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  2/17/2019
  The Homebrewery - NaturalCrit
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  2/23
  Table of Contents
  Table of Contents
  Creature Harvest
  Creature Harvest
  Creature
  Creature
  Possible Loot
  Possible Loot
  Value (GP)
  Value (GP)
  Use
  Use
  Aldani
  Tail 
  Claw 
  Eyes 
  Medium Chitin Fragments
  4gp 
  2gp 
  8sp 
  5gp
  Trophy 
  Trophy 
  Practical 
  Trophy, Practical
  Androsphinx
  Large Hide 
  Teeth 
  Claws 
  Jawbone
  10gp 
  4gp 
  25gp 
  8gp
  Trophy, Practical 
  Trophy 
  Trophy 
  Practical
  Ankheg
  Large Chitin Fragments 
  Mandible 
  Acid Sac
  25gp 
  4gp 
  75gp
  Trophy, Practical 
  Trophy 
  Practical
  Astral Dreadnought
  Large Eye 
  Teeth 
  Spines 
  Gargantuan Hide
  30gp 
  1gp 
  2gp 
  150gp
  Practical 
  Trophy 
  Trophy, Practical 
  Trophy, Practical
  Banderhobb
  Hand 
  Large Skin
  8gp 
  15gp
  Trophy, Practical 
  Trophy, Practical
  Basilisk
  Large Hide 
  Eggs 
  Tail 
  Teeth 
  Eyes
  10gp 
  100gp 
  8sp 
  1gp 
  12gp
  Trophy, Practical 
  Practical 
  Trophy 
  Trophy 
  Practical
  Behir
  Huge Skin 
  Elemental Gland 
  Eggs 
  Eyes 
  12gp 
  3gp 
  100gp 
  3gp
  Trophy, Practical 
  Practical 
  Practical 
  Practical
  Bulette
  Armor Plating  
  Eggs  
  Claws
  1gp  
  50gp 
  6gp
  Trophy, Practical 
  Practical 
  Trophy, Practical
  Carrion Crawler
  Tentacles 
  Teeth
  5sp 
  1gp
  Practical  
  Trophy
  D
  UNGEONS & 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
  D Larson and published under the Community Content
  Agreement for Dungeon Masters Guild.
   
  Thank you all for the love
  Thank you all for the love
  and support!
  and support!
  I have been loving speaking with you about your thoughts and
  feedback, and how you have used these supplements within
  your own games. I hope the following volumes continue to be
  helpful and enjoyable! Up next, Vol IV: Elementals!
   
  1
  INDEX
  
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  Creature Harvest
  Creature Harvest
  Creature
  Creature
  Possible Loot
  Possible Loot
  Value (GP)
  Value (GP)
  Use
  Use
  Catoblepas
  Tusks 
  Tail 
  Eye 
  Large Pelt
  1gp 
  6sp 
  1gp 
  10gp
  Trophy, Practical 
  Trophy 
  Practical 
  Trophy, Practical
  Cave Fisher
  Filament Gland 
  Blood  
  Legs 
  Medium Chitin Fragments
  15gp 
  4sp 
  1gp 
  5gp
  Practical 
  Practical 
  Trophy, Practical 
  Trophy, Practical
  Centaur
  Hooves 
  Medium Pelt
  2gp 
  6gp
  Trophy 
  Trophy, Practical
  Chimera
  Claws 
  Large Pelt 
  Elemental Gland 
  Teeth 
  Horns
  5gp 
  15gp 
  75gp 
  4gp 
  7gp
  Trophy 
  Trophy, Practical 
  Practical 
  Trophy 
  Trophy, Practical
  Chitine
  Oil Glands
  10gp
  Practical
  Choldrith
  Web Spinner 
  Mandibles
  3gp 
  5gp
  Practical 
  Trophy, Practical
  Cockatrice
  Tongue 
  Tail
  3sp 
  1gp
  Practical 
  Trophy, Practical
  Darkmantle
  Teeth 
  Tentacles 
  Eyes
  1gp 
  4gp 
  8sp
  Trophy 
  Trophy, Practical 
  Practical
  Death Dog
  Teeth 
  Claws 
  Saliva 
  Heart 
  Medium Pelt
  6sp 
  2gp 
  3gp 
  7gp 
  6gp
  Trophy 
  Trophy 
  Practical 
  Practical 
  Trophy, Practical
  Displacer Beast
  Teeth 
  Claws 
  Large Pelt 
  Tentacles
  1gp 
  5gp 
  15gp 
  3gp
  Trophy 
  Trophy 
  Trophy, Practical 
  Trophy, Practical
  Doppleganger
  Brain Matter
  8gp
  Practical
  Drider
  Teeth 
  Legs
  1gp 
  6gp
  Trophy 
  Trophy, Practical
  Eblis
  Beak 
  Feathers 
  Eggs
  2gp 
  5gp 
  15gp
  Trophy, Practical 
  Trophy, Practical 
  Practical
  Ettercap
  Teeth 
  Web Spinner 
  Claws
  1gp 
  15gp 
  2gp
  Trophy 
  Trophy, Practical 
  Trophy
  Froghemoth
  Teeth 
  Tentacles 
  Air Bladder
  8sp 
  3gp 
  6gp
  Trophy 
  Trophy, Practical 
  Practical
  Giant Strider
  Teeth 
  Elemental Gland 
  Large Skin
  1gp 
  75gp 
  15gp
  Trophy 
  Trophy, Practical 
  Trophy, Practical
  Girallon
  Teeth 
  Claws 
  Large Pelt 
  Monkey Paw
  1gp 
  2gp 
  18gp 
  15gp
  Trophy 
  Trophy 
  Trophy, Practical 
  Trophy
  Gorgon
  Large Metal Scrap 
  Horn 
  Blood 
  Gas Gland
  40gp 
  3gp 
  20gp 
  8gp
  Trophy, Practical 
  Trophy, Practical 
  Practical 
  Practical
  Gray Render
  Large Hide 
  Teeth 
  Claws 
  Eyes
  10gp 
  1gp 
  2gp 
  8sp
  Trophy, Practical 
  Trophy 
  Trophy 
  Practical
  2
  INDEX
  
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  Creature Harvest
  Creature Harvest
  Creature
  Creature
  Possible Loot
  Possible Loot
  Value (GP)
  Value (GP)
  Use
  Use
  Grick
  Medium Hide 
  Tentacles 
  Teeth
  6gp 
  2gp 
  1gp
  Trophy, Practical 
  Trophy, Practical 
  Trophy
  Grick, Alpha
  Large Hide 
  Teeth 
  Tentacles
  10gp 
  2gp 
  3gp
  Trophy, Practical 
  Trophy 
  Trophy, Practical
  Griffon
  Feathers 
  Claws 
  Eggs 
  Medium Hide
  6gp 
  2gp 
  3,200gp 
  10gp
  Trophy, Practical 
  Trophy 
  Practical 
  Trophy, Practical
  Guardian Naga
  Teeth 
  Large Snakeskin 
  Venom 
  Heart 
  Eyes
  1gp 
  15gp 
  150gp 
  65gp 
  3gp
  Trophy 
  Trophy, Practical 
  Practical 
  Practical 
  Practical
  Gynosphinx
  Teeth 
  Claws 
  Feathers 
  Large Pelt
  2gp 
  4gp 
  8gp 
  15gp
  Trophy 
  Trophy 
  Trophy, Practical 
  Trophy, Practical
  Harpy
  Claws 
  Tongue 
  Feathers
  1gp 
  4sp 
  8sp
  Trophy, Practical 
  Trophy, Practical 
  Trophy
  Hippogriff
  Claws 
  Large Hide 
  Eggs
  1gp 
  10gp 
  1,200gp
  Trophy 
  Trophy, Practical 
  Practical
  Hook Horror
  Hook Claws 
  Large Chitin Fragments
  3gp 
  9gp
  Trophy, Practical 
  Trophy, Practical 
  Hydra
  Teeth 
  Claws 
  Huge Skin
  2gp 
  5gp 
  35gp
  Trophy, Practical 
  Trophy, Practical 
  Trophy, Practical
  Ice Toad
  Teeth 
  Air Bladder 
  Tongue
  8sp 
  5gp 
  4gp
  Trophy 
  Practical 
  Trophy, Practical
  Kamadan
  Teeth 
  Claws 
  Venom 
  Large Pelt
  1gp 
  2gp 
  150gp 
  15gp
  Trophy 
  Trophy 
  Practical 
  Trophy, Practical
  Kraken
  Teeth 
  Tentacles 
  Eyes 
  Ink Sac
  4gp 
  25gp 
  10gp 
  25gp
  Trophy 
  Trophy, Practical 
  Practical 
  Practical
  Kruthik, Adult
  Eyes 
  Legs 
  Teeth 
  Medium Chitin Fragments
  1gp 
  2gp 
  6sp 
  6gp
  Practical 
  Trophy, Practical 
  Trophy 
  Trophy, Practical
  Kruthik, Hive Lord
  Teeth 
  Eyes 
  Legs 
  Large Chitin Fragments
  9sp 
  1gp 
  3gp 
  9gp
  Trophy 
  Trophy 
  Trophy, Practical 
  Trophy, Practical
  Kruthik, Young
  Teeth 
  Eyes 
  Legs 
  Small Chitin Fragments
  5sp 
  3sp 
  7sp 
  3gp
  Trophy 
  Practical 
  Trophy, Practical 
  Trophy, Practical
  Lamia
  Hands 
  Claws 
  Medium Hide**
  10gp 
  3gp 
  9gp
  Trophy, Practical 
  Trophy 
  Trophy, Practical
  Leucrotta
  Teeth 
  Hooves 
  Tongue 
  Large Pelt
  1gp 
  2gp 
  1gp 
  12gp
  Trophy 
  Trophy 
  Practical 
  Trophy, Practical
  3
  INDEX
  
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  Creature Harvest
  Creature Harvest
  Creature
  Creature
  Possible Loot
  Possible Loot
  Value (GP)
  Value (GP)
  Use
  Use
  Manticore
  Teeth 
  Claws 
  Tail Spikes 
  Large Pelt
  1gp 
  3gp 
  5gp 
  15gp
  Trophy 
  Trophy 
  Trophy, Practical 
  Trophy, Practical
  Medusa
  Eyes 
  Snake Hair
  80gp 
  5gp
  Practical 
  Trophy, Practical
  Merrow
  Claws 
  Air Bladder 
  Teeth
  1gp 
  5sp 
  8sp
  Trophy 
  Practical 
  Trophy
  Mimic
  Amorphous Flesh 
  Chemical Adhesive
  6gp 
  15gp
  Practical 
  Practical
  Minotaur
  Horns 
  Hooves 
  Large Hide
  4gp 
  2gp 
  10gp
  Trophy, Practical 
  Practical 
  Trophy, Practical
  Owlbear
  Feathers 
  Claws 
  Eggs 
  Large Pelt
  2gp 
  3gp 
  1,100gp 
  12gp
  Trophy, Practical 
  Trophy 
  Practical 
  Trophy, Practical
  Peryton
  Teeth 
  Talons 
  Antlers 
  Eggs
  6sp 
  1gp 
  2gp 
  180gp
  Trophy 
  Trophy 
  Trophy 
  Practical
  Phase Spider
  Mandibles 
  Legs 
  Large Chitin Fragments 
  Heart
  2gp 
  6gp 
  20gp 
  15gp
  Trophy, Practical 
  Trophy, Practical 
  Trophy, Practical 
  Practical
  Piercer
  Eye 
  Mandibles
  6sp 
  2gp
  Practical 
  Trophy, Practical
  Purple Worm
  Teeth 
  Gargantuan Skin 
  Tail Stinger
  2gp 
  50gp 
  8gp
  Trophy 
  Trophy, Practical 
  Trophy, Practical
  Purple Wormling
  Teeth 
  Large Skin 
  Tail Stinger
  8sp 
  10gp 
  4gp
  Trophy 
  Trophy, Practical 
  Trophy, Practical
  Remorhaz
  Teeth 
  Claws 
  Elemental Gland 
  Huge Chitin Fragments 
  Eyes
  2gp 
  5gp 
  75gp 
  40gp 
  6gp
  Trophy 
  Trophy 
  Practical 
  Trophy, Practical 
  Practical
  Remorhaz, Young
  Teeth 
  Claws 
  Elemental Gland 
  Large Chitin Fragments 
  Eyes
  1gp 
  3gp 
  75gp 
  20gp 
  2gp
  Trophy 
  Trophy 
  Practical 
  Trophy, Practical 
  Practical
  Roc
  Feathers 
  Talons 
  Beak 
  Eggs
  3gp 
  4gp 
  7gp 
  130gp
  Trophy, Practical 
  Trophy 
  Trophy, Practical 
  Practical
  Roper
  Teeth 
  Tendrils 
  Eyes
  1gp 
  2gp 
  9sp
  Trophy 
  Trophy, Practical 
  Practical
  Rust Monster
  Teeth 
  Antennae 
  Medium Chitin Fragments*
  6sp 
  4sp 
  10gp
  Trophy 
  Practical 
  Trophy, Practical
  Sea Lion
  Teeth 
  Claws 
  Medium Hide
  8sp 
  2gp 
  6gp
  Trophy 
  Trophy 
  Trophy, Practical
  Shadow Mastiff
  Medium Hide 
  Teeth 
  Claws
  6gp 
  8sp 
  2gp
  Trophy, Practical 
  Trophy 
  Trophy
  4
  INDEX
  
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  Creature Harvest
  Creature Harvest
  Creature
  Creature
  Possible Loot
  Possible Loot
  Value (GP)
  Value (GP)
  Use
  Use
  Spirit Naga
  Teeth 
  Large Snakeskin 
  Venom 
  Heart 
  Eyes
  1gp 
  15gp 
  175gp 
  5gp 
  4gp
  Trophy 
  Trophy, Practical 
  Practical 
  Practical 
  Practical
  Su-Monster
  Teeth 
  Claws 
  Medium Hide 
  Monkey Paw
  8sp 
  2gp 
  6gp 
  10gp
  Trophy 
  Trophy 
  Trophy, Practical 
  Trophy
  Tarrasque
  Teeth 
  Claws 
  Horns 
  Tail 
  Heart
  40gp 
  100gp 
  150gp 
  200gp 
  1,200gp
  Trophy 
  Trophy 
  Trophy, Practical 
  Trophy, Practical 
  Trophy, Practical
  The Angry
  Eyes 
  Claws 
  Blood
  4gp 
  25gp 
  1gp
  Practical 
  Trophy, Practical 
  Practical
  The Hungry
  Claws 
  Teeth 
  Blood
  4gp 
  3gp 
  1gp
  Trophy  
  Trophy 
  Practical
  The Lonely
  Arm 
  Eyes 
  Blood
  2gp 
  7gp 
  1gp
  Trophy, Practical 
  Practical 
  Practical
  The Lost
  Teeth 
  Spikes
  4gp 
  25gp
  Trophy 
  Trophy, Practical
  The Wretched
  Teeth 
  Claws
  10gp 
  12gp
  Trophy, Practical 
  Trophy, Practical
  Tlincalli
  Claws 
  Large Chitin Fragments 
  Stinger 
  Venom
  3gp 
  9gp 
  12gp 
  150gp
  Trophy 
  Trophy, Practical 
  Trophy, Practical 
  Practical
  Trapper
  Acid Sac 
  Large Skin
  50gp 
  10gp
  Practical 
  Trophy, Practical
  Umber Hulk
  Eyes 
  Claws 
  Large Chitin Fragments 
  Mandibles
  7sp 
  2gp 
  9gp 
  2gp
  Practical 
  Trophy 
  Trophy, Practical 
  Trophy, Practical
  Winter Wolf
  Teeth 
  Large Pelt 
  Elemental Gland
  1gp 
  2gp 
  30gp
  Trophy 
  Trophy, Practical 
  Practical
  Worg
  Teeth 
  Claws 
  Large Pelt
  8sp 
  1gp 
  10gp
  Trophy 
  Trophy 
  Trophy, Practical
  Yestabrod
  Spore Pod
  6gp
  Practical
  Yeti
  Large Pelt 
  Teeth 
  Claws 
  Horns 
  10gp 
  8sp 
  2gp 
  4gp
  Trophy, Practical 
  Trophy 
  Trophy 
  Trophy, Practical
  Yeti, Abominable
  Huge Pelt 
  Teeth 
  Claws 
  Horns 
  Elemental Gland
  40gp 
  8sp 
  2gp 
  10gp 
  75gp
  Trophy, Practical 
  Trophy 
  Trophy 
  Trophy, Practical 
  Practical
  Yuan-Ti
  Medium Snakeskin 
  Eyes 
  Tongue 
  Venom* 
  Acid Sac**
  8gp 
  4sp 
  2sp 
  150gp 
  50gp
  Trophy, Practical 
  Practical 
  Trophy 
  Practical 
  Practical
  Zorbo
  Small Hide  
  Teeth 
  Claws
  3gp 
  7sp 
  1gp
  Trophy, Practical 
  Trophy 
  Trophy
  5
  INDEX
  
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  An Introduction to Skinning
  An Introduction to Skinning
  The parts I have listed here are by no means the ONLY parts
  you can use from a creature, but I have listed the most com-
  mon and easily sold pieces. Each creature will likely possess
  some of the following, as described by the table below:
  Meat- how much, how to store it, and how much a vendor
  may pay for it.
  Eggs- for applicable creatures, eggs can be eaten or sold
  as future pets.
  Pelts, Skins, and Hides - pelts and hides can be worked
  into cloaks, bags, or leathers, or sold to vendors.
  Claws, Fangs, and Teeth - these parts are typically only
  used as trophies, but can often be made into jewelry or
  sold to vendors.
  Venom - certain serpents and arachnids (such as scorp-
  ions and spiders) possess venom glands that can be
  carefully extracted or bled into containers. This venom
  can be sold to vendors (as is illegal in many cities) or kept
  for personal use.
  Skinner
  Skinner's Tools
  s Tools
  Each toolkit contains a skinning knife, a whetstone,
  two sets of hempen rope (25 feet long), a flask of
  oil, 1 lb of salt, and two hunting traps. 25gp, 
  25gp, 30lbs
  30lbs
  Using the Tools (Survival)
  Using the Tools (Survival)
  Activity
  Activity
  Time Spent
  Time Spent
  DC
  DC
  Skinning tiny
  tiny & small
  small game
  15 Minutes
  10
  Skinning medium
  medium game
  45 Minutes
  15
  Skinning large
  large game
  1 Hour
  20
  Skinning huge
  huge game
  8 Hours
  25
  Skinning gargantuan
  gargantuan game
  1 Week
  30
  On a successful check, the amount of meat
  harvested is determined above. The other parts,
  such as pelts and claws, are also included in these
  DC checks.
  A failed Survival check will result in half the meat
  being worthless and ruining the pelt or hide in
  question.
  You are proficient with Skinner's Tools if you are
  proficient with Leatherworker's Tools.
  The Harvesting of Meat
  The Harvesting of Meat
  Unlike aberrant meat, the meat of monstrosities is relatively
  edible. Certain exceptions exist, where the meat itself may
  contain a toxicity that cannot be cooked, or the creature's
  form doesn't actually possess meat (such as mimics).
  Innkeepers and taverns may be interested in purchasing
  raw meat from players. Standard game, such as rabbits, deer,
  bear, etc will likely be purchased at 5cp per lb. More exotic
  meats, such as tiger, crocodile, and shark will be worth much
  more, depending on the location and the rarity of the creature
  whose meat you are trying to sell. I suggest 5sp per lb, with a
  x2 or x3 exoticism modifier per DM discretion. For more exo-
  tic sales, keeping a trophy to prove what the meat came from
  may be useful.
  Meats harvested must be either salted or sold within 2
  days of the kill, otherwise the meat will spoil.
  Game Size
  Game Size
  Harvestable Meats (lbs)
  Harvestable Meats (lbs)
  Tiny
  1d4 lbs
  Small
  1d6+10 lbs
  Medium
  3d10+30 lbs
  Large
  8d10+50 lbs
  Huge
  12d10+100 lbs
   
   
   
   
   
   
   
   
  artist: Lucas Firmino
  6
  HARVESTING TABLES
  
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  Practical Parts & How To Use Them
  Practical Parts & How To Use Them
  M
  any hunters take trophies from their
  quarry, especially from beasts- but to
  harvest the organs and extremities
  from abominations and monsters (and
  to craft them into something useful or
  valuable) is another practice altogether.
  How To Use This Guide
  How To Use This Guide
  While the following crafting guide is full of ideas and
  suggestions of my own, I do encourage DMs using this index
  to embrace the ingenuity of their players and think outside
  the box! This guide, as all my others, is meant to be the
  foundation for your own marvelous ideas... and to help your
  players bring life to theirs.
  Brain Matter. While not many monstrosities have latent
  psychic abilities, there are still rare instances where astral
  links and mental abilities can be found traced back to the
  brain matter of the creature.
  Extracting brain matter properly requires using Alchemy
  Supplies (DC 18), with which one can then boil down the
  tissue into a concentrated liquid. This potion, when ingested,
  will give the imbiber the intended effects.
  Blood. The blood of creatures can sometimes contain
  traces of the magic used in their creation. Other times, it
  carries pestilence and poison.
  Blood is easily drained from the body and thus requires no
  check (unless specifically stated), but it must be stored in a
  clean glass container to avoid contamination.
  Chitin Fragments and Hides. Depending on the size of
  them, these materials have a variety of practical uses,
  such as crafting bags and equipment, armor, eating utens-
  ils, etc.
  Chitin makes for a decent carapace shield, as it is lighter
  than most metals but often just as durable. Harvesting a big
  enough piece in good enough condition to create such a
  shield will require 1 hour and a Survival check (DC 15).
  Eyes & Eye Stalks. These parts expire rapidly once the
  creature has died, so properly storing them in jars of salt
  water as soon as possible is crucial. They have a small
  variety of unique uses, mostly for those interested in their
  magical properties. The eyes of monsters who dwell in
  darkness can be boiled down into a thick elixir that grants
  Darkvision, and creatures with links to other planes of
  existence can sometimes hold traces of Truesight within
  their eyes.
  Turning the main eye of an applicable creature into a focus
  is much harder than mere boiling, as it must be magically
  shrunk to easily fit in one's hand. This will require 1d4 days of
  work, and a new Arcana check (DC 15) after each long rest,
  but will yield a +1 arcane focus if all DCs are met properly.
  Tongues, Tentacles, and Tails. Much like the hides of
  these creatures, the usefulness of these extremities is
  dependent on their size. The tail can be whittled down
  using Leatherworker's Tools (DC 15) and crafted into a +1
  Whip. This is true for the tails of all creatures listed in the
  index, unless otherwise stated in the creature details below.
  Elemental Glands. Any creature that is capable of
  magical breath attacks possesses these small nodes of
  elemental power within their bodies. Removal of the gland
  requires Alchemy Supplies (DC 18). Once removed, it can
  be crushed and combined with small traces of oil, which
  can then be applied to weapons for additional damage of
  the element type harvested.
  Aldani (CR 1)
  Aldani (CR 1)
  An aldani resembles a lobster the size of a human being,
  walking on two humanoid legs but can swim like lobsters. Its
  face is also similar to that of a human, though encased in
  chitinous armor and with eyes on stalks.
  Potion of Darksight
  Potion of Darksight
  Parts Required: Eyes of a creature with Darkvision (at least
  60ft) (DC 18)
  Effect. This potion gives the imbiber Darkvision up to 60ft
  for 1d4 hours.
  Cost. 150gp
  Androsphinx (CR 17)
  Androsphinx (CR 17)
  These are the males of the sphinx species. They are
  physically powerful creatures with inherent magical powers
  and a terrifying roar. While they tend to be short-tempered
  and terse, androsphinxes possess good-natured ideals and
  always attempt to do the right thing.
  Horn of the Sphinx
  Horn of the Sphinx
  Parts Required. Jawbone of an Androsphinx, boiled clean
  and hollowed out (DC 17)
  This horn is created by removing the jawbone, boiling and
  bleaching it, and hollowing it out to be blown through as a
  sort of crude instrument.
  Effect. This magical horn echoes the magical roar of the
  androsphinx. Each time the horn is blown as a Bonus Action
  before finishing a Long Rest, the roar is louder and the effect
  is different, as detailed below. Each creature within 100 feet
  of the user and able to hear the roar must make a saving
  throw.
  First Roar. Each creature that fails a DC 16 Wisdom
  saving throw is Frightened for 1 minute. A Frightened
  creature can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Second Roar. Each creature that fails a DC 16 Wisdom
  saving throw is Deafened and Frightened for 1 minute. A
  Frightened creature is Paralyzed and can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  Third Roar. Each creature makes a DC 16 Constitution
  saving throw. On a failed save, a creature takes 3d10 thunder
  damage and is knocked prone. On a successful save, the
  creature takes half as much damage and isn't knocked prone.
  Cost. 450gp
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  Ankheg (CR 2)
  Ankheg (CR 2)
  Acid Bomb
  Acid Bomb
  Parts Required: Acid Sac, extracted carefully with Alchemy
  Supplies (DC 18). 
  The acid sac must be extracted whole. A failed check
  destroys the sac and causes the harvester to take 2d6 acid
  damage.
  Effect. Once removed, the acid sac makes for a great trap,
  but is highly flammable and must be handled with caution.
  When the sac is ignited, it explodes with a blast radius of 20
  feet, and every creature in the area must make a Dexterity
  saving throw (DC 18) or take 6d6 acid damage.
  Cost. 625gp
  Large Chitin Fragments
  Large Chitin Fragments
  An ankheg shell harvested from a slain ankheg weighs about
  100 lbs. Armorers like Taerom Fuiruim in cities familiar with
  the Ankheg could forge armor from the shells. It takes 3 days
  to make with Smithing Tools.
  The armor is very nearly as effective as full plate mail, but
  weighs considerably less and can therefore be worn by
  warriors who usually couldn't wear such heavy armor.
  Taerom the Forger once claimed to sell ankheg armor to rich
  nobles for 20,000gp. However, if one provided the shell, he
  would charge just 4000 gp for a set of completed armor.
  Ankheg Shell-Plate
  Ankheg Shell-Plate
  Plate Armor 
  medium armor (plate mail) 
  AC: 18 
  Stealth: Disadvantage 
  Weight: 25 lbs 
  Cost. 4,000gp
  Astral Dreadnought (CR 21)
  Astral Dreadnought (CR 21)
  The astral dreadnought is a gargantuan creature, reaching
  approximately the same size as a storm giant. It has a single
  black eye in the middle of its face (similar to that of a cyclops),
  and a gaping maw filled with razor-sharp teeth.
  Some speculate that the astral dreadnought may not be a
  native of the Astral Plane, because its tail appears to have no
  end; rather, the infinitely long silver cord which trails off from
  the creature's 'tail' would imply that the astral dreadnought
  is, in fact, projecting its spirit from some unknown material
  world.
  Orb of Astral Focus
  Orb of Astral Focus
  wondrous item (very rare), requires attunement
  Part Required: The large, central eye of an Astral
  Dreadnought. Once delicately removed, this eye can be
  shrunken down and combined with glass or crystal to
  perfectly preserve the eye inside. This requires at least 8
  hours and a successful Arcana check (DC 18).
  While wielding the eye, the following effects are maintain-
  ed:
  The eye acts as a +1 arcane focus that increases your spell
  damage and your spell attack bonus by 1.
  You gain insight to the Silver Cords of other Astral
  creatures, which gives you advantage when striking it to
  sever the physical and astral forms' connection.
  Once per long rest, the eye creates an area of antimagic,
  as in the antimagic field spell, in a 10-ft radius from the
  holder. Like the spell, the effect requires concentration
  and can last for up to an hour.
  Cost. 1,950gp
  Banderhobb (CR 5)
  Banderhobb (CR 5)
  A banderhobb is a bipedal frog birthed by a ritual originally
  devised by hag, but since then, any magical creature or mage
  who knows the ritual can birth a banderhobb.
  Banderhand
  Banderhand
  wondrous item (rare), requires attunement 
  Parts Required. Hand of a Banderhobb, shrunken and
  magically preserved. (DC 14)
  Effect. If the banderhand has even a tiny piece of a
  creature or an obect in its palm, such as a lock of hair or a
  splinter of wood, it knows the most direct route to that
  creature or object if it is within 1 mile of the holder. 
  Cost. 2,400gp
  Basilisk (CR 3)
  Basilisk (CR 3)
  These monstrosities are large, eight-legged reptiles with the
  terrifying ability to poison or petrify their prey. Though not
  malicious, basilisks are indisputably dangerous and can be
  found all over Faerun.
  Petrifying Poison
  Petrifying Poison
  Part Required: Eyes from a basilisk, which must be
  extracted with Poisoner's Kit (DC 16) and then boiled down
  into a thick liquid.
  Effect. Once a creature ingests the poison, they must
  succeed on a DC 16 Constitution saving throw or the target
  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 other magic.
  Cost. 290gp
  Behir (CR 11)
  Behir (CR 11)
  A behir is often mistaken for a wingless blue dragon. It has a
  long, snake-like body and can slither on the ground like a
  snake, but it also has six pairs of legs upon which it can walk
  or climb if it chooses to do so.
  Elemental Oil - Lightning
  Elemental Oil - Lightning
  Parts Required. The elemental gland of an applicable
  creature (DC 18) heated into a potent oily substance.
  Effect. Anointing a bladed weapon with this oil gives the
  blade an elemental effect similar to the monster's original
  magical abilities (lightning).
  Creatures struck by such a blade take an extra 1d10
  lightning damage.
  The oil wears off the blade in 1 week's time, no matter how
  many times it's taken effect.
  Cost. 650gp
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  Bulette (CR 5)
  Bulette (CR 5)
  Also known as a landshark, the bulette is a fearsome magical
  beast whose origins are unknown but have become
  dangerous predators. Bulettes are feared and hated by most
  living creatures and are extremely dangerous, burrowing
  unseen beneath the soil before erupting up at an unexpected
  moment to seize their prey.
  Stonefall Gauntlets
  Stonefall Gauntlets
  wondrous item (uncommon), requires attunement
  Parts Required. The claws and armor plating of a bulette
  (DC 16). The claws and plating can be cut down and fused
  together into a pair of nearly unbreakable gauntlets that
  seem to glide through rock and dirt.
  Effect. These gauntlets allow you to dig through earth and
  stone with ease. The wearer can dig at their movement speed
  and break through stone walls with advantage.
  Most stone has an AC of 17. When attempting to break
  through a wall of stone or a large boulder, attack with advan-
  tage while wearing the gauntlets. 
  Cost. 365gp
  Carrion Crawler (CR 2)
  Carrion Crawler (CR 2)
  A carrion crawler is a burrowing monstrosity that scavenges
  the dead and occasionally preys on living creatures. Similar
  to a giant, toothed centipede in appearance, carrion crawlers
  are often accompanied by a foul odor of death, which warns
  others of their approach.
  Poison Whip
  Poison Whip
  Parts Required: Tentacle (DC 12) 
  When attached to a proper handle, the barbed tentacle of a
  carrion crawler makes a weapon capable of poisoning its
  targets.
  Martial Melee Weapon
  Damage: 1d6 Piercing. The target must succeed on a DC
  13 Constitution saving throw or be poisoned for 1 minute.
  The poisoned target is paralyzed, and it can repeat the saving
  throw at the end of each of its turns, ending the effect on a
  success.
  Properties: Finesse, Reach (10ft)
  Weight: 4lbs
  Cost. 60gp
  Catoblepas (CR 5)
  Catoblepas (CR 5)
  The catoblepas is seemingly a mix of buffalo, dinosaur,
  warthog, and hippopotamus that livs in swamps or
  wastelands. Legends say that hags raise catoblepases like
  cattle and feed on their milk. Its most feared ability is its
  deadly gaze.
  Stalk Wand
  Stalk Wand
  Wand (rare), requires attunement by a spellcaster 
  Parts Required: An eye from a catoblepas, a bone from any
  creature. (DC 18) This wand is made by winding a severed
  eye stalk around a clean bone and preserving it that way for
  at least 3 days. The bone serves as a handle and the wielder
  can point the eye at their enemies.
  Effect. Each wand made this way holds the effect of any of
  the eye rays that applicable creatures were capabable of
  using in life.
  At the beginning of each day, the wand has 1d4 charges,
  and any unused charges fade after the 24 hours is up.
  Death Ray. The targeted creature must succeed on a DC
  16 Dexterity saving throw or take 4d10 necrotic damage.
  The target dies if the ray reduces it to 0 hit points.
  Cost. 1,400gp
  Cave Fisher (CR 3)
  Cave Fisher (CR 3)
  A cave fisher is a lobster-like monster which inhabits
  subterranean locations and ambushes its prey using a sticky
  filament similar to a strand of giant spider silk.
  Adhesive Filament
  Adhesive Filament
  equipment (rare), glue
  Parts Required. The filament of a cave fisher (DC 16)
  This viscous, silver substance can form an extremely
  adhesive bond between any two objects. It must be stored in
  a jar or flask that has been coated inside with oil. When
  harvested, a container contains 1d6 + 1 ounces.
  Two ounces of the adhesive can cover a 1-foot square
  surface. The glue takes 1 minute to set. A creature adhered to
  the filament is grappled (escape DC 13), and ability checks
  made to escape this grapple have disadvantage.
  The filament can be attacked (AC 15; 5 hit points;
  immunity to poison and psychic damage), but a weapon that
  fails to sever it becomes stuck to it, requiring an action and a
  successful DC 13 Strength check to pull free. 
  Cost. 140gp
  Flammable Blood
  Flammable Blood
  This creature has blood that is oily and in certain conditions,
  burns like fuel. It can be carefully transported in fireproof co-
  ntainers and used like oil for lamps, torches, etc.
  Chimera (CR 6)
  Chimera (CR 6)
  Chimeras are large magical beasts that are a combination of
  several different creatures, namely a dragon, a goat, and a
  lion. Although typically unintelligent, chimeras are self-aware
  creatures, with a limited capacity for language- often
  Draconic.
  Elemental Weapon Oil - Fire
  Elemental Weapon Oil - Fire
  Parts Required. The elemental gland of an applicable
  creature (DC 18) heated into a potent oily substance.
  Effect. Anointing a bladed weapon with this oil gives the
  blade an elemental effect similar to the monster's original
  magical abilities (fire).
  Creatures struck by such a blade take an extra 1d10 fire
  damage. The oil wears off the blade in 1 week's time, no
  matter how many times it's taken effect.
  Cost. 650gp
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  Chitine (CR 1/2)
  Chitine (CR 1/2)
  Chitines are about 4 feet tall and have four arms, each of
  which has an extra joint. Each of their hands and feet are
  embedded with claws, which allow them to climb most
  surfaces. Their faces hold faceted eyes and mandibles
  attached to their mouths. Chitines can spin webs from their
  stomach, and their skins secrete oil, preventing the chitines
  from sticking to their own webs.
  Oil. The oil glands beneath the chitine's skin makes for a
  natural replacement for other forms of lubrication. Unlike the
  Cave Fisher's blood, this oil isn't flammable and cannot be
  used as fuel.
  Cockatrice (CR 1/2)
  Cockatrice (CR 1/2)
  A small avian monster made from magic, the cockatrice is
  capable of turning any creature that it bites permanently into
  stone.
  Petrifying Poison
  Petrifying Poison
  Part Required: Tongue of a cockatrice, which must be
  extracted with Poisoner's Kit (DC 16). One need only come
  into contact with this poison, so even in its creation one must
  be extremely careful.
  Effect. Once a creature ingests the poison, they must
  succeed on a DC 16 Constitution saving throw or the target
  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 other magic.
  Cost. 290gp
  Darkmantle (CR 1/2)
  Darkmantle (CR 1/2)
  A darkmantle is an octopus-like subterranean creature that
  often disguises itself as a stalactite.
  Bouquet of Darkness
  Bouquet of Darkness
  Parts Required. Tendrils of a Darkmantle (DC 14) dried and
  bundled together like a bouquet of macabre flowers.
  Effect. Once per long rest, a 15-foot radius of magical
  Darkness extends out from the wielder of the bouquet, moves
  with them, and spreads around corners. The Darkness lasts
  as long as the holder maintains Concentration, up to 10
  minutes (as if concentrating on a spell). Darkvision can't
  penetrate this Darkness, and no natural light can illuminate
  it. If any of the Darkness overlaps with an area of light
  created by a spell of 2nd level or lower, the spell creating the
  light is dispelled.
  Cost. 980gp
  Death Dog (CR 1)
  Death Dog (CR 1)
  Death dogs have a deep burning hate for everything. They are
  aggressive and attack travelers and explorers on sight, and
  have a craving for humanoid flesh.
  Exilir of Rage
  Exilir of Rage
  Parts Required. The heart of a death dog, shredded and
  boiled into a thick crimson liquid. (DC 16) 
  Effect. Once ingested, the imbiber of this elixir feels a huge
  swell of hatred and anger boil within them. This anger cannot
  be sated except by bloodshed, and drives even the most
  stable person mad.
  A creature who drinks this potion is under effect similar to
  the Barbarian's rage effect:
  Advantage on Strength checks and Strength saving
  throws.
  When you make a melee weapon attack using Strength,
  you gain a +2 bonus to the damage roll, but your targets
  are chosen at random. You lack the ability to see the differ-
  ence between friend and foe.
  You have resistance to bludgeoning, piercing, and slashing
  damage.
  If you are able to cast spells, you can't cast them or
  concentrate on them while under the effects of the elixir.
  The effects last for 10 minutes. It ends early if you are
  knocked unconscious or, obviously, killed.
   
   
  Diseased Caltrops
  Diseased Caltrops
  Parts Required. Saliva gland of a death dog (DC 14), drained
  over a handful of death dog teeth for at least 8 hours. 
  Effect. As an action, you can spread a single bag of the
  diseased caltrops to cover a 5-foot-square area. Any creature
  that enters the area must succeed on a DC 15 Dexterity
  saving throw or stop moving and take 1 piercing damage.
  Upon taking damage, the creature must then succeed on a
  DC 15 Constitution saving throw against disease or become
  Poisoned until the disease is cured. Every 24 hours that
  elapse, the creature must repeat the saving throw, reducing
  its hit point maximum by 5 (1d10) on a failure. This reduc-
  tion lasts until the disease is cured.
  The creature dies if the disease reduces its hit point
  maximum to 0. Until the creature regains at least 1 hit point,
  its walking speed is reduced by 10 feet. A creature moving
  through the area at half speed doesn't need to make the
  saving throw. 
  Cost. 110gp
  Displacer Beast (CR 3)
  Displacer Beast (CR 3)
  Displacer beasts are large cat-like creatures with six legs and
  a pair of long tentacles sprouting from their shoulders. They
  are covered in a pelt of blue-black fur, and use their innate
  magic to bend light, making them appear to be a foot or two
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  away from their actual positions.
  Cloak of Displacement
  Cloak of Displacement
  Wondrous item, rare (requires attunement) 
  Parts Required. Pelt of a displacer beast (DC 20)
  Effect. While you wear this cloak, it projects an illusion
  that makes you appear to be standing in a place near your
  actual location, causing any creature to have disadvantage on
  attack rolls against you. If you take damage, the property
  ceases to function until the start of your next turn. This
  property is suppressed while you are incapacitated,
  restrained, or otherwise unable to move.
  Cost. 3,600gp
  Doppelganger (CR 3)
  Doppelganger (CR 3)
  Many doppelgangers lived a stolen life. When they encounter
  a person whose appearance or station they desire for them-
  selves, the doppelganger use their mental powers to learn
  everything they can about the chosen target. Once they have
  all the knowledge they need, they quietly eliminate their
  target and assume his or her form, taking their place in life.
  Polymorph Bag
  Polymorph Bag
  Parts Required. Skin of a Doppelganger (DC 12), 5gp worth
  of metal hardware such as buckles and clasps.
  Crafting. Once the creature has been skinned, the hide
  must be treated using Leatherworker's Tools with a DC of 12,
  and then cut and formed into its satchel shape. A final DC of
  18 will yield a well-crafted satchel capable of holding one
  cubic foot or 50 lbs of gear. This entire process takes a min-
  imum of 8 hours a day, for 3 days to complete.
  Once the bag is complete, it retains its shapeshifting ability,
  and as a bonus action (while holding the satchel) you can
  picture a bag in your mind and the Polymorph Bag will
  change into the desired aesthetic.
  The bag can only assume a shape that the amount of
  Doppelganger hide permits, and will only carry the 50 lbs no
  matter how large you imagine it.
  Cost. 320gp
  Eblis (CR 1)
  Eblis (CR 1)
  They are intelligent, greedy, and utterly evil creatures, who
  are interested mainly in using other creatures to forward
  their self-serving goals. They are also extremely vengeful and
  take great pleasure in luring other creatures into deadly
  traps.
  Vengeful Arrows
  Vengeful Arrows
  Parts Required. Feathers of the Eblis, 20 wooden shafts
  prepared for fletching, 1gp worth of metal for arrowheads.
  Crafting. A Survival check (DC 14) will yield 20 well-
  crafted arrows.
  Effect. The unbridled desire for revenge inherent in all
  Eblis permeates into the arrow shafts and down to the
  arrowheads. When an enemy targets you during combat, you
  gain advantage when attacking them with these arrows.
  Cost. 40gp
  Ettercap (CR 2)
  Ettercap (CR 2)
  Ettercaps are primitive, hunting monsters that have an
  affinity with spiders. Like spiders, they use webs as traps to
  capture prey, who are then injected with paralytic venom
  from the ettercap’s bite. Much like spiders, ettercaps tend to
  be solitary creatures, only gathering to mate. When ettercaps
  do socialize, it is with monstrous spiders, which they keep as
  pets and guards.
   
  Arachnid Venom
  Arachnid Venom
  Parts Required. Venom gland of an Ettercap or similar
  arachnid monstrosity (DC 14).
  Effect. Once ingested or introduced to the bloodstream,
  the target must succeed on a DC 14 Constitution saving
  throw or be Poisoned for 1 minute (taking 1d6 poison
  damage at the beginning of each of its turns. The creature
  can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Cost. 175gp
  Froghemoth (CR 10)
  Froghemoth (CR 10)
  Froghemoths are elephant-sized amphibious predators with
  four tentacles and three eyes. They are revered by bullywugs,
  who treat them as gods.
  Air Bladder. The Air bladder of a froghemoth (and any
  other creature that possesses one) can be used underwater
  as a secondary air supply. Each air bladder holds 5 minutes
  worth of air.
  Cost. 10gp
  Giant Strider (CR 1)
  Giant Strider (CR 1)
  These large, featherless, flightless birds are used as mounts
  by firenewts. The giant strider is about the size of an ostrich.
  It has a bumpy, dusky red hide and dully-glowing red eyes. It
  is often mistaken for a lizard.
  Elemental Weapon Oil - Fire
  Elemental Weapon Oil - Fire
  Similar to the Chimerea, the elemental gland of a Giant
  Strider can be used to make elemental oil.
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  Gorgon (CR 5)
  Gorgon (CR 5)
  A gorgon is a large magical beast that resembles a bull,
  covered in dusky metallic scales. They are very aggressive
  creatures that attack intruders on sight, attempting to
  trample, gore, or by breathing out a cone of green vapor, turn
  them into stone. There is no way to calm them as they are
  impossible to domesticate. They are also unable to swim.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gorgon Blood Seal
  Gorgon Blood Seal
  Parts Required. Blood of a Gorgon
  The blood of a gorgon is drained, mixed with a pint of
  water, and used to soak masonry nails. When those nails are
  used to build walls, the blood forms a magical seal that
  prevents magical, astral, and ethereal travel through walls.
  Cost. 175gp
  Gray Render (CR 12)
  Gray Render (CR 12)
  Some scholars came to believe that the origin of gray renders
  could be traced back to the Elemental Chaos, because of how
  chaotically they fight. Others believe that they are a creation
  of the neogi, as they are sometimes seen accompanying
  individuals of that race.
  Potion of Darksight
  Potion of Darksight
  Parts Required: Eyes of a creature with Darkvision (at least
  60ft) (DC 18) 
  Effect. This potion gives the imbiber Darkvision up to 60ft
  for 1d4 hours. 
  Cost. 150gp
  Sawtooth Shortsword
  Sawtooth Shortsword
  melee weapon (martial, sword) 
  This weapon is crafted by embedding a tang and grip into the
  onyx jawbone of a Gray Render, taking care to keep the teeth
  intact. 
  Damage. 1d8 slashing 
  Item Rarity. Rare 
  Weapon Properties. Finesse, Light, Special* 
  Weight: 2 lbs
  *This item crits on a 19 or 20. 
  Cost. 40gp
   
   
  Grick (CR 2 )
  Grick (CR 2 )
  An adult grick is about eight-feet long from the tips of its
  tentacles to the end of its body and weighs some 200 lbs. Its
  body coloration is uniformly dark, with a pale underbelly.
  This creature has no legs, so it slithers around and attacks
  its prey by wrapping it in its tentacles and pulling it into its
  pinching teeth.
  Stonewall Cloak
  Stonewall Cloak
  wondrous item (rare) 
  Parts Required. Grick Skin, Adult or Alpha (DC 15-20)
  Effect. While you wear this cloak with its hood up near stone
  or soil, Wisdom (Perception) checks made to see you have
  disadvantage, and you have advantage on Dexterity (Stealth)
  checks made to hide, as the cloak's color shifts slightly to
  camouflage you. Pulling the hood up or down requires an
  action.
  Cost. 300gp
  Griffon (CR 2)
  Griffon (CR 2)
  A griffon has the body of a lion with the head and wings of an
  eagle. The forelimbs of the griffon are often like those of an
  eagle, ending in sharp talons, but this is not always the case.
  Just as lions and eagles have varying physical characteristics
  based on where in the world they are found, so too do
  griffons.
  Griffon Eggs
  Griffon Eggs
  Although intelligent, a griffon requires training before it can
  bear a rider in combat. To be trained, a griffon must have a
  friendly attitude toward the trainer (this can be achieved
  through a successful Diplomacy check).
  Training a friendly griffon requires six weeks of work and a
  DC 25 Handle Animal check. Riding a griffon requires an
  exotic saddle that can cost anywhere from 1,000gp to
  10,000gp depending on the local resources and the greed of
  the crafter. A griffon can fight while carrying a rider, but the
  rider cannot also attack unless he or she succeeds on a Ride
  check (DC 18).
  Griffon eggs are worth 3,500gp apiece on the open market,
  while healthy younglings are worth around 7,000gp each.
  Professional trainers often charge 1,000gp per week to rear
  or train a griffon, as they require multiple horses-worth of
  food daily.
  Carrying Capacity: A light load for a griffon is up to 300
  pounds; a medium load, 301–600 pounds; and a heavy load,
  601–900 pounds.
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  Guardian Naga (CR 10)
  Guardian Naga (CR 10)
  Guardian nagas are immortal beings that often protect
  treasure, magical secrets, items, and lore that would be
  destructive should they ever fall into the wrong hands.
  Naga Venom
  Naga Venom
  Part Required: Poison gland from an applicable creature
  which must be extracted with Poisoner's Kit (DC 16). One
  need only come into contact with this poison, so even in its
  creation one must be extremely careful. Because of this
  caution, it takes a full 8 hours to extract and store this poison
  properly.
  Effect. Once a creature comes into contact with the
  poison, they must succeed on a DC 16 Constitution saving
  throw or take 8d8 poison damage. On a successful save, they
  take only half damage.
  Cost. 320gp
  Heart of the Guardian
  Heart of the Guardian
  wondrous item (legendary), requires ritual 
  Guardian Nagas are one of the only monstrosities that are
  known for being righteous and good. They despise evil plots
  and selfish corruption from their very core. Legend tells of a
  celestial ritual that can bond the power of a Guardian Naga to
  another creature.
  Parts Required. Heart of a Guardian Naga (DC 18), eaten
  raw
  Effect. Eating the entire heart raw over a period of 8
  (uninterrupted) hours changes your body and soul.
  True Seeing. Once per long rest, you have the ability to
  cast the True Seeing spell.
  Tuning the Compass. No matter what your alignment
  was originally, the ritual redirects your moral compass.
  Anyone who undergoes this change feels a sudden need to
  do the right thing and thwart evil wherever it lurks.
  Second Chance. Unless a creature Wishes otherwise, the
  Guardian Naga returns to life 1d6 days after its death with
  full hit points. This becomes true for you as well, but only
  once! Use your second life wisely.
  Cost. Because the ritual must be completed within 8 hours
  of the Naga's death, the heart has no value outside of that
  time frame. It is very unlikely that a Naga will be found that
  close to a settlement or a merchant who has even heard of
  such a ritual.
  However, should you decide that the players are able to sell
  the heart for the full worth, I suggest a base price of
  33,000gp.
  Gynosphinx (CR 11)
  Gynosphinx (CR 11)
  A gynosphinx is a female sphinx. While not as physically
  powerful as an androsphinx, the gynosphinx is still a capable
  combatant and possesses a number of magical powers.
  Gynosphinxes prefer to pursue intellectual ideals. They
  love to collect knowledge and ancient lore and delight in
  solving riddles, puzzles, and mental challenges.
  Collar of the Sphinx
  Collar of the Sphinx
  wondrous item (very rare), requires attunement
  Parts Required. Feathers, the gilded collar that
  Gynosphinxes commonly adorn themselves with and their
  feathers.
  Effect. The magical feathers of the gynosphinx, when
  attached to their decorative jewelry, can bring the wearer
  increased intelligence.
  While wearing this collar, your Intelligence score changes
  to 23. The item has no effect on you if your Intelligence
  without the collar is equal to or greater than 23.
  Cost. 16,000gp
  Harpy (CR 
  Harpy (CR 1)
  1)
  A harpy is a malicious humanoid creature with an avian
  lower body and a pair of wings. It subdues its prey with its
  ability to magically sing, by inducing a trance in those that
  hear it, drawing them closer, and then tormenting them.
   
  Silver-Tongued Flute
  Silver-Tongued Flute
  wondrous item (rare), requires attunement
  Parts Required. Tongue from a Harpy (DC 16), petrified
  and carved into a flute
  Effect. Every humanoid and giant within 300 ft. of the flute
  that can hear the song must succeed on a DC 14 Wisdom
  saving throw or be Charmed until the song ends. You must
  take a Bonus Action on your subsequent turns to continue
  playing the flute, but you can stop at any time. While
  Charmed by you, a target is Incapacitated and ignores any
  other charming effects.
  If the Charmed target is more than 5 ft. away from you, the
  must move on its turn toward you by the most direct route. It
  doesn't avoid Opportunity Attacks, but before moving into
  damaging terrain, such as lava or a pit, and whenever it takes
  damage from a source other than yourself, a target can repeat
  the saving throw. A creature can also repeat the saving throw
  at the end of each of its turns. If a creature's saving throw is
  successful, the effect ends on it.
  A target that successfully saves is immune to your flute for
  the next 24 hours.
  Cost. 2,150gp
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  Hippogriff (CR 1)
  Hippogriff (CR 1)
  Hippogriffs have the body of a horse, with the wings and head
  of a hawk or eagle. Their forelegs end in sharp talons similar
  to those found in birds of prey, while their hind legs have
  hooves. The average hippogriff is 9 feet long, with a wingspan
  of 20 feet, and weighs about 1,000 lbs.
  Their hides are usually colored russet, golden tan, or come
  in a variety of browns with differently shaded feathers. Their
  beaks are either ivory or golden yellow.
  While some seem to be of the opinion that female
  hippogriffs gave live birth, the majority of accounts of their
  ecology give mention specifically about their eggs.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hippogriff Eggs
  Hippogriff Eggs
  Hippogriffs are highly prized as aerial steeds. Because they
  are not as intelligent as griffons, a friendly attitude from the
  hippogriff to the rider or tamer is not required, but they still
  require a specialized saddle and appropriate training.
  The easiest way to tame a hippogriff is to steal an egg and
  raise it from birth, but these are not easy to obtain, due to the
  ferocity of the parents.
  A hippogriff egg can fetch between 1,000gp and 3,000gp by
  some accounts, while youngling hippogriffs might sell for two
  to three times that price.
  A professional trainer charges similar to those of griffons,
  and for the same amount of time.
  Carrying Capacity: A light load for a hippogriff is up to 250
  pounds; a medium load, 251–500 pounds; and a heavy load,
  501–600 pounds.
   
   
  Hook Horror (CR 3)
  Hook Horror (CR 3)
  A hook horror is a large, bipedal subterranean monstrosity
  that looks like a vulture-like humanoid with bony hooks in
  place of hands. It is an invertebrate arthropod that can stand
  up to nine feet tall and weigh over 400 lbs. Where possible,
  hook horrors will collect and eat silver or electrum items.
  These pass through their digestive systems, and remain
  unchanged, although with a slight odor, when deposited.
  Grappling Hooks
  Grappling Hooks
  Parts Required. Hooks from the Hook Horror, with a hole
  carved into the base to tie a rope or chain to (DC 12). 
  Effect. When tied to the end of a rope, a grappling hook can
  secure the rope to a battlement, window ledge, tree limb, or
  other protrusion. 
  Weight. 4lb 
  Cost. 2gp
  Ice Toad (CR 1)
  Ice Toad (CR 1)
  Ice toads are dim predators of great size who dwell in icy
  areas. Like other toads, it hunts using stealth and a lightning-
  fast tongue. Unlike other toads, it's big enough to hunt small
  humanoids.
  Ice Whip
  Ice Whip
  melee weapon (martial, whip) 
  Parts Required: Ice Toad tongue (DC 13) 
  When attached to a proper handle, the tongue of an ice toad
  makes a dangerous weapon. 
  Damage: 1d6 Frost 
  Properties: Finesse, Reach (10ft) 
  Weight: 3lbs 
  Cost. 50gp
  Kamadan (CR 4)
  Kamadan (CR 4)
  Kamadans are otherwise identical to leopards, except for the
  additional six snake bodies protruding from their shoulders.
  Some sages claim that kamadans are related to displacer
  beasts, although most recognize that the similarities between
  them are coincidental and the creatures are unrelated.
  Smoke Bomb
  Smoke Bomb
  Part Required: Gas poison gland from a Kamadan, which
  must be extracted with Poisoner's Kit (DC 16) and carefully
  emptied into a sealed container.
  Effect. Once you break open one of these gas glands,
  either by throwing or crushing it, everyone within 15 feet of
  the breaking point must succeed on a DC 13 Constitution
  saving throw or become unconscious for 5 minutes. They can
  only be roused by slapping them, using a spell that cures
  poisons, or inflicting damage to them.
  Cost. 120gp
  Kraken (CR 23)
  Kraken (CR 23)
  Krakens are large, ocean-dwelling magical beasts feared
  across the known world. They are creatures that dwell in the
  depths of the ocean and come to the surface to prey upon
  ships and their crews.
  Elixir of the Storm
  Elixir of the Storm
  Parts Required. An eye of a Kraken (DC 18), boiled down in
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  to a thick draught.
  Effect. This elixir gives you the kraken's ability to magically
  create bolts of lightning, each of which can strike a target you
  can see within 120 feet of you. A target must make a DC 18
  Dexterity saving throw, taking 3d10 lightning damage on a
  failed save, or half as much damage on a successful one.
  The potion gives you 3 lightning bolts, and using one takes
  an Action.
  Cost. 850gp
  Kruthik (Adult, Hive Lord, Young)
  Kruthik (Adult, Hive Lord, Young)
  Little is known of the society and habits of these mysterious,
  and highly evil, insectoid creatures. They dwell far out in
  ashen wastelands, in organic hives buried beneath the
  surface. Though it is suspected that the creatures have some
  sinister goal behind their motives, it is not known. Their only
  desire in life seems to be to breed huge swarms and then
  wage war and disaster upon neighboring races.
  Carapace Shield
  Carapace Shield
  Part Required: Large chitin fragment, relatively undamaged.
  When a proper strap is attached to the chitin interior, it can
  make for a light and durable shield. 
  AC: 3 
  Weight: 3lbs 
  Cost. 125gp
  Gauntlets of Seismic Detection
  Gauntlets of Seismic Detection
  wondrous item (rare), requires attunement
  These +1 gauntlets, formed from the chitin and skin of a
  creature who can detect tremors deep within the ground, give
  their wearer a similar sensitivity. 
  Parts Required. Chitin and Skin (DC 16) from a Kruthik
  Adult or Hivelord, crafted with Leatherworker's Tools (DC 20) 
  Effect. Wearing these gauntlets gives you Tremorsense 40ft
  and +1 AC. 
  Cost. 550gp
  Lamia (CR 4)
  Lamia (CR 4)
  Lamias are dangerous monstrosities that live to bring strife
  and suffering into the world. They are cruel and seductive
  beings who lure their victims closer to doom with illusions of
  beauty.
  Hand of the Lamia
  Hand of the Lamia
  cursed object (rare) 
  Parts Required. A severed, shrunken hand of a lamia 
  Effect. Anyone who touches this object is magically cursed
  for 1 hour. Until the curse ends, the target has disadvantage
  on Wisdom Saving Throws and all Ability Checks. If the
  target releases the Hand and then touches it again, the hour
  resets.
  While holding the Hand, the wielder can cast Disguise Self
  at-will, requiring no components. 
  Cost. 285gp
  Leucrotta (CR 3)
  Leucrotta (CR 3)
  The leucrotta is a magical beast; an ugly mix of a stag's body
  and legs, a lion's tail and a wedge shaped head much like a
  giant badger's. They constantly emit a noxious stench and
  their oily skin appears, and smells, rancid. They do not
  actually have teeth, but rather a jagged bony ridge as strong
  as adamantine.  
   
   
  Horn of Mimicry
  Horn of Mimicry
  wondrous item (very rare) 
  Parts Required. Tongue of a leucrotta (DC 16) 
  Effect. Once petrified and hollowed out, the tongue acts as
  an animal call. It can mimic both animal sounds and
  humanoid voices. A creature that hears the sounds can tell
  they are imitations with a successful DC 14 Wisdom (Insight)
  check. 
  Cost. 315gp
  Manticore (CR 3)
  Manticore (CR 3)
  These creatures are true monsters. They are giant beasts
  with the bodies of lions, the wings of a dragon, the head of a
  man, and a tail that ends in a mass of deadly spikes. The
  mouth of a manticore is full of rows and rows of razor-sharp
  teeth, similar to a great white shark. It uses these teeth to
  feed upon any creature the manticore can catch, be it animal
  or human.
  Armored Cloak
  Armored Cloak
  wondrous item (very rare), requires attunement 
  Parts Required. Pelt of a Manticore (DC 20) 
  Effect. The natural armor of the Manticore's thick pelt
  remains intact upon its harvest. When used as a cloak, the
  pelt provides the wearer with a +2 to AC. 
  Cost. 3,200gp
  Manticore Spike, +2
  Manticore Spike, +2
  melee weapon (simple, dagger)
  This weapon is crafted by embedding a tang and grip onto
  the paper thin but durable tail spike of a Manticore. 
  Damage. 1d6 piercing, +2 
  Item Rarity. Rare 
  Weapon Properties. Finesse, Light* 
  Weight: 2 lbs 
  Cost. 2,500gp
  Medusa (CR 6)
  Medusa (CR 6)
  Medusae are monstrous beings with bodies that are covered
  in scales and rather than hair, they have a writhing mass of
  serpents growing from their scalp.
  The eyes of a medusa are feared, because to look in their
  eyes is to invite death. A female's gaze will instantly transform
  living flesh into lifeless stone, while a male's gaze will daze
  and weaken.
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  Stonegaze Relic
  Stonegaze Relic
  Parts Required. Five tendrils of snake hair bundled together
  and bathed in the eyes of a Medusa (DC 20), which must be
  carefully extracted* and boiled into a thick liquid.
  *A mere glance at the eyes of a Medusa, even long after
  death, can cause petrification. The eyes must be removed and
  cooked without direct eye contact. 
  Effect. (3/day) The relic must be held in one hand for its
  effects to work. When a creature that can see the Stonegaze
  Relic starts its turn within 30 ft. of you, you can force it to
  make a DC 14 Constitution saving throw if you aren't
  incapacitated. If the saving throw fails by 5 or more, the
  creature is instantly petrified. Otherwise, a creature that fails
  the save begins to turn to stone and is restrained. The
  restrained creature must repeat the saving throw at the end
  of its next turn, becoming petrified on a failure or ending the
  effect on a success. The petrification lasts until the creature
  is freed by the greater restoration spell or other magic.
  Unless surprised, a creature can avert its eyes to avoid the
  saving throw at the start of its turn. If the creature does so, it
  can’t see the relic until the start of its next turn, when it can
  avert its eyes again. If the creature looks at the relic in the
  meantime, it must immediately make the save. 
  Cost. 2,150gp
  Merrow (CR 2)
  Merrow (CR 2)
  These creatures are undersea merfolk-like monsters from the
  Abyss who terrorize the waters. Demogorgon often sends his
  merrow to the Material Plane to bully life there.
  Air Bladder. The Air bladder of a froghemoth (and any
  other creature that possesses one) can be used underwater
  as a secondary air supply. Each air bladder holds 5 minutes
  worth of air.
  Cost. 10gp
  Abyssal Harpoon
  Abyssal Harpoon
  melee weapon (martial, harpoon)
  This weapon is crafted by fusing the spinal vertebrae of a
  merrow to its harpoon. (Smith's Tools, DC 18) 
  Melee or Ranged Weapon Attack: reach 5 ft. or range 20/60
  ft., one target. 
  Damage. 2d6 Piercing.
  If the target is a Huge or smaller creature, it must succeed
  on a Strength contest against you or be pulled up to 20 feet in
  your direction.
  Attacks made with this weapon while completely submerg-
  ed underwater have advantage. 
  Cost. 85gp
  Mimic (CR 2)
  Mimic (CR 2)
  Most mimics are the relative size of a human, assuming the
  form of small beds, chests, and wardrobes. Rumors persist of
  mimics far larger—even those that are the size of houses and
  assume the form of such.
  They maintain their forms for days at a time and lay in wait
  for unsuspecting prey to interact with them. Once the victim
  touches the mimic, the aberration will spring to life, revealing
  a large mouth to quickly bite and consume its prey before it
  can escape. The mimic is aided by a chemical adhesive that it
  naturally exudes over its entire form.
   
  Chemical Adhesive
  Chemical Adhesive
  equipment (rare), glue
  Parts Required. The chemical adhesive secreted from a
  mimic's flesh (DC 20)
  This viscous, purple substance can form an extremely
  adhesive bond between any two objects. It must be stored in
  a jar or flask that has been coated inside with oil. When
  harvested, a container contains 1d6 + 1 ounces.
  Two ounces of the adhesive can cover a 1-foot square
  surface. The glue sets immediately, so apply with caution. A
  creature adhered to the filament is grappled (escape DC 13),
  and ability checks made to escape this grapple have
  disadvantage.
  Cost. 140gp
  Draught of Inanimate Disguise
  Draught of Inanimate Disguise
  Parts Required. The flesh of a mimic, boiled down to a thick,
  chunky liquid (DC 18) 
  Effect. When ingested, the flesh gives you the temporary
  ability to shapechange into an inanimate object. While under
  these effects and motionless, you are indistinguishiable from
  a regular object.
  This potion gives you the ability for 8 hours. You do not
  have to remain disguised as that object for the full 8 hours,
  and you do not have to stay the same object- however, once
  you drink the potion, your 8 hours has begun. 
  Cost. 240gp
  Owlbear (CR 3)
  Owlbear (CR 3)
  Owlbears are monstrous beasts with the bodies of bears,
  covered in thick fur and feathers. Their heads are like those
  of owls, but with a serrated beak. They are incredibly territor-
  ial, and aggressive toward nearly any other living creature.
  Potion of Darksight
  Potion of Darksight
  Parts Required: Eyes of a creature with Darkvision (at least
  60ft) (DC 18) 
  Effect. This potion gives the imbiber Darkvision up to 60ft
  for 1d4 hours. 
  Cost. 150gp
  Owlbear Eggs
  Owlbear Eggs
  Because of their well-known aggression, Owlbears do not
  make good pets. Those with less-than-righteous traits may be
  willing to pay for a Owlbear that can be reared to fight in an
  arena or intimidate their enemies, but unless you (or your
  DM, if you are a player) say otherwise, Owlbears aren't int-
  ended for mounting or training.
  There are certain places one may take eggs to be hatched
  in an instance where the mother is killed and a certain party
  of adventurers feel awful about the orphaned progeny:
  Fengelor's Sanctuary for Wild Creatures is an expansive
  territory for creatures of all shapes and sizes to be kept and
  cared for until they are capable of living in the wild on their
  own. Fengelor is somewhat of a local legend, and is well-
  known for his deep love of the wilderness and all its children.
  The territory can be anywhere in your games, but it is likely
  to be in a location where multiple environments meet- the
  base of a mountain where a lake might sit, or a thick forest
  through which a series of rivers run through. Anyone who
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  merchants will be handsomely rewarded. 
  Cost. 1,100gp
  Peryton (CR 2)
  Peryton (CR 2)
  Perytons are twisted and depraved magical creatures that
  appear to be a cross between a giant eagle and a demonic-
  looking, fang-toothed stag. They are known and feared for
  tearing the beating hearts from their victims' chests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Antler Ring of Resistance
  Antler Ring of Resistance
  wondrous item (uncommon), requires attunement 
  Parts Required. Antler of a Peryton, carved down into a jet
  black ring which bears the word "shadow" in Elvish. The
  antler cannot be whittled down by anything that isn't magical. 
  Effect. Attuning to and wearing this ring grant you resistance
  to any bludgeoning, piercing, or slashing damage that isn't
  magical. 
  Cost. 210gp
  Peryton Eggs
  Peryton Eggs
  A peryton egg has an incubation period of up to a month. A
  hatchling has to be fed for the first month of life, then grows
  to maturity in only three months. The parent perytons often
  carry live prey to their nests, and watched as the infants kill
  and consume them. The young stay with their parents for as
  long as a year, after which they leave to establish their own
  nests.
  Peryton are notoriously chaotic evil. They are perpetually
  unhappy creatures and despise their own existence, yet they
  are driven by a desire to kill others and someday ascend to a
  higher form of existence by the eating of a "perfect heart".
  The perytons believe that the perfect heart must always be
  eaten fresh, which is why they try to tear it from living prey
  with their sharp talons. So strong is this desire that more
  intelligent perytons even kept and bred other creatures to
  harvest their hearts.
  This information will hopefully deter anyone who seeks to
  keep these creatures as a pet, but those determined to sell
  the eggs will surely find someone willing to risk it, or at the
  very least gullible enough to be tricked into thinking
  otherwise. 
  Cost. 180gp
  Phase Spider (CR 3)
  Phase Spider (CR 3)
  A phase spider is a magical beast akin to a predacious
  version of the ethereal filcher. Phase spiders are monstrous
  arachnid-kin that dwell within the Ethereal Plane. They make
  quick forays into the natural world to snatch an unlucky
  creature to feed upon. Those stolen by phase spiders are
  never seen again and are regarded as unsolved
  disappearances.
  Paralyzing Poison
  Paralyzing Poison
  Part Required: Poison gland from an applicable creature
  which must be extracted with Poisoner's Kit (DC 16). One
  need only come into contact with this poison, so even in its
  creation one must be extremely careful. Because of this
  caution, it takes a full 8 hours to extract and store this poison
  properly.
  Effect. Once a creature comes into contact with the
  poison, they must succeed on a DC 16 Constitution saving
  throw or be Poisoned for 1 minute. Until this poison ends,
  the target is Paralyzed. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  Cost. 275gp
  Phase Cider
  Phase Cider
  Parts Required. Heart of a Phase Spider (DC 20), brewed
  into a light, minty tea 
  Effect. Drinking this brew grants you the ability to tempor-
  arily phase into the Ethereal Plane. The effect last 8 hours. 
  Cost. 85gp
  Purple Worm (CR 15)
  Purple Worm (CR 15)
  As its name implies, the purple worm is deep purple in color,
  with a pale yellow underbelly. Separating its yellow part from
  its purple part are hard crests going down its sides. It is well-
  armored and segmented. One end of the purple worm
  terminates in a large, toothed mouth, with slit-like eyes set
  above the mouth and dragon's ear-like limbs at the sides of
  the "head". While many that encounter the purple worm
  worry about falling into the worm’s mouth, they commonly
  forget about the creature’s tail, which is capped by a
  poisonous stinger.
  Worm Venom
  Worm Venom
  Part Required: Poison gland from a purple worm or
  wormling, which must be extracted with Poisoner's Kit (DC
  16). One need only come into contact with this poison, so
  even in its creation one must be extremely careful. Because of
  this caution, it takes a full 8 hours to extract and store this
  poison properly.
  Effect. Once a creature comes into contact with the
  poison, they must succeed on a DC 16 Constitution saving
  throw or take 8d8 poison damage. On a successful save, they
  take only half damage.
  Cost. 240gp
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  Remorhaz (CR 11)
  Remorhaz (CR 11)
  A remorhaz has leathery tough wings (which it can not use to
  fly), an insect-like head, and a 40 ft scaly body. It is typically
  ice-blue in color, has dozens of legs, and its back glows red
  with an inner fire that can melt all but the strongest of
  metals. It has horns along its body and dagger-like teeth.
  Frostbane Armor
  Frostbane Armor
  wondrous item (very rare), requires attunement 
  Parts Required. Chitin from a Remorhaz (DC 18), bathed in
  a mixture of the blood of the creature attuning to the armor
  and blood from the Remorhaz. 
  Effect. The blood magic coating the chitin helps it to retain
  the remorhaz's natural heat, and gives it the following effects:
  Any creature that touches your armor directly takes 1d6
  fire damage.
  You have resistance to cold damage.
  You gain +1 to AC.
  Cost. 3,450gp
  Elemental Oil - Fire
  Elemental Oil - Fire
  Parts Required. The elemental gland of an applicable
  creature (DC 18) heated into a potent oily substance.
  Effect. Anointing a bladed weapon with this oil gives the
  blade an elemental effect similar to the monster's original
  magical abilities (fire).
  Creatures struck by such a blade take an extra 1d10 fire
  damage. The oil wears off the blade in 1 week's time, no
  matter how many times it's taken effect.
  Cost. 650gp
  Rust Monster (CR 1/2)
  Rust Monster (CR 1/2)
  A rust monster is the size of a small pony, with four insectlike
  legs and a squat, humped body. Its hide is thick and lumpy
  and is yellowish tan on the belly and rust-red on the back. Its
  tail ends in what looks like a double-ended paddle. Two long
  antennae come out of its head, one under each eye.
  A rust monster can smell metal from ninety feet away. They
  always go for the biggest source of metal first, and prefer
  ferrous metals over precious ones.
  Armorbane Acid Bomb
  Armorbane Acid Bomb
  Parts Required: Antennae of a Rust Monster, extracted
  carefully with Alchemy Supplies (DC 18) and ground into a
  paste. The antennae must be extracted carefully, and only by
  using a blade that is magical, then placed in a glass container.
  Effect. When shattered upon a metal object, such as
  armor, a shield, or weapon, the object is affected just as it
  would be by a Rust Monster.
  If the object isn’t being worn or carried, the bomb destroys
  a 3-foot cube of it.
  If the object touched is either metal armor or a metal
  shield being worn or carried, its takes a permanent and
  cumulative -1 penalty to the AC it offers. Armor reduced to
  an AC of 10 or a shield that drops to a +0 bonus is
  destroyed.
  If the object touched is a held metal weapon, weapon
  takes a permanent and cumulative -1 penalty to damage
  rolls. If its penalty drops to -5, the weapon is destroyed.
  Non magical ammunition made of metal that hits the
  bomb (such as to break the container from a distance) is
  destroyed in the same fashion. 
  Cost. 775gp
  Rust Blade
  Rust Blade
  wondrous item (rare), requires attunement 
  Parts Required. Blood and antennae meat from a Rust
  Monster (DC 18), mixed and used to bathe a +1 blade
  (500gp).
  A rust blade is a rare type of magical blade that has the
  constant effect of automatically rusting any metal with which
  it comes into contact, the same effect as the rust bomb.
  Due to their constant effect, these blades cannot be kept in
  metal scabbards or sheathes and are potentially a hindrance
  to its wielder or allies. 
  Effect. When striking a nonmagical metal object, such as
  armor, a shield, or another weapon, the following effects take
  place:
  If the object isn’t being worn or carried, the blade destroys
  a 1-foot cube of it.
  If the object touched is either metal armor or a metal
  shield being worn or carried, its takes a permanent and
  cumulative -1 penalty to the AC it offers. Armor reduced to
  an AC of 10 or a shield that drops to a +0 bonus is
  destroyed.
  If the object touched is a held metal weapon, weapon
  takes a permanent and cumulative -1 penalty to damage
  rolls. If its penalty drops to -5, the weapon is destroyed.
  Cost. 850gp
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  Shadow Mastiff (CR 2)
  Shadow Mastiff (CR 2)
  Shadow mastiffs are massive dogs of darkness and doom
  that stalk through the Plane of Shadow. The sound of a pack
  of shadow mastiffs baying cause all but the bravest
  individuals to tremble.
  Cloak of Shadows
  Cloak of Shadows
  Parts Required. Hide of a Shadow Mastiff (DC 15) 
  Effect. While in dim light or darkness, you can use a bonus
  action to become invisible, along with anything you are
  wearing or carrying. The invisibility lasts until you use a
  bonus action to end it or until you attack, are in bright light,
  or are incapacitated. 
  Cost. 1,450gp
  Spirit Naga (CR 8)
  Spirit Naga (CR 8)
  Spirit nagas are the most powerful type of naga. They have a
  human female head on a snake body and are akin to witches,
  among the naga races. They are even more mysterious and
  enigmatic than the others of their kind, seeking lost magic to
  a fanatical extent. They delight in causing suffering and death
  with the powers they possess, very much unlike the Guardian
  Nagas.
  Naga Venom
  Naga Venom
  Part Required. Poison gland from an applicable creature
  which must be extracted with Poisoner's Kit (DC 16). One
  need only come into contact with this poison, so even in its
  creation one must be extremely careful. Because of this
  caution, it takes a full 8 hours to extract and store this poison
  properly. 
  Effect. Once a creature comes into contact with the poison,
  they must succeed on a DC 16 Constitution saving throw or
  take 4d8 poison damage. On a successful save, they take only
  half damage. 
  Cost. 280gp
  Black Heart of the Naga
  Black Heart of the Naga
  wondrous item (legendary), requires ritual 
  Spirit Nagas relish in evil acts and controlling beings that
  they deem as lesser. This ritual is considered a monstrous
  evil that only the most deprived undergo.
  Parts Required. Heart of a Spirit Naga (DC 18), eaten raw
  Effect. Eating the entire heart raw over a period of 8
  (uninterrupted) hours changes your body and soul.
  Dominate Person. Once per long rest, you have the
  ability to cast the Dominate Person spell.
  Tuning the Compass. No matter what your alignment
  was originally, the ritual redirects your moral compass.
  Anyone who undergoes this change feels a sudden need to
  do the wrong thing and formulate in-depth evil plots.
  Second Chance. Unless a creature Wishes otherwise, the
  Spirit Naga returns to life 1d6 days after its death with full
  hit points. This becomes true for you as well, but only
  once! Use your second life wisely.
  Cost. Because the ritual must be completed within 8 hours
  of the Naga's death, the heart has no value outside of that
  time frame. It is very unlikely that a Naga will be found that
  close to a settlement or a merchant who has even heard of
  such a ritual.
  However, should you decide that the players are able to sell
  the heart for the full worth, I suggest a base price of
  35,000gp.
  Su-Monster (CR 1)
  Su-Monster (CR 1)
  Su-monsters have gorilla-like heads, attached to a canine
  physique, with broad chests and thin, tapered waists. Their
  four prehensile limbs are tipped with sharp nails, which
  alongside their prehensile tails make them adept climbers.
  They can suspend themselves upside-down, and often use
  this to their advantage when hunting for prey.
  Monkey Paw
  Monkey Paw
  Parts Required. Paw of a Su-Monster 
  Effect. The paws of this evil-aligned monkey are cursed. Once
  removed from the Su-Monster as a trophy, it places a curse
  on the harvester. At that time, and each time it is picked up by
  a new user after, the monkey’s paw grants that creature a
  wish, as if it were casting a Wish spell.
  Once a new user picks up the monkey’s paw, it cannot be
  discarded, not even by way of a Wish spell. Even if stolen, it
  reappears among the user’s possessions within 1d4 hours. It
  can only be parted from its bearer when a wish is used or it is
  destroyed—but such a feat takes time and patience. When a
  bearer uses a wish granted by the monkey’s paw, he is then
  subject to a curse, as per the spell Bestow Curse (DC 25 to
  remove).
  This curse manifests as the creature having disadvantage
  to attack rolls, saves, ability checks, and skill checks until the
  curse is removed. Once the wish are used, the monkey paw
  plane shifts to a random plane and begins the process anew. 
  Cost. N/A
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  The Angry (CR 13)
  The Angry (CR 13)
  The Angry rely on violence and rage to fuel their existence,
  and thus growing more powerful when their foes strike back
  and becoming weak and confused when an opponent
  chooses not to fight. The Angry have two heads, which bicker
  with each other until another being is found which can
  redirect their ire.
  Armor of Fury
  Armor of Fury
  Parts Required. Any armor bathed in the blood of The Angry
  until it becomes pitch black.
  Effect. When your armor is struck, it causes a swell of
  anger to rise within you, increasing your chance of striking
  your opponents and giving your attacks a rage-induced buff to
  damage:
  When a creature deals damage to you, your attack rolls
  have advantage until the end of your next turn. The first
  attack you successfully make on your next turn does an
  additional 1d12 psychic damage.
  You have disdvantage to attack rolls on your turn if no
  creature has dealt damage to you since your last turn.
  Cost. 2,100gp
  Monstrous Hooks
  Monstrous Hooks
  melee weapon (simple, sickle) 
  Parts Required. The hooks of The Angry (DC 14) 
  Effect. When a tang and handle are embedded into the
  hooks, they become more powerful versions of a sickle. 
  Damage. 1d8 Slashing* 
  Properties. Light
  *When used together, the hooks become slightly more
  powerful- instead of each hook doing 1d8 damage, the main-
  handed hook becomes 1d10. 
  Cost. 160gp for both.
  The Hungry (CR 11)
  The Hungry (CR 11)
  These hideous monsters are made of yawning mouths and
  grasping claws. The Hungry will do whatever it takes to sate
  their appetites, consuming all life and energy they encounter.
  Life-Drinker Blade
  Life-Drinker Blade
  wondrous item (very rare), requires attunement 
  Parts Required. A blade bathed in the blood of The Hungry. 
  Effect. This blade absorbs the wrenching hunger for life that
  dwells within The Hungry. When you wield the blade, and if
  an enemy within range regains hit points, you gain the
  following two benefits until the end of your next turn:
  You gain advantage on attack rolls.
  Your blade deals an extra 2d8 necrotic damage to the
  enemy that regained hit points.
  Cost. 1,050gp
  Variant. To turn this into a cursed object, change the word-
  ing so that it reads, "When you wield the blade, and if a
  creature within range regains hit points..." and have the
  player wielding the blade roll a Wisdom saving throw (DC 16)
  to avoid the urge to strike any allies who have regained hit
  points.
   
  The Lonely (CR 9)
  The Lonely (CR 9)
  The sorrow of isolation afflicts several creatures that call the
  Shadowfell home, but the need for companionship has never
  manifested more strongly than in The Lonely.
  Lonesome Spear
  Lonesome Spear
  wondrous item (very rare), requires attunement 
  Parts Required. The arm of The Lonely crafted into a spear
  (DC 18) 
  Damage. 1d8 Piercing, plus 1d8 Psychic. 
  Effect. Enemies pierced by this weapon feel a crushing fear
  of solitude and are overwhelmed by a desire to be close to
  you.
  Your attacks have advantage once you have struck an
  enemy, but disadvantage when attacking a new enemy if
  the first one has not died. 
  Cost. 990gp
  The Lost (CR 7)
  The Lost (CR 7)
  The Shadowfell turns visitors around until they become
  marooned in its awful, twisted landscape. The Lost are
  manifestations of the anxiety and fear people feel when they
  cannot find their way.
  Poison of Psychic Affliction
  Poison of Psychic Affliction
  Parts Required: The blood of this creature can be extracted
  using Alchemy Supplies (DC 15) and stored in glass vials.
  Effect. This potent liquid attacks the mind of its imbiber.
  The target must succeed on a DC 16 Intelligence saving
  throw or take 5d10 psychic damage and be frightened for 10
  minutes. A target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success. 
  Cost. 670gp
  Tlincalli (CR 5)
  Tlincalli (CR 5)
  The Tlincalli are wandering desert hunters, half-scorpion
  nomads who travel in family groups and only stop for a time
  when the hunting in a particular area is good, or they are
  waiting for their eggs to hatch.
  Paralyzing Pain Poison
  Paralyzing Pain Poison
  Part Required: Poison gland from an applicable creature
  which must be extracted with Poisoner's Kit (DC 16). One
  need only come into contact with this poison, so even in its
  creation one must be extremely careful. Because of this
  caution, it takes a full 8 hours to extract and store this poison
  properly.
  Effect. Once a creature comes into contact with the
  poison, they must succeed on a DC 16 Constitution saving
  throw or take 2d6 damage and be Poisoned for 1 minute.
  Until this poison ends, the target is Paralyzed. The target can
  repeat the saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  Cost. 275gp
  Trapper (CR 3)
  Trapper (CR 3)
  The trapper is a variation of the lurker. Instead of attacking
  by dropping from above, it waits on the floor and kills by
  closing itself over prey that walks on top of it.
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  Acid Bomb
  Acid Bomb
  Parts Required: Acid Sac, extracted carefully with Alchemy
  Supplies (DC 18). 
  The acid sac must be extracted whole. A failed check
  destroys the sac and causes the harvester to take 2d6 acid
  damage.
  Effect. Once removed, the acid sac makes for a great trap,
  but is highly flammable and must be handled with caution.
  When the sac is ignited, it explodes with a blast radius of 20
  feet, and every creature in the area must make a Dexterity
  saving throw (DC 18) or take 6d6 acid damage. 
  Cost. 625gp
  Potion of Darksight
  Potion of Darksight
  Parts Required: Eyes of a creature with Darkvision (at least
  60ft) (DC 18)
  Effect. This potion gives the imbiber Darkvision up to 60ft
  for 1d4 hours.
  Cost. 150gp
  Umber Hulk (CR 5)
  Umber Hulk (CR 5)
  Umber hulks look somewhat like a cross between a gorilla
  and a beetle. Their most prominent feature is probably the
  huge pair of mandibles, each roughly as long as a halfling.
  Four eyes, one pair multifaceted, the other seemingly
  normal allow it to both see in the darkness in which it lives
  and somehow befuddle their enemies with merely a look. Its
  massive claws tunnel through rock with ease and its thick
  armor is as strong as full plate mail.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Poison of Debilitating Confusion
  Poison of Debilitating Confusion
  Parts Required. Eyes of an Umber Hulk (DC 16) simmered
  into a light soup-like liquid. 
  Effects. When a creature ingests this poison, it is forced to
  make a DC 15 Charisma saving throw. On a failed saving
  throw, the creature becomes confused and unresponsive,
  muttering to itself and wandering in random directions for
  1d12 minutes. When the minutes are up, it has no memory of
  its actions when poisoned.
  If combat starts during the time spent poisoned, it goes last
  in initiative automatically. 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. 
  Cost. 315gp
  Carapace Shield
  Carapace Shield
  Part Required: Large chitin fragment, relatively undamaged.
  When a proper handle is attached to the chitin, it can make
  for a light and durable shield.
  Shield
  AC: 3
  Weight: 3lbs
  Cost. 125gp
  Winter Wolf (CR 3)
  Winter Wolf (CR 3)
  A winter wolf is more akin to a worg than an actual wolf,
  being of wicked intelligence and cunning. It grows to about 8
  ft in length, 4.5 ft at the shoulder, and weighs around 450 lb.
  They usually have blue eyes.
  Elemental Oil - Frost
  Elemental Oil - Frost
  Parts Required. The elemental gland of an applicable
  creature (DC 18) crushed into a potent oily substance.
  Effect. Anointing a bladed weapon with this oil gives the
  blade an elemental effect similar to the monster's original
  magical abilities (frost).
  Creatures struck by such a blade take an extra 1d10 cold
  damage. The oil wears off the blade in 1 week's time, no
  matter how many times it's taken effect.
  Cost. 650gp
  Snow Cloak
  Snow Cloak
  Parts Required. Winter Wolf pelt (DC 16) 
  Effect. Someone wearing this cloak gets advantage to
  (Stealth) Dexterity checks made in an effort to hide in snowy
  terrain. 
  Cost. 65gp
  Yeti, Abominable (CR 9)
  Yeti, Abominable (CR 9)
  Abominable yeti appear as a cross between a human and a
  bear and walked upright. They are much bigger and more
  aggressive than regular yeti.
  Elemental Oil - Frost
  Elemental Oil - Frost
  Parts Required. The elemental gland of an applicable
  creature (DC 18) crushed into a potent oily substance. 
  Effect. Anointing a bladed weapon with this oil gives the
  blade an elemental effect similar to the monster's original
  magical abilities (frost).
  Creatures struck by such a blade take an extra 1d10 cold
  damage. The oil wears off the blade in 1 week's time, no
  matter how many times it's taken effect. 
  Cost. 650gp
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  Snow Cloak
  Snow Cloak
  Parts Required. Yeti pelt (DC 16) 
  Effect. Someone wearing this cloak gets advantage to
  (Stealth) Dexterity checks made in an effort to hide in snowy
  terrain. 
  Cost. 65gp
  Chill Choker
  Chill Choker
  wondrous item (uncommon), requires attunement) 
  Parts Required. Eyes of an abominable yeti (DC 18),
  extracted and placed in a jar of snow with a pure silver
  necklace while attuning to it. 
  Effect. This choker turns your eye color an icy blue, and
  allows you to target one creature you can see within 30 feet
  of you. If the target can see you, they target must succeed on
  a DC 18 Constitution saving throw against this magic or take
  3d6 cold damage and then be paralyzed for 1 minute, unless
  it is immune to cold damage. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success. If the target’s saving throw is successful,
  or if the effect ends on it, the target is immune to this yeti’s
  gaze for 1 hour. 
  Cost. 480gp
  Yuan-Ti
  Yuan-Ti
  The appearance of yuan-ti vary greatly from nearly human-
  like to nearly snake-like, but all have some serpentine
  features. Scale colors are usually simple greens and browns,
  but more elaborate swirls, stripes, or diamond patterns are
  possible, even in blues and reds.
  The yuan-ti come in several distinct castes or breeds. The
  three most prevalent are as follows:
  Purebloods. Purebloods appear mostly human, with
  minor reptilian features, such as slit eyes, a forked tongue,
  or patches of scales on their skin.
  Halfbloods. Also called malisons, halfbloods are
  humanoid in shape but have a wide variety of noticeable
  serpentine features, such as a snakelike tail in place of
  legs, a complete covering of scales, a hood like a cobra, a
  snake's head, or snakes in place of arms.
  Yuan-Ti Anathema. By far the most powerful and
  loathsome of yuan-ti, anathemas are worshiped as divine
  incarnations of Merrshaulk. They are truly bizarre in
  appearance, with a body like a 25-foot-long serpent; a pair
  of humanoid arms with clawed, three-fingered hands; and
  six serpentine heads rising from its shoulders.
  Yuan-Ti can produce some or all of the following:
  Potion of Darksight
  Potion of Darksight
  Parts Required: Eyes of a creature with Darkvision (DC 18)
  Effect. This potion gives the imbiber Darkvision up to 60ft
  for 1d4 hours. 
  Cost. 150gp
  Snake Venom
  Snake Venom
  Parts Required. Venom gland of a Yuan-Ti or similar
  serpentine monstrosity (DC 14).
  Effect. Once ingested or introduced to the bloodstream,
  the target must succeed on a DC 14 Constitution saving
  throw or be Poisoned for 1 minute taking 1d6 poison damage
  at the beginning of each of its turns. The creature can repeat
  the saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  Cost. 175gp
  Magic-Resistant Snakeskin Bag
  Magic-Resistant Snakeskin Bag
  Parts Required: Medium snakeskin from a Yuan-ti, 5gp
  worth of metal hardware such as buckles and clasps.
  Crafting. Once the yuan-ti has been skinned, the skin must
  be treated using Leatherworker's Tools with a DC of 14, and
  then cut and formed into its satchel shape. A final DC of 18
  will yield a well-crafted satchel capable of holding one cubic
  foot or 50 lbs of gear. This entire process takes a minimum of
  8 hours a day, for 3 days to complete.
  The resulting bag will retain the yuan-ti's magical
  resistance, which means it cannot be destroyed or damaged
  by magical means. 
  Cost. 290gp
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Paper Druid/Creature Harvest Index Vol. III - Monstrosities.pdf