  
  72
  Requires attunement. While wearing 
  the armor, you are resistant to fire and 
  cold damage. Two sets of armor can be 
  crafted from this hide. 
  • 
  2d8 Remorhaz Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 fire damage on a hit. 
  After the ammunition has been fired, it 
  loses this property. 
  Young Remorhaz
  • 
  2d6 Rations. 
  • 
  1d2 Remorhaz Fangs. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  this weapon deals an additional 3 (1d6) 
  fire damage. 
  • 
  1 Remorhaz Hide. Can be crafted into 
  a set of light armor (3000 gp, 75 days). 
  Requires attunement. While wearing 
  the armor, you are resistant to fire and 
  cold damage.
  • 
  2d4 Remorhaz Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 fire damage on a hit. 
  After the ammunition has been fired, it 
  loses this property. 
  Revenant
  • 
  1 Broken Leather Armor (size Medium). 
  • 
  1d4 Revenant Bones. By crushing one 
  of these bones, you gain the effects of 
  the augury spell. By crushing three of 
  these bones, you gain the effects of the 
  commune spell. 
  • 
  1d6 Revenant Cloak Strips. Can be used 
  as an additional material component 
  when casting spells that deal necrotic 
  damage. When used in this way, you may 
  reroll any 1s and 2s rolled on the damage 
  dice and must keep the second result. 
  • 
  1d2 Revenant Eyes. This eye can be 
  crafted into an eye of glaring (500 gp, 21 
  days). Requires attunement. Once per 
  day, while wearing this over your eye, you 
  can use an action to target one creature 
  you can see within 30 feet of you. The 
  target must make a DC 15 Wisdom 
  saving throw. On a failure, the target is 
  paralyzed until you deal damage to it, or 
  until the end of your next turn. When the 
  paralysis ends, the target is frightened 
  of you for one minute. The frightened 
  creature can repeat the saving throw 
  at the end of each of its turns, ending 
  the frightened condition on itself on 
  a success. 
  • 
  1 Revenant Heart. All undead creatures 
  within 30 feet of the heart are immune to 
  features that turn undead. 
  • 
  1 Vial of Ectoplasm. When consumed, 
  you can see into the Ethereal Plane for 
  one hour. 
  Roc
  • 
  10d6 Rations. 
  • 
  3d8 Roc Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 20 feet. They 
  also deal an additional 1d6 damage if the 
  target is a giant. After the ammunition 
  has been fired, it loses these properties.
  • 
  1d4 Roc Talons. Can be crafted into 
  a shortsword (100 gp, 2 days). This 
  weapon deals an additional 3 (1d6) 
  damage against giants. 
  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 
  
  73
  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. 
  Sahuagin
  Sahuagin
  • 
  1d4 Broken Spears. 
  • 
  1 Sahuagin Shark Pendant. Requires 
  attunement. While wearing this pendant, 
  you can magically communicate with any 
  shark within 120 of you, using a limited 
  telepathy. 
  Sahuagin Priestess
  • 
  1 Coral Staff. Can be used as a druidic 
  focus. Once per day each, you can cast 
  the spells bless and detect magic. 
  • 
  1 Sahuagin Shark Pendant. Requires 
  attunement. While wearing this pendant, 
  you can magically communicate with any 
  shark within 120 of you, using a limited 
  telepathy. 
  Sahuagin Baron
  • 
  1d4 Broken Tridents. 
  • 
  1 Sahuagin Shark Pendant. Requires 
  attunement. While wearing this pendant, 
  you can magically communicate with any 
  shark within 120 of you, using a limited 
  telepathy. 
  Salamanders
  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. 
  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.
  _____________________________
  SECTION S
  _____________________________
  
  74
  • 
  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. 
  Satyr
  • 
  2d6 Arrows. 
  • 
  1 Broken Shortbow. 
  • 
  1 Broken Shortsword.
  • 
  1 Ounce of Fey 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 
  10 Wisdom saving throw or become  
  confused as with the confusion spell until 
  the end of their next turn. 
  Scarecrow
  • 
  1d2 Scarecrow Hands. Can be used as 
  an arcane focus.
  • 
  1d10 Scarecrow Kindling. Can be used 
  as an additional material component 
  when casting spells that deal fire 
  damage. When used in this way, you deal 
  an additional 1d6 fire damage when you 
  cast the spell.  
  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. 
  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. 
  Skeleton
  • 
  2d6 Arrows.
  • 
  1 Broken Shortbow.
  • 
  1 Broken Shortsword. 
  Slaadi
  Tadpole
  • 
  1 Vial of Slaad Mesh. When consumed, 
  you have advantage on saving throws 
  against spells and other magical effects 
  for the next 10 minutes. 
  Red Slaad
  • 
  1 Red Slaad Hide. Can be crafted into a 
  set of light armor (15000 gp, 100 days). 
  
  75
  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). 
  • 
  1d6 Vials of Slaad Mesh. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  effects for the next 10 minutes. 
  Blue Slaad
  • 
  1 Blue Slaad Hide. Can be crafted into a 
  set of light armor (15000 gp, 100 days). 
  Requires attunement. While wearing 
  this armor, you have resistance to one 
  type of damage. The type of damage 
  you have resistance to can be chosen 
  and switched over the course of a short 
  or long rest. You can choose to have 
  resistance to acid, cold, fire, lightning, or 
  thunder damage. 
  • 
  1d4 Slaad Claws. Can be crafted into a 
  shortsword (10 gp, 2 days). 
  • 
  2d4 Vials of Slaad Mesh. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  effects for the next 10 minutes. 
  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. 
  Gray Slaad
  • 
  1 Gray Slaad Hide. Can be crafted into a 
  set of light armor (15000 gp, 100 days). 
  Requires attunement. While wearing 
  this armor, you have resistance to one 
  type of damage. The type of damage 
  you have resistance to can be chosen 
  and switched over the course of a short 
  or long rest. You can choose to have 
  resistance to acid, cold, fire, lightning, or 
  thunder damage. 
  • 
  1 Greatsword. This weapon is magical. 
  • 
  1d4 Slaad Claws. Can be crafted into a 
  dagger (2 gp, 1 day). 
  • 
  1d4 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  • 
  2d6 Vials of Slaad Mesh. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  effects for the next 10 minutes. 
  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). 
  
  76
  • 
  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. 
  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. 
  Sphinxes
  Androsphinx
  • 
  1d8 Androsphinx Claws. One claw 
  can be used as the tip on an arrow or 
  a crossbow bolt. Ranged attacks that 
  use ammunition made from these 
  claws are considered magical. After the 
  ammunition has been fired, it loses this 
  property. 
  • 
  1d2 Androsphinx Eyes. When consumed, 
  you gain truesight out to a range of 30 
  feet for one hour. 
  • 
  3d6 Androsphinx Feathers. Two feathers 
  can be used as fletching on an arrow 
  or a crossbow bolt. Ranged attacks 
  that use ammunition made from these 
  feathers are considered magical. They 
  also deal an additional 1d6 damage if the 
  target is hostile towards you. After the 
  ammunition has been fired, it loses these 
  properties.
  • 
  1 Androsphinx Hide. Can be crafted into 
  a set of light armor (2000 gp, 30 days). 
  Requires attunement. While wearing 
  this armor, you have advantage on 
  saving throws against being charmed or 
  frightened. In addition, you are immune 
  to any effect that would sense your 
  emotions or read your thoughts, as well 
  as any divination spell that you don’t 
  want to be affecting you. 
  • 
  2d6 Rations.
  • 
  2d8 Tufts of Androsphinx Fur. Two tufts 
  can be crafted into a bag of holding 
  (DMG, p. 153) (200 gp, 14 days). Four 
  tufts can be crafted into a cloak (500 
  gp, 21 gp). Requires attunement. While 
  wearing this cloak, you have resistance 
  to psychic damage. 
  • 
  2d6 Vials of Sphinx Blood. When 
  consumed, you gain resistance to psychic 
  damage for one hour. 
  Gynosphinx
  • 
  1d6 Gynosphinx Claws. One claw can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these claws 
  are considered magical. After the 
  ammunition has been fired, it loses this 
  property. 
  • 
  1d2 Gynosphinx Eyes. When consumed, 
  you gain truesight out to a range of 30 
  feet for one hour. 
  • 
  2d6 Gynosphinx Feathers. Two feathers 
  can be used as fletching on an arrow 
  or a crossbow bolt. Ranged attacks 
  that use ammunition made from these 
  feathers are considered magical. They 
  also deal an additional 1d6 damage if the 
  target is hostile towards you. After the 
  ammunition has been fired, it loses these 
  properties.
  • 
  1 Gynosphinx Hide. Can be crafted into 
  a set of light armor (2000 gp, 30 days). 
  Requires attunement. While wearing 
  this armor, you have advantage on 
  saving throws against being charmed or 
  frightened. In addition, you are immune 
  
  77
  to any effect that would sense your 
  emotions or read your thoughts, as well 
  as any divination spell that you don’t 
  want to be affecting you. 
  • 
  2d6 Rations.
  • 
  2d6 Tufts of Gynosphinx Fur. Two tufts 
  can be crafted into a bag of holding 
  (DMG, p. 153) (200 gp, 14 days). Four 
  tufts can be crafted into a cloak (500 
  gp, 21 gp). Requires attunement. While 
  wearing this cloak, you have resistance 
  to psychic damage. 
  • 
  1d8 Vials of Sphinx Blood. When 
  consumed, you gain resistance to psychic 
  damage for one hour. 
  Sprite
  • 
  1 Ounce of Fey 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 
  10 Wisdom saving throw or become  
  confused as with the confusion spell until 
  the end of their next turn. 
  • 
  1 Sprite Heart. When consumed, you 
  magically know the emotional state 
  of a creature’s emotional state for one 
  hour, provided that you are touching 
  the creature. If the creature you are 
  touching fails a DC 10 Charisma saving 
  throw, you also know the creature’s 
  alignment. Celestials, fiends, and undead 
  automatically fail the saving throw. 
  Stirge
  • 
  1 Ration.
  • 
  1 Stirge Proboscis. Functions as a dart. 
  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. 
  
  78
  Tarrasque
  • 
  4d8 Tarrasque Brain Chunks. When 
  consumed, you have advantage on 
  saving throws against being charmed, 
  frightened, paralyzed, and poisoned for 
  one hour. 
  • 
  30d6 Rations. 
  • 
  3d12 Small Tarrasque 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 1d10 damage. After the 
  ammunition has been fired, it loses this 
  property. 
  • 
  3d10 Tarrasque Bones. Can be crafted 
  into a maul (100 gp, 7 days) or into a 
  greatclub (90 gp, 7 days). This weapon 
  deals double damage to objects and 
  structures.
  • 
  1d10 Tarrasque Carapaces. One 
  carapace can be crafted into a shield 
  (4000 gp, 60 days), and two carapaces 
  can be crafted into a set of plate armor 
  (5000 gp, 65 days) or a set of half-plate 
  armor (4500 gp, 63 days). Requires 
  attunement. While wearing this piece 
  of armor, you have a +1 bonus to your 
  armor class. In addition, you can use 
  your reaction to reflect spells away 
  from you. If you are targeted by a magic 
  missile spell, a line spell, or a spell that 
  requires a ranged attack roll, roll a d6. 
  On a 1 to 5, you are unaffected by the 
  spell. On a 6, you are unaffected, and the 
  effect of the spell is reflected back at the 
  caster as though it originated from you, 
  turning the caster into the target. 
  • 
  1d2 Tarrasque Eyes. When consumed, 
  you gain blindsight out to a range of 120 
  feet for one hour. 
  • 
  1d4 Tarrasque Fangs. Can be crafted 
  into a greatsword (2000 gp, 30 days). 
  On a hit, this weapon deals an additional 
  2d6 damage.  
  • 
  1 Tarrasque Hide. Can be crafted into 
  a set of light armor (3000 gp, 75 days). 
  Requires attunement. While wearing 
  the armor, you are resistant to fire and 
  poison damage. Six sets of armor can be 
  crafted from this hide. 
  • 
  4d12 Vials of Tarrasque Blood. When 
  consumed, you have advantage on 
  saving throws against spells and other 
  magical effects. 
  • 
  3d8 Vials of Tarrasque Stomach Acid. 
  As an action, you can throw this vial up 
  to 30 feet away where it will shatter in a 
  mist of acid. Each creature within 15 feet 
  of where the vial landed must succeed 
  on a DC 19 Dexterity saving throw. A 
  creature takes 16d6 acid damage on a 
  failed save and half as much damage on 
  a successful one. 
  Thri-kreen
  • 
  1d3 Vials of Thri-kreen 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 11 
  Constitution saving throw or be poisoned 
  for one minute. If the saving throw fails 
  by 5 or more, the target is also paralyzed 
  while poisoned in this way. The poisoned 
  target can repeat the saving throw on 
  each of its turns, ending the effect on 
  itself on a success. Once applied, the 
  poison retains its potency for one minute 
  before drying. 
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  _____________________________
  
  79
  Treant
  • 
  1d4 Treant Bark 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). 
  • 
  2d12 Treant Branches. Can be used as 
  an additional material component when 
  casting spells that deal fire damage. 
  When used in this way, you deal an 
  additional 1d6 fire damage when you 
  cast the spell.
  • 
  1d2 Treant Trunks. Can be crafted into a 
  maul (100 gp, 7 days) or into a greatclub 
  (90 gp, 7 days). This weapon deals 
  double damage to objects and structures.
  • 
  1d2 Vials of Treant Sap. When 
  consumed, this functions as a potion 
  of healing. 
  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 helm of confusion (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). 
  Unicorn
  • 
  1 Unicorn Hide. Can be crafted into a set 
  of light armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to poison damage.
  • 
  1 Unicorn Horn. Requires attunement. 
  Can be used as an arcane focus or a 
  druidic focus. Once per day each, you can 
  cast the spells detect evil and good and 
  pass without a trace through the horn. 
  • 
  2d6 Vials of Unicorn Blood. When 
  consumed, this functions as a potion 
  of healing.
  _____________________________
  SECTION U
  _____________________________
  
  Vampire
  • 
  2d6 Ounces of Vampire Dust. When 
  consumed, you turn into a cloud of mist 
  as if subjected to the gaseous form spell. 
  This effect lasts for one hour. 
  • 
  1d10 Vampire Bones. Can be used as 
  an additional material component when 
  casting the spells that attempts to charm 
  a creature. When used in this way, the 
  target of the spell has disadvantage 
  on their saving throw against the 
  spell’s effects.
  • 
  1d2 Vampire Fangs. One fang can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 3d6 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken, and you regain hit points equal to 
  that amount. After the ammunition has 
  been fired, it loses these properties. 
  • 
  1d10 Vampire Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken. After the ammunition has been 
  fired, it loses these properties. 
  Vampire Spawn
  • 
  1d4 Vampire Claws. Can be crafted into 
  a dagger (2 gp, 1 day). 
  • 
  1d2 Vampire Fangs. One fang can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 3d6 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken, and you regain hit points equal to 
  that amount. After the ammunition has 
  been fired, it loses these properties. 
  • 
  1d10 Vampire Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken. After the ammunition has been 
  fired, it loses these properties. 
  _____________________________
  SECTION V
  _____________________________
  
  81
  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. 
  Wight
  • 
  3d6 Arrows.
  • 
  1 Broken Longbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Studded Leather Armor 
  (size Medium). 
  • 
  1 Wight Heart. Can be used as an 
  additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you deal an 
  additional 4d6 necrotic damage when 
  you cast the spell and you regain hit 
  points equal to the amount of necrotic 
  damage dealt.  
  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.
  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. 
  Wyvern
  • 
  2d6 Rations. 
  • 
  1 Wyvern Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  1 Wyvern Stinger. Can be crafted into 
  a shortsword (200 gp, 14 days), or 
  a longsword (200 gp, 14 days). This 
  _____________________________
  SECTION W
  _____________________________
  
  82
  weapon deals an additional 3 (1d6) 
  poison damage on a hit.
  • 
  1d12 Wyvern Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage. After the 
  ammunition has been fired, it loses this 
  property. 
  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 
  made from these teeth deal an additional 
  1d6 bludgeoning damage. After the 
  ammunition has been fired, it loses 
  this property.
  _____________________________
  SECTION X
  _____________________________
  Yeti
  • 
  2d6 Rations. 
  • 
  1d6 Tufts of Yeti Fur. Three tufts can 
  be crafted into a cloak (75 gp, 6 days). 
  When worn, you have advantage on 
  Dexterity (Stealth) checks made to hide 
  in snowy terrain. 
  • 
  1d2 Yeti Eyes. Can be used as an 
  additional material component when 
  casting spells that deal cold damage. 
  When used in this way, you deal an 
  additional 3d6 cold damage when you 
  cast the spell. 
  • 
  1 Yeti Hide. Can be crafted into a set of 
  light armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  _____________________________
  SECTION Y
  _____________________________
  
  83
  Abominable Yeti
  • 
  2d6 Rations. 
  • 
  1d8 Tufts of Yeti Fur. Three tufts can 
  be crafted into a cloak (75 gp, 6 days). 
  When worn, you have advantage on 
  Dexterity (Stealth) checks made to hide 
  in snowy terrain. 
  • 
  1d2 Yeti Eyes. Can be used as an 
  additional material component when 
  casting spells that deal cold damage.
  When used in this way, you deal an 
  additional 3d6 cold damage when you 
  cast the spell. 
  • 
  1 Yeti Hide. Can be crafted into a set of 
  light armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  • 
  1 Abominable Yeti Frost Gland. As an 
  action, you can throw this gland up to 30 
  feet away where it will explode in a cloud 
  of frost. Each creature within 10 feet 
  of where the gland landed must make 
  a DC 18 Constitution saving throw. A 
  creature takes 10d8 cold damage on a 
  failed save and half as much damage on 
  a successful one.
  Yuan-ti 
  Yuan-ti Abomination
  • 
  3d6 Arrows. 
  • 
  1 Broken Longbow.
  • 
  1 Broken Scimitar. 
  • 
  2d6 Rations. 
  • 
  1d4 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  • 
  1 Yuan-ti Hide. Can be crafted into a set 
  of light armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to poison damage.
  • 
  1d8 Yuan-ti Teeth. One tooth can be used 
  as the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition 
  made from these teeth deal an additional 
  3 (1d6) poison damage. After the 
  ammunition has been fired, it loses this 
  property. 
  Yuan-ti Malison
  • 
  3d6 Arrows (Type 1 and 3). 
  • 
  1 Broken Longbow (Type 1 and 3).
  • 
  1 Broken Scimitar (Type 1 and 3).
  • 
  1d6 Rations.
  • 
  1 Vial of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  • 
  1 Yuan-ti Hide. Can be crafted into a set 
  of light armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to poison damage.
  • 
  1d4 Yuan-ti Teeth. One tooth can be used 
  as the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition 
  made from these teeth deal an additional 
  3 (1d6) poison damage. After the 
  ammunition has been fired, it loses this 
  property. 
  Yuan-ti Pureblood
  • 
  2d6 Arrows. 
  • 
  1 Broken Scimitar. 
  • 
  1 Broken Shortbow.
  Yugoloths
  Arcanaloth
  • 
  1d4 Arcanaloth Claws. Can be crafted 
  into a dagger (250 gp, 14 days). This 
  weapon deals an additional 3 (1d6) 
  poison damage on a hit.
  • 
  1d2 Arcanaloth Eyes. When consumed, 
  you gain truesight out to a range of 30 
  feet for 10 minutes. 
  • 
  1 Arcanaloth Hide. Can be crafted 
  into a set of light armor (4000 gp, 90 
  days). Requires attunement. This armor 
  
  84
  grants resistance to cold, fire, and 
  lightning damage. 
  • 
  1 Arcanaloth Tongue. When consumed, 
  you gain advantage on Charisma checks 
  for one hour. 
  • 
  1 Spellbook. It has in it the following 
  spells: detect thoughts, contact other 
  plane, identify, chain lightning.
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you. 
  • 
  1d10 Vials of Yugoloth Muk. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if affected by the darkness 
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  • 
  1d8 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour. 
  Mezzoloth
  • 
  1 Trident. This weapon is magical. 
  • 
  1d4 Mezzoloth Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  1 Mezzoloth Hide. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor 
  grants resistance to cold, fire, and 
  lightning damage. 
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you. 
  • 
  1d6 Vials of Yugoloth Muk. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if affected by the darkness 
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  • 
  1d4 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour. 
  Nycaloth
  • 
  1 Greataxe. This weapon is magical. 
  • 
  1 Nycaloth Hide. Can be crafted into a 
  set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor 
  grants resistance to cold, fire, and 
  lightning damage. 
  • 
  1d2 Nycaloth Wings. Two wings can be 
  crafted into a cloak of the bat (DMG p. 
  159) (2000 gp, 60 days). 
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you. 
  • 
  1d8 Vials of Yugoloth Muk. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  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. 
  • 
  1d6 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour. 
  Ultroloth
  • 
  1 Longsword. This weapon is magical. 
  • 
  1d2 Ultroloth Eyes. This eye can be 
  crafted into an eye of hypnotic gazing 
  (500 gp, 21 days). Requires attunement. 
  Once per day, while wearing this over 
  your eye, you can use an action to target 
  one creature you can see within 30 feet 
  of you and that can also see you. The 
  target must succeed on a DC 17 Wisdom 
  saving throw or be charmed by you 
  until the end of your next turn. While 
  charmed, the creature is stunned. 
  
  85
  • 
  1 Ultroloth 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. 
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you. 
  • 
  2d6 Vials of Yugoloth Muk. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if affected by the darkness 
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  • 
  1d8 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour. 
  Zombie 
  • 
  1 Zombie Hand. Can be used as an 
  arcane focus.
  _____________________________
  SECTION Z
  _____________________________
  
  86
  _____________________________
  MISCELLANEOUS 
  CREATURES
  _____________________________
  Ape
  • 
  1 Ape Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations. 
  Awakened Shrub
  • 
  1 Twig. Can be used as an arcane focus 
  or a druidic focus. 
  Awakened Tree
  • 
  2d6 Enchanted Logs. When set on fire, 
  one enchanted log 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. 
  Axe Beak
  • 
  1d8 Axe Beak Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  2d6 Rations. 
  Baboon
  • 
  1 Baboon Hide. Four hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  1d4 Rations. 
  Badger
  • 
  1 Badger Hide. Eight hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  1 Ration. 
  Bat 
  1 Ration.
  Black Bear
  • 
  1 Black Bear Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations. 
  Blink Dog
  • 
  1 Blink Dog Heart. When consumed, 
  you and any equipment you are wearing 
  or carrying magically teleport to an 
  unoocupied space of your choice that you 
  can see within 40 feet of you. 
  • 
  1 Ounce of Fey 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 
  10 Wisdom saving throw or become  
  confused as with the confusion spell until 
  the end of their next turn. 
  Blood Hawk
  • 
  1d8 Blood Hawk Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  1d4 Rations. 
  
  87
  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. 
  Brown Bear
  • 
  1d4 Brown Bear Claws. Can be crafted 
  into a dagger (2 gp, 1 day). 
  • 
  1 Brown Bear Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d6 Rations.
  Camel
  • 
  1 Camel Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Cat
  • 
  1 Cat Hide. Eight hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1 Ration. 
  Constrictor Snake
  • 
  1 Constrictor Snake Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Crab
  • 
  1 Crab Shell. Eight shells can be crafted 
  into a shield (20 gp, 3 days). 
  • 
  1 Ration. 
  Crocodile
  • 
  1 Crocodile Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  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. 
  Deer
  • 
  1 Deer Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations. 
  Dire Wolf
  • 
  1 Dire Wolf Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d8 Dire Wolf 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. 
  • 
  2d6 Rations. 
  Draft Horse
  • 
  1 Draft Horse Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  
  88
  Eagle
  • 
  1d8 Eagle Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  1d4 Rations. 
  Elephant
  • 
  1 Elephant Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Two sets of 
  armor can be crafted from this hide. 
  • 
  4d6 Rations. 
  Elk
  • 
  1 Elk Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Flying Snake
  • 
  1 Ration. 
  Frog
  • 
  1 Ration. 
  Giant Ape
  • 
  1 Giant Ape Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Two sets of 
  armor can be crafted from this hide. 
  • 
  4d6 Rations. 
  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 Bat
  • 
  1 Giant Bat Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Giant Boar
  • 
  1 Boar Hide. 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 
  shortsword (10 gp, 2 days). 
  • 
  2d6 Rations. 
  Giant Centipede
  • 
  1d6 Rations. 
  Giant Constrictor Snake
  • 
  1 Giant Constrictor Snake Hide. Can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  Two sets of armor can be crafted from 
  this hide. 
  • 
  1d2 Giant Constrictor Snake Fangs. Can 
  be crafted into a dagger (2 gp, 1 day). 
  • 
  4d6 Rations. 
  Giant Crab
  • 
  1 Crab Shell. Two shells can be crafted 
  into a shield (20 gp, 3 days). 
  • 
  1d6 Rations. 
  Giant Crocodile
  • 
  1 Giant Crocodile Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  Two sets of armor can be crafted from 
  this hide. 
  • 
  1d10 Giant Crocodile 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 
  
  89
  an additional 1d4 damage on a hit. After 
  the ammunition has been fired, it loses 
  this property. 
  • 
  4d6 Rations. 
  Giant Eagle
  • 
  2d6 Giant Eagle Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  2d6 Rations. 
  Giant Elk
  • 
  1 Giant Elk Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Two sets of 
  armor can be crafted from this hide. 
  • 
  4d6 Rations. 
  Giant Fire Beetle
  • 
  1d4 Rations. 
  Giant Frog
  • 
  1 Giant Frog Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations. 
  Giant Goat
  • 
  1 Giant Goat Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Giant Hyena
  • 
  1 Giant Hyena Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  1d10 Giant 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. 
  • 
  2d6 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. 
  Giant Owl
  • 
  1d8 Giant Owl Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  2d6 Rations. 
  Giant Poisonous Snake
  • 
  1 Giant Poisonous Snake Hide. Two 
  hides can be crafted into leather armor 
  (10 gp, 2 days) or studded leather armor 
  (45 gp, 3 days). 
  • 
  1d6 Rations. 
  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 Scorpion
  • 
  1 Giant Scorpion Hide. Can be crafted 
  into half-plate armor (1200 gp, 5 days).
  • 
  2d6 Rations. 
  
  90
  Giant Sea Horse
  • 
  1 Giant Sea Horse Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Giant Shark
  • 
  1 Giant Shark Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Two sets of 
  armor can be crafted from this hide. 
  • 
  1d10 Giant 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 fired, it loses 
  this property. 
  • 
  4d6 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 Toad
  • 
  1 Giant Toad Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Giant Vulture
  • 
  2d6 Giant Vulture Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  2d6 Rations. 
  Giant Wasp
  • 
  1 Giant Wasp Stinger. One stinger can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d6 poison damage. 
  After the ammunition has been fired, it 
  loses this property.
  • 
  2d6 Rations. 
  Giant Weasel
  • 
  1 Giant Weasel Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  1d6 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. 
  Goat
  • 
  1 Goat Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations. 
  Hawk
  • 
  1d4 Hawk Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  1d4 Rations. 
  Hunter Shark
  • 
  1 Hunter Shark Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  
  91
  • 
  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 fired, it loses 
  this property. 
  • 
  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. 
  Jackal
  • 
  1 Jackal Hide. Four hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d4 Rations. 
  Killer Whale
  • 
  1 Killer Whale Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Two sets of 
  armor can be crafted from this hide. 
  • 
  2d6 Killer Whale 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. 
  • 
  4d6 Rations. 
  Lion
  • 
  1 Lion Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). 
  • 
  1d10 Lion 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. 
  • 
  2d6 Rations. 
  Lizard
  • 
  1 Ration. 
  Mammoth
  • 
  1 Mammoth Hide. Can be crafted 
  into leather armor (25 gp, 2 days) or 
  studded leather armor (70 gp, 3 days). 
  While wearing this armor, you suffer no 
  penalties from being in extreme cold. 
  Two sets of armor can be crafted from 
  this hide. 
  • 
  4d6 Rations. 
  Mastiff
  • 
  1 Mastiff Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations. 
  Mule
  • 
  1 Mule Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations. 
  Octopus
  • 
  1d4 Rations. 
  Owl
  • 
  1d4 Owl Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been fired, it loses 
  this property.
  • 
  1 Ration. 
  
  92
  Panther
  • 
  1 Panther Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations. 
  Phase Spider
  • 
  1 Phase Spider Hide. Can be crafted 
  into leather armor (50 gp, 2 days) 
  or studded leather armor (85 gp, 3 
  days). While wearing this armor, you 
  ignore movement restrictions caused 
  by webbing. 
  • 
  2d6 Rations. 
  Poisonous Snake
  • 
  1 Ration. 
  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. 
  Pony
  • 
  1 Pony Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations. 
  Quipper
  • 
  1 Ration. 
  Rat
  • 
  1 Ration. 
  Raven
  • 
  1 Ration. 
  • 
  1d4 Raven Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been fired, it loses 
  this property.
  Reef Shark
  • 
  1d6 Rations. 
  • 
  1 Reef Shark Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  1d4 Reef 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 fired, it loses 
  this property. 
  Rhinoceros
  • 
  2d6 Rations. 
  • 
  1 Rhinoceros Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  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). 
  Saber-Toothed Tiger
  • 
  2d6 Rations. 
  • 
  1 Saber-Toothed Tiger Hide. Can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  1d10 Saber-Toothed Tiger 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. 
  Scorpion
  • 
  1 Ration. 
  
  93
  • 
  1 Scorpion Stinger. One stinger can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from this stinger deal 
  an additional 1d6 poison damage. After 
  the ammunition has been fired, it loses 
  this property.
  Sea Horse
  • 
  1 Ration. 
  Spider
  • 
  1 Ration. 
  Swarm of Bats
  • 
  1d6 Rations. 
  Swarm of Insects
  • 
  1d6 Rations. 
  Swarm of Poisonous Snakes
  • 
  1d6 Rations. 
  Swarm of Quippers
  • 
  1d6 Rations. 
  Swarm of Rats
  • 
  1d6 Rations. 
  Swarm of Ravens
  • 
  1d6 Rations. 
  • 
  2d6 Raven Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been fired, it loses 
  this property.
  Tiger
  • 
  2d6 Rations. 
  • 
  1 Tiger Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). 
  • 
  1d10 Tiger 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. 
  Vulture
  • 
  1d6 Rations.
  • 
  1d6 Vulture Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been fired, it loses 
  this property.
  Warhorse
  • 
  2d6 Rations. 
  • 
  1 Warhorse Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  Weasel
  • 
  1 Ration. 
  Winter Wolf
  • 
  2d6 Rations. 
  • 
  1 Winter Wolf Hide. Can be crafted into 
  a set of light armor (2100 gp, 60 days). 
  While wearing this armor, you have 
  resistance to cold damage and you have 
  advantage on Dexterity (Stealth) checks 
  made to hide in snowy terrain.
  • 
  1d10 Winter Wolf 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 fired, it 
  loses this property. 
  
  94
  Wolf
  • 
  1d6 Rations. 
  • 
  1 Wolf Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  Worg
  • 
  2d6 Rations. 
  • 
  1 Worg Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). 
  _____________________________
  NONPLAYER    
  CHARACTERS
  _____________________________
  Acolyte
  • 
  1 Broken Club. 
  • 
  1 Flask of Holy Water. 
  • 
  1 Holy Symbol. Matches the religious 
  beliefs of the acolyte. 
  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. 
  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. 
  Berserker
  • 
  1 Broken Greataxe. 
  • 
  1 Broken Hide Armor.
  Commoner
  • 
  1 Broken Club. 
  Cultist
  • 
  1 Broken Leather Armor. 
  • 
  1 Broken Scimitar. 
  • 
  1 Symbol of the cultist’s order. 
  
  95
  Cult Fanatic
  • 
  1 Broken Leather Armor. 
  • 
  1 Broken Dagger. 
  • 
  1 Symbol of the cultist’s order. 
  Druid
  • 
  1 Dire Wolf Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d8 Dire Wolf 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. 
  • 
  2d6 Rations. 
  Gladiator
  • 
  1 Broken Shield. 
  • 
  1d4 Broken Spears. 
  • 
  1 Broken Studded Leather Armor. 
  Guard
  • 
  1 Broken Chain Shirt. 
  • 
  1 Broken Shield. 
  • 
  1d4 Broken Spears. 
  Knight
  • 
  1 Broken Greatsword. 
  • 
  1 Broken Heavy Crossbow. 
  • 
  1 Broken Plate Armor.
  • 
  2d6 Crossbow Bolts.
  Mage
  • 
  1 Arcane Focus. 
  • 
  1 Broken Dagger. 
  • 
  1 Book. 
  • 
  1 Spellbook. It has in it the following 
  spells: cone of cold, greater invisibility, 
  misty step, suggestion. 
  Noble
  • 
  1 Broken Breastplate.
  • 
  1 Broken Rapier. 
  • 
  1d4 Random Gems (Value 10 GP).
  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. 
  Scout
  • 
  2d6 Arrows. 
  • 
  1 Broken Leather Armor. 
  • 
  1 Broken Longbow. 
  • 
  1 Broken Shortsword.
  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. 
  Thug
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Leather Armor. 
  • 
  1 Broken Mace. 
  • 
  2d6 Crossbow Bolts. 
  Tribal Warrior
  • 
  1 Broken Hide Armor. 
  • 
  1d4 Broken Spears. 
  Veteran
  • 
  1 Broken Heavy Crossbow. 
  • 
  1 Broken Longsword. 
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Splint Armor.
  • 
  2d6 Crossbow Bolts. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Vol.1 Monster Manual.pdf