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?
  Killing Humanoid Enemies 
  5
  Harvesting Checks 
  5
  Harvest Time 
  6
  Time of Death 
  6
  Types of Loot 
  6
  Bestiary
  Banderhobb 
  8
  Barghest 
  8
  Beholders 
  8
  Death Kiss 
  8
  Gauth 
  9
  Gazer 
  9
  Bodak 
  9
  Boggle 
  9
  Catoblepas 
  10
  Cave Fisher 
  10
  Chitines 
  10
  Chitine 
  10
  Choldrith 
  10
  Cranium Rat 
  10
  Swarm of Cranium Rats 
  11
  Darklings 
  11
  Darkling 
  11
  Darkling Elder 
  11
  Deep Scion 
  11
  Demons 
  11
  Babau 
  11
  Maw Demon 
  12
  Shoosuva 
  12
  Devourer 
  12
  Dinosaurs 
  12
  Brontosaurus 
  12
  Deinonychus 
  12
  Dimetrodon 
  12
  Hadrosaurus 
  12
  Quetzalcoatlus 
  12
  Stegosaurus 
  13
  Velociraptor 
  13
  Draegloth 
  13
  Firenewts 
  13
  Firenewt Warrior 
  13
  Giant Strider 
  13
  Firenewt Warlock of Imix 
  13
  Flail Snail 
  13
  Froghemoth 
  14
  Giants 
  14
  Cloud Giant Smiling One 
  14
  Fire Giant Dreadnought 
  14
  Frost Giant Everlasting One 
  14
  Mouth of Grolantor 
  15
  Stone Giant Dreamwalker 
  15
  Storm Giant Quintessent 
  15
  Girallon  
  15
  Gnolls 
  16
  Flind 
  16
  Gnoll Flesh Gnawer 
  16
  Gnoll Hunter 
  16
  Gnoll Witherling 
  16
  Grungs 
  16
  Grung 
  16
  Grung Elite Warrior 
  16
  Grung Wildling 
  16
  Guard Drake 
  17
  Hags 
  17
  Annis Hag 
  17
  Bheur Hag 
  17
  Hobgoblins  
  17
  Hobgoblin Devastator 
  17
  Hobgoblin Iron Shadow 
  17
  Ki-rin 
  18
  Kobolds 
  18
  Kobold Dragonshield 
  18
  Kobold Inventor 
  18
  Kobold Scale Sorcerer 
  18
  Korred 
  18
  Leucrotta 
  19
  Meenlock  
  19
  Table of Contents
  
  4
  Mind Flayers 
  19
  Alhoon 
  19
  Elder Brain 
  20
  Ulitharid 
  20
  Mindwitness 
  20
  Morkoth 
  21
  Neogi 
  21
  Neogi Hatchling 
  21
  Neogi 
  21
  Neogi Master 
  22
  Neothelid 
  22
  Nilbog 
  22
  Orcs 
  22
  Orc Blade of Ilneval 
  22
  Orc Claw of Luthic 
  23
  Orc Hand of Yurtrus 
  23
  Orc Nurtured One of Yurtrus 
  23
  Orc Red Fang of Shargaas 
  23
  Tanarukk 
  23
  Quickling 
  23
  Sea Spawn 
  24
  Shadow Mastiff 
  24
  Slithering Tracker 
  24
  Spawn of Kyuss 
  24
  Tlincalli  
  24
  Trapper 
  25
  Vargouille 
  25
  Vegepygmies 
  25
  Vegepygmy  
  25
  Vegepygmy Chief 
  25
  Thorny 
  25
  Wood Woad 
  25
  Xvarts 
  26
  Xvart 
  26
  Xvart Warlock of Raxivort 
  26
  Yeth Hound 
  26
  Yuan-ti 
  26
  Yuan-ti Anathema 
  26
  Yuan-ti Broodguard 
  27
  Yuan-ti Mind Whisperer 
  27
  Yuan-ti Nightmare Speaker 
  27
  Yuan-ti Pit Master 
  27
  Assorted Beasts
  Aurochs 
  28
  Cow 
  28
  Dolphin 
  28
  Swarm of Rot Grubs 
  28
  Nonplayer    Characters
  Abjurer 
  29
  Apprentice Wizard 
  29
  Archdruid 
  29
  Archer 
  29
  Bard 
  29
  Blackguard 
  29
  Champion 
  29
  Conjurer 
  29
  Diviner  
  30
  Enchanter 
  30
  Evoker 
  30
  Illusionist  
  30
  Kraken Priest 
  30
  Martial Arts Adept 
  30
  Master Thief 
  30
  Necromancer 
  30
  Swashbuckler 
  30
  Transmuter  
  30
  War Priest 
  31
  Warlock of the Archfey 
  31
  Warlock of the Fiend 
  31
  Warlock of the Great Old One 
  31
  Warlord 
  31
  
  5
  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. 
  
  6
  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. 
  
  7
  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.  
  
  8
  Banderhobb
  • 
  1 Banderhobb Heart. When consumed, 
  you can use an action to magically 
  teleport up to 30 feet to an unoccupied 
  space of dim light or darkness that you 
  can see. You can do this for one minute. 
  • 
  2d6 Rations.
  • 
  1d4 Vials of Banderhobb Blood. When 
  consumed, you become immune to the 
  charmed and frightened conditions for 
  one hour. 
  • 
  1d6 Vials of Banderhobb Saliva. As an 
  action, the saliva can be used to coat one 
  slashing or piercing weapon, or up to 
  three pieces of ammunition. A creature 
  hit by the weapon or ammunition must 
  make a DC 14 Constitution saving 
  throw or take 3d6 necrotic damage on 
  a failed save and half as much damage 
  on a successful one. Once applied, the 
  saliva retains its potency for one minute 
  before drying. 
  Barghest
  • 
  1d2 Barghest Claws. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each 
  of the spells levitate and pass without 
  trace 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 Barghest Eyes. When consumed, 
  you have blindsight out to a range of 60 
  feet for one hour. 
  • 
  1 Barghest Hide. Can be crafted into a 
  set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to acid damage.
  • 
  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. 
  Beholders
  Death Kiss
  • 
  1 Death Kiss Eye. Can be crafted into 
  a shield (1500 gp, 60 days). Requires 
  attunement. While equipped with this 
  shield, you have resistance to lightning 
  damage. In addition, when a creature 
  within 5 feet of you hits the shield with a 
  melee attack, you can use your reaction 
  to deal 1d10 lightning damage to the 
  creature. An attack hits the shield if the 
  attack roll against you was 1 or 2 lower 
  than your armor class. 
  • 
  1d10 Death Kiss Tentacles. Can be 
  crafted into a whip (350 gp, 24 days). 
  Requires attunement. This weapon deals 
  an additional 1d6 lightning damage on a 
  hit. In addition, 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. 
  • 
  1d10 Vials of Death Kiss Blood. Can 
  be used as an additional material 
  component when casting spells that deal 
  lightning damage. When used in this way, 
  you deal an additional 1d10 lightning 
  damage when you cast the spell.  
  _____________________________
  BESTIARY
  _____________________________
  
  9
  • 
  1d8 Vials of Death Kiss Digested Blood. 
  As an action, the blood can be used to 
  coat one slashing or piercing weapon, 
  or up to three pieces of ammunition. 
  A creature hit by the weapon or 
  ammunition must make a DC 16 
  Constitution saving throw or take 2d10 
  lightning damage on a failed save and 
  half as much damage on a successful 
  one. Once applied, the blood retains its 
  potency for one minute before drying. 
  Gauth
  • 
  1d4 Gauth Eyestalks. Once per day, the 
  eye stalk can fire one gauth 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.
  • 
  1 Large Gauth Eye. Can be crafted into 
  a shield (1000 gp, 30 days). Requires 
  attunement. Once per day, you can 
  activate the shield and target a creature 
  within 30 feet of you that can see the 
  shield and force it to make a DC 14 
  Wisdom saving throw. On a failed 
  save, the creature is stunned until the 
  beginning of its next turn. 
  • 
  1d4 Small Gauth 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. 
  Gazer
  • 
  1d2 Gazer Eyestalks. Once per day, the 
  eye stalk can fire one gazer 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.
  • 
  1d2 Small Gazer 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. 
  Bodak
  • 
  2d6 Bodak 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 Bodak Eyes. Two eyes can be crafted 
  into a set of eyes of annihilation (1500 
  gp, 30 days). Requires attunement. Once 
  per day, you can target one creature 
  within 30 feet of you as an action and 
  force it to make a DC 13 Constitution 
  saving throw. If the creature fails the 
  saving throw by 5 or ore, the creature 
  is reduced to 0 hit points, unless it is 
  immune to the frightened condition. 
  Otherwise, a creature takes 3d10 psychic 
  damage on a failed save. 
  • 
  1d2 Bodak Fists. Can be crafted into 
  a club (150 gp, 5 days). This weapon 
  deals an additional 1d6 necrotic damage 
  on a hit. 
  Boggle
  • 
  1 Vial of Slippery Boggle Oil. As an 
  action, you can pour this oil over a 
  Medium or smaller creature. For the next 
  minute, the creature is slippery and it 
  has advantage on Dexterity (Acrobatics) 
  checks made to escape bonds, squeeze 
  through narrow spaces, and end 
  grapples. 
  • 
  1 Vial of Sticky Boggle Oil. As an action, 
  you can pour this oil over a Medium or 
  smaller creature. For the next minute, 
  the creature is sticky and it as advantage 
  on Strength (Athletics) checks made to 
  grapple and any ability check made to 
  maintain a hold on another creature, a 
  surface, or an object. The creature also 
  has advantage on climbing checks. 
  
  10
  Catoblepas
  • 
  1d4 Catoblepas Stench 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 16 Constitution saving 
  throw or be poisoned until the start of its 
  next turn.
  • 
  1 Catoblepas 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 Catoblepas Tusks. Can be crafted 
  into a dagger (2 gp, 1 day). 
  • 
  2d6 Rations. 
  • 
  1d8 Vials of Catoblepas Blood. 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.  
  Cave Fisher
  • 
  1d2 Cave Fisher Claws. Can be crafted 
  into a battleaxe (10 gp, 2 days). 
  • 
  1d2 Cave Fisher Filament. Functions as 
  a 60 foot long silk rope. 
  • 
  1d6 Rations. 
  • 
  1d8 Vials of Cave Fisher Blood. 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.  
  Chitines
  Chitine
  • 
  1d3 Broken Daggers. 
  • 
  1 Chitine Hide. Four 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. 
  • 
  1d4 Rations. 
  Choldrith
  • 
  1 Broken Dagger. 
  • 
  1d6 Choldrith Eyes. As an action, you 
  can crush one of these eyes and manifest 
  a minor wonder as if casting the 
  thaumaturgy spell. 
  • 
  1 Choldrith 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. 
  • 
  1d4 Web Sacs. 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, and 
  immunity to bludgeoning, poison and 
  psychic damage. 
  Cranium Rat
  • 
  1 Cranium Rat Brain. When consumed, 
  you become immune to any effect that 
  would sense your emotions or read your 
  thoughts, as well as to all divination 
  spells for one hour. 
  • 
  1 Ration. 
  
  11
  Swarm of Cranium Rats
  • 
  1d6 Cranium Rat Brains. When 
  consumed, you become immune to any 
  effect that would sense your emotions 
  or read your thoughts, as well as to all 
  divination spells for one hour. 
  • 
  1d6 Rations. 
  Darklings
  Darkling
  • 
  1 Broken Dagger. 
  • 
  1 Broken Leather Armor (size Small). 
  • 
  1d2 Ounces of Darkling Death 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 
  blinded until the end of its next turn. 
  • 
  1d2 Ounces 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. 
  Darkling Elder
  • 
  1 Broken Leather Armor (size Medium). 
  • 
  1 Broken Shortsword. 
  • 
  1d4 Ounces of Darkling Death 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 
  blinded until the end of its next turn. 
  • 
  1d4 Ounces 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. 
  Deep Scion
  • 
  1 Broken Battleaxe. 
  • 
  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. 
  Demons
  Babau
  • 
  1d2 Babau Eyes. One eye can be crafted 
  into an eye of weakening gaze (750 
  gp, 22 days). Requires attunement. As 
  an action, you can target one creature 
  within 20 feet of you and force it to make 
  a DC 13 Constitution saving throw. On 
  a failed save, the target deals only half 
  damage with weapon attacks and use 
  Strength. This lasts for one minute. The 
  target can repeat the saving throw at the 
  end of each of its turns, ending the effect 
  on itself on a success. Once a creature 
  has succeeded on the saving throw or the 
  effect ends for it, the creature is immune 
  to the effect of the eye for 24 hours. 
  • 
  1 Babau Horn. Requires attunement 
  by a spellcaster. Can be used as an 
  arcane focus. You may cast each of the 
  spells darkness and fear 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. 
  • 
  1d4 Broken Spears. 
  • 
  1d2 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  
  12
  Maw Demon
  • 
  2d10 Maw Demon 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. 
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Shoosuva
  • 
  1 Shoosuva 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.
  • 
  1d8 Shoosuva 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. 
  • 
  1 Shoosuva Tail Stinger. Can be crafted 
  into a glaive (750 gp, 22 days). The 
  first time you hit a  creature with this 
  weapon, you can force it to make a DC 
  14 Constitution saving throw. On a 
  failed save, the creature is poisoned and 
  paralyzed. The creature can repeat the 
  saving throw at the end of each of its 
  turns, ending the effect on a success. 
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Devourer
  • 
  2d10 Devourer Bone 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 1d6 necrotic damage 
  on a hit. After the ammunition has been 
  fired, it loses this property. 
  • 
  1d4 Devourer Claws. Can be crafted into 
  a dagger (150 gp, 9 days). On a hit, you 
  deal an additional 1d6 necrotic damage 
  with this weapon. 
  • 
  1d4 Soul Wisps. Can be used as an 
  additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you deal an 
  additional 4d10 necrotic damage when 
  you cast the spell.  
  Dinosaurs
  Brontosaurus
  • 
  1 Brontosaurus 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.
  • 
  10d6 Rations.  
  Deinonychus
  • 
  1 Deinonychus Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations.  
  Dimetrodon
  • 
  1 Dimetrodon Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations.  
  Hadrosaurus
  • 
  1 Hadrosaurus Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d6 Rations.  
  Quetzalcoatlus
  • 
  1 Quetzalcoatlus 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.  
  
  13
  Stegosaurus
  • 
  1 Stegosaurus 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.  
  Velociraptor
  • 
  1 Velociraptor Hide. Eight hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  • 
  1 Ration. 
  Draegloth
  • 
  1d8 Draegloth Claws. Can be crafted 
  into a shortsword (10 gp, 2 days).
  • 
  1d2 Draegloth Eyes. As an action, you 
  can crush this eye and make, a dark 
  cloud erupt from it. The area within 
  a 15 foot radius of where the eye was 
  destroyed becomes pitch black, as if 
  affected by the darkness spell.
  • 
  1 Draegloth 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.
  • 
  1d6 Tufts of Draegloth Fur. Three tufts 
  can be crafted into a cloak (100 gp, 3 
  days). While wearing this cloak, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Firenewts
  Firenewt Warrior
  • 
  1 Broken Chain Shirt (size Medium). 
  • 
  1 Broken Scimitar. 
  • 
  1 Broken Shield. 
  • 
  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. 
  Giant Strider
  • 
  1 Giant Strider Fire Gland. As an action, 
  you can throw this gland up to 30 feet 
  away where it bursts in a fiery explosion. 
  Each creature within 10 feet of where 
  the gland landed must succeed on a DC 
  12 Dexterity saving throw, taking 4d6 fire 
  damage on a failed save, or half as much 
  damage on a successful one. 
  • 
  1 Giant Strider Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to fire damage.
  • 
  2d6 Rations. 
  Firenewt Warlock of Imix
  • 
  1 Broken Morningstar. 
  • 
  1 Component Pouch. 
  • 
  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. 
  Flail Snail
  • 
  1 Flail Snail Shell. Can be crafted into 
  a shield (1500 gp, 22 days). Requires 
  attunement. This shield glows with a 
  faint, colored light, shedding bright light 
  in a 5-foot radius and dim light for an 
  additional 10 feet if not covered. Once 
  per short or long rest, you can use an 
  action to make this light scintillating 
  until the end of your next turn. During 
  this time, the shell sheds bright light 
  in a 30-foot radius and dim light for an 
  additional 30 feet, and creatures that can 
  
  14
  see you have disadvantage on attack rolls 
  against you. In addition, any creature 
  within the bright light and able to see 
  you when this power is activated must 
  succeed on a DC 15 Wisdom saving 
  throw or be stunned until the light 
  ends. Three shields can be crafted from 
  this shell. 
  • 
  1d4 Flail Snail Tentacles. Can be crafted 
  into a flail (10 gp, 2 days). 
  Froghemoth
  • 
  1 Froghemoth Hide. Can be crafted into 
  a set of light armor (3000 gp, 70 days). 
  Requires attunement. This armor grants 
  resistance to fire and lightning damage.
  • 
  1d4 Froghemoth Tentacles. Can be 
  crafted into a maul (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 
  bludgeoning damage with this weapon. 
  • 
  1d6 Froghemoth Feet Webbing. Two 
  pieces of webbing can be crafted into 
  a pair of shoes (100 gp, 7 days). While 
  wearing these shoes, your swimming 
  speed is the same as your movement 
  speed while on land. 
  • 
  4d6 Rations. 
  • 
  1d8 Vials of Froghemoth Blood. When 
  consumed, you become amphibious 
  for one hour.
  Giants
  Cloud Giant Smiling One
  • 
  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. 
  • 
  1d6 Vials of Smiling Essence. When 
  consumed, you can magically polymorph 
  into a beast or humanoid you have seen. 
  Any equipment you are wearing or 
  carrying is absorbed by this new form. 
  Your statistics, other than your size, are 
  the same in each form. You revert to 
  your true form after one hour has passed 
  or if you fall unconscious as a result of 
  dropping to 0 hit points. 
  Fire Giant Dreadnought
  • 
  1 Fire Giant Heart. Can be crafted into 
  a potion of fire giant strength (DMG p. 
  187) (1000 gp, 30 days)
  • 
  1d2 Fireshields. Can be crafted into a 
  set of heavy armor (3000 gp, 60 days) or 
  into a shield (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to acid damage. One set of armor can be 
  crafted from a fireshield, or three shields 
  can be crafted from a fireshield.
  • 
  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. 
  • 
  2d6 Vials of Fire Giant Blood. When 
  consumed, you gain resistance to fire 
  damage for one hour. 
  Frost Giant Everlasting One
  • 
  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.
  
  15
  • 
  1d8 Vials of Frost Giant Blood. When 
  consumed, you gain resistance to cold 
  damage for one hour. 
  • 
  1d6 Vials of Everlasting Essence. When 
  consumed, you enter into a rage for one 
  minute. While raging you have advantage 
  on Strength checks and Strength saving 
  throws, you gain a +4 bonus to damage 
  rolls when hitting with a melee attack, 
  and you have resistance to bludgeoning, 
  piercing, and slashing damage. 
  Mouth of Grolantor
  • 
  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)
  • 
  1d6 Vials of Grolantor Essence. When 
  consumed, you become immune to 
  confusion spells and similar magic for 
  10 minutes. 
  Stone Giant Dreamwalker
  • 
  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)
  • 
  1d8 Vials of Dreamwalker Essence. 
  When consumed, an aura of charm 
  radiates from you for one minute. If a 
  hostile creature starts its turn within 
  30 feet of you, it must make a DC 13 
  Charisma saving throw. On a failed 
  save, the creature is charmed by you. A 
  creature charmed in this way can repeat 
  the saving throw at the end of each of 
  its turns, ending the effect on itself on 
  a success. If you hit a creature that is 
  charmed by you in this way with a melee 
  attack, the creature must make a DC 17 
  Constitution saving throw. On a failed 
  save, the creature becomes petrified until 
  the end of its next turn. 
  Storm Giant Quintessent
  • 
  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. 
  • 
  1d10 Vials of Storm Giant Blood. 
  When consumed, you gain resistance to 
  lightning damage for one hour. 
  • 
  1d4 Vials of Quintessent Essence. 
  When consumed, you become one with 
  the storm for one minute. As an action, 
  you can conjure a wind javelin in your 
  hand and hurl it at a creature you can 
  see within 300 feet of you as a ranged 
  attack. The javelin is considered a magic 
  weapon and deals 3d6 damage on a hit 
  plus your ability modifier. The javelin 
  disappears after it hits. You are proficient 
  in these attacks. 
  Girallon 
  • 
  1 Girallon Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  1d8 Girallon Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  
  16
  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. 
  • 
  1d4 Vials of Girallon Blood. When 
  consumed, you become aggressive 
  for one minute. While aggressive, you 
  can use a bonus action to move up to 
  your movement speed toward a hostile 
  creature that you can see. 
  Gnolls
  Flind
  • 
  3d6 Arrows. 
  • 
  1 Broken Chain Mail Armor 
  (size Medium). 
  • 
  1 Broken Longbow. 
  • 
  1 Flind’s Flail. This weapon is magical. 
  The first time you hit a creature with this 
  weapon, it must immediately succeed on 
  a DC 16 Constitution saving throw or be 
  paralyzed until the end of its next turn. 
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Gnoll Flesh Gnawer
  • 
  1 Broken Shortsword.
  • 
  1 Broken Studded Leather Armor 
  (size Medium). 
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Gnoll Hunter
  • 
  2d6 Arrows. 
  • 
  1 Broken Leather Armor (size Medium).
  • 
  1 Broken Longbow.
  • 
  1d4 Broken Spears. 
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage for 
  one hour. 
  Gnoll Witherling
  • 
  1 Broken Club. 
  • 
  1d6 Gnoll Witherling Bone Fragments. 
  When consumed, you become immune 
  to being exhausted for one hour. 
  Grungs
  Grung
  • 
  1 Broken Dagger. 1d4 Vials of Demon 
  Ichor. When consumed, you gain 
  resistance to poison damage for 
  one hour. 
  • 
  1 Vial of Grung 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 
  weapon or ammunition must make a DC 
  12 Constitution saving throw or become 
  poisoned until the end of their next turn. 
  Once applied, the poison retains its 
  potency for one minute before drying. 
  Grung Elite Warrior
  • 
  3d6 Arrows. 
  • 
  1 Broken Dagger.
  • 
  1 Broken Shortbow. 
  • 
  1d6 Vials of Grung 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 weapon or ammunition must 
  make a DC 12 Constitution saving 
  throw or become poisoned until the 
  end of their next turn. Once applied, the 
  poison retains its potency for one minute 
  before drying. 
  Grung Wildling
  • 
  3d6 Arrows. 
  • 
  1 Broken Dagger. 
  • 
  1 Broken Shortbow. 
  • 
  1d4 Vials of Grung 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 
  
  17
  hit by the weapon or ammunition must 
  make a DC 12 Constitution saving 
  throw or become poisoned until the 
  end of their next turn. Once applied, the 
  poison retains its potency for one minute 
  before drying. 
  Guard Drake
  • 
  1 Guard Drake Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to the type of damage the 
  guard drake was resistant to. 
  • 
  1d8 Guard Drake 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. 
  Hags
  Annis Hag
  • 
  1d2 Annis Hag Hands. Requires 
  attunement. Can be used as an arcane 
  focus. Once per day each, you can cast 
  the spells disguise self and fog cloud. 
  These spells are cast at their lowest 
  level. You use your own spellcasting 
  ability for these spells- 
  • 
  1d4 Tufts of Annis Hag Hair. When 
  consumed, you have advantage on any 
  Charisma checks made against children 
  for one hour. 
  • 
  1d10 Iron 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. If the target is a fey 
  creature, the ammunition instead deals 
  an additional 1d8 damage. After the 
  ammunition has been fired, it loses this 
  property. 
  • 
  1d6 Vials of Annis Hag Blood. When 
  consumed, your Strength score becomes 
  21 for one minute. 
  Bheur Hag
  • 
  1d2 Bheur Hag Hands. Requires 
  attunement. Can be used as an arcane 
  focus. Once per day each, you can cast 
  the spells hold person and ice storm. 
  These spells are cast at their lowest level 
  and Charisma is your spellcasting ability 
  for these spells. 
  • 
  1 Greystaff. This functions as a broom of 
  flying (DMG p. 156). 
  • 
  1d8 Vials of Bheur Hag Blood. When 
  consumed, you can move across and 
  climb icy surfaces without needing to 
  make an ability check. Additionally, 
  difficult terrain compoased of ice or 
  snow doesn’t cost you extra movement. 
  This effect lasts for one hour. 
  Hobgoblins 
  Hobgoblin Devastator
  • 
  1 Arcane Focus. 
  • 
  1 Broken Quarterstaff. 
  • 
  1 Broken Studded Leather Armor 
  (size Medium). 
  • 
  1 Spellbook. It has in it the following 
  spells: fog cloud, Melf’s acid arrow, 
  scorching ray.
  Hobgoblin Iron Shadow
  • 
  1d6 Darts. 
  • 
  1 Robe of Shadows. Requires 
  attunement. While wearing these robes 
  and no other armor, you can use an 
  action to magically teleport yourself 
  and any equipment you are wearing or 
  carrying to an unoccupied space you can 
  see within 30 feet of you. Once you have 
  teleported in this way, you cannot do so 
  again until you have finished a short or 
  long rest. 
  
  18
  Ki-rin
  • 
  1 Divine Tongue. When consumed, you 
  gain the benefits of the tongues spell for 
  eight hours. 
  • 
  1 Ki-rin Hide. Can be crafted into a set of 
  light armor (3000 gp, 75 days). Requires 
  attunement. While wearing this armor, 
  you have resistance to poison damage. 
  In addition, once per long rest if you 
  fail a saving throw you can choose to 
  succeed instead. 
  • 
  2d6 Tufts of Ki-rin Fur. Can be used as 
  an additional material component when 
  casting spells that restore hit points. 
  When used in this way, the spell restores 
  an additional 1d6 hit points. 
  • 
  1 Ki-rin Horn. Can be crafted into a 
  shortsword (2000 gp, 60 days). Requires 
  attunement. On a hit, you deal an 
  additional 1d6 radiant damage with this 
  weapon. In addition, cnce per day each, 
  you can cast the spells gaseous form and 
  wind walk. Wisdom is your spellcasting 
  ability for these spells. 
  • 
  1d4 Ki-rin Legs. Can be crafted into a 
  maul (150 gp, 9 days). On a hit, you deal 
  an additional 1d6 radiant damage with 
  this weapon. 
  • 
  1d6 Vials of Ki-rin Blood. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  effects for one hour.
  Kobolds
  Kobold Dragonshield
  • 
  1 Broken Leather Armor (size Small). 
  • 
  1 Broken Shield. 
  • 
  1d4 Broken Spears. 
  Kobold Inventor
  • 
  1 Broken Dagger. 
  • 
  1 Broken Sling. 
  • 
  1 Green Slime Pot. As an action, you can 
  throw this pot at a target within 10 feet 
  of you, treating the pot as an improvised 
  weapon. On a hit, the target is covered 
  in a patch of green slime (DMG, p. 105). 
  On a miss, a patch of green slime covers 
  a randomly determined 5-foot-square 
  section of wall or floor within 5 feet of 
  the target. 
  • 
  1d2 Vials of Acid.
  • 
  1d2 Vials of Alchemist’s Fire. 
  • 
  1 Wasp Bag. As an action, you can throw 
  this bag up to 20 feet away where it will 
  rupture into a swarm of insects (wasps) 
  that take up a 5-foot-square where the 
  bag landed. The swarm rolls initiative, 
  acts independently of you, and has 11 hit 
  points. At the end of each of the swarm’s 
  turns, there is a 50 percent chance that 
  the swarm disperses. 
  Kobold Scale Sorcerer
  • 
  1 Broken Dagger. 
  • 
  1 Component Pouch. 
  Korred
  • 
  1 Broken Greatclub. 
  • 
  1 Korred Hair Rope. Requires 
  attunement. As a bonus action, this 
  50-foot-long rope can be commanded 
  to move up to 20 feet and entangle a 
  Large or smaller creature that you can 
  see. The target must succeed on a DC 
  13 Dexterity saving throw or become 
  grappled by the rope (escape DC 13). 
  Until this grapple ends, the target is 
  restrained. You can use a bonus action 
  to release the target, which is also freed 
  if you become incapacitated. You can 
  only command the rope while it is within 
  30 feet of you. The rope has 20 AC and 
  20 hit points. It regains 1 hit point at 
  the start of each of your turns while it 
  has at least 1 hit point and you are not 
  incapacitated. If the rope drops to 0 hit 
  points, it is destroyed. 
  
  19
  • 
  1d4 Ounces 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. 
  • 
  1d8 Vials of Korred Blood. When 
  consumed, you gain the benefits of the 
  meld into stone spell for eight hours. 
  Leucrotta
  • 
  1d4 Leucrotta Legs. Can be crafted into 
  a maul (10 gp, 2 days).
  • 
  1d10 Leucrotta Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. If you score a critical 
  hit while using ammunition made from 
  these teeth, you roll the damage dice 
  three times instead of twice. 
  • 
  1 Leucrotta 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. 
  • 
  2d6 Rations. 
  Meenlock 
  • 
  1d2 Meenlock Claws. Can be crafted 
  into a dagger (150 gp, 9 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, the creature is paralyzed 
  for one minute. The creature ca repeat 
  the saving throw at the end of each of 
  its turns, ending the effect on a itself on 
  a success. 
  • 
  1 Meenlock 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 
  11 Wisdom saving throw or become 
  frightened of the head until the beginning 
  of its next turn. The head then breaks 
  and stops functioning.
  • 
  1d2 Ounces 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 Vial of Meenlock Blood. When 
  consumed, you can use an action to 
  magically teleport up to 30 feet to 
  an unoccupied space of dim light or 
  darkness that you can see. You can do 
  this once. 
  Mind Flayers
  Alhoon
  • 
  1 Arcane Focus. 
  • 
  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. 
  • 
  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. 
  • 
  1 Spellbook. It has in it the following 
  spells: counterspell, detect magic, 
  Evard’s black tentacles, mirror image
  • 
  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 10 minutes. You don’t need 
  
  20
  to share a language with the creature 
  for it to understand you, but the creature 
  must be able to understand at least 
  one language.
  Elder Brain
  • 
  2d8 Chunks of Elder Brain Matter. When 
  consumed, you can communicate with 
  any creature you can see within 60 feet 
  of you for 10 minutes. 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. 
  • 
  1d6 Elder Brain Tentacles. Can be 
  crafted into a whip (150 gp, 9 days). On a 
  hit, this weapon deals an additional 1d6 
  psychic damage. 
  • 
  1d10 Vials of Elder Brain Brine. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  effects for one hour. 
  • 
  1d10 Vials of Elder Brain Mind Fluid. 
  When consumed, you become aware of 
  the presence of creatures within 5 miles 
  of you that have an Intelligence score of 
  4 or higher for one hour. You know the 
  distance and direction to each creature, 
  as well as each one’s Intelligence score, 
  but you can’t sense anything else about 
  it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar 
  magic can’t be perceived in this manner. 
  Ulitharid
  • 
  1 Broken Breastplate (size Medium). 
  • 
  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 10 minutes. 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. 
  • 
  1d4 Vials of Ulitharid Mind Fluid. When 
  consumed, you become aware of the 
  presence of creatures within 5 miles of 
  you that have an Intelligence score of 
  4 or higher for one hour. You know the 
  distance and direction to each creature, 
  as well as each one’s Intelligence score, 
  but you can’t sense anything else about 
  it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar 
  magic can’t be perceived in this manner. 
  Mindwitness
  • 
  1 Large Mindwitness Eye. Can be 
  crafted into a shield (1000 gp, 30 days). 
  Requires attunement. While holding the 
  shield, whenever you receive a telepathic 
  message you can telepathically share 
  that message with up to seven other 
  creatures within 300 feet of you that 
  you can see. 
  • 
  1d4 Mindwitness Eyestalks. Once 
  per day, the eye stalk can fire one 
  mindwitness 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.
  • 
  1d4 Mindwitness 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. 
  
  21
  • 
  1d6 Small Mindwitness 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. 
  Morkoth
  • 
  1d2 Morkoth Eyes. As an action, you can 
  point the eye in a direction and crush 
  it. Each creature in a 30-foot-cone must 
  make a DC 17 Wisdom saving throw. On 
  a failed save, the creature is charmed 
  by you for one minute. While charmed 
  in this way, the creature tries to get as 
  close to you as possible, using its actions 
  to Dash until it is within 5 feet of you. A 
  charmed creature can repeat the saving 
  throw at the end of each of its turns and 
  whenever it takes damage, ending the 
  effect on itself on a success. 
  • 
  1 Morkoth Hide. Two hides can be 
  crafted into a set of light armor (2000 
  gp, 60 days). Requires attunement. 
  While wearing this armor, if you make a 
  successful saving throw against a spell 
  or a spell attack misses you, you can 
  choose another creature (including the 
  spellcaster) you can see within 60 feet 
  of you as a reaction. The spell targets 
  the chosen creature instead of you. If the 
  spell forced a saving throw, the chosen 
  creature makes its own save. If the spell 
  was an attack, the attack roll is rerolled 
  against the chosen creature. 
  • 
  1d4 Morkoth Tentacles. Can be crafted 
  into a maul (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 bludgeoning 
  damage with this weapon. 
  • 
  1d10 Vials of Morkoth Essence. When 
  consumed, you become amphibious for 
  one hour. 
  Neogi
  Neogi Hatchling
  • 
  1d6 Neogi 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.
  • 
  1 Vial of Neogi Mind Fluid. When 
  consumed, you have advantage on 
  saving throws against being charmed or 
  frightened, and magic can’t put you to 
  sleep. This effect lasts for one hour. 
  Neogi
  • 
  1 Neogi Brain. When consumed, your 
  mind briefly possesses neogi powers. 
  Once within the next hour, you can use 
  an action to target one creature you can 
  see within 30 feet of you. The target 
  must succeed on a DC 14 Wisdom 
  saving throw or be magically charmed 
  by you for one day, or until you are 
  incapacitated or are more than one mile 
  from the target. The charmed target 
  obeys your commands and can’t take 
  reactions, and you and the target can 
  communicate telepathically with each 
  other at a distance of up to one mile. 
  Whenever the charmed target takes 
  damage, it can repeat the saving throw, 
  ending the effect on itself on a success. 
  • 
  2d6 Neogi 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. 
  • 
  1d4 Vials of Neogi Mind Fluid. When 
  consumed, you have advantage on 
  saving throws against being charmed or 
  frightened, and magic can’t put you to 
  sleep. This effect lasts for one hour. 
  
  22
  Neogi Master
  • 
  1 Neogi Brain. When consumed, your 
  mind briefly possesses neogi powers. 
  Once within the next hour, you can use 
  an action to target one creature you can 
  see within 30 feet of you. The target 
  must succeed on a DC 14 Wisdom 
  saving throw or be magically charmed 
  by you for one day, or until you are 
  incapacitated or are more than one mile 
  from the target. The charmed target 
  obeys your commands and can’t take 
  reactions, and you and the target can 
  communicate telepathically with each 
  other at a distance of up to one mile. 
  Whenever the charmed target takes 
  damage, it can repeat the saving throw, 
  ending the effect on itself on a success. 
  • 
  2d8 Neogi 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 Vials of Neogi Mind Fluid. When 
  consumed, you have advantage on 
  saving throws against being charmed or 
  frightened, and magic can’t put you to 
  sleep. This effect lasts for one hour. 
  Neothelid
  • 
  1 Neothelid 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 
  10d6 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. 
  • 
  1d4 Neothelid Teeth. Can be crafted into 
  a dagger (2000 gp, 60 days). Requires 
  attunement. Once per day, when you hit 
  a creature with this weapon you can cast 
  the feeblemind spell on it. The DC for the 
  spell is 16. 
  • 
  2d12 Vials of Acid. 
  • 
  1d8 Vials of Neothelid Blood. When 
  consumed, you gain the benefits of the 
  levitate spell for 10 minutes. 
  • 
  1d4 Vials of Neothelid Mind Fluid. When 
  consumed, you become aware of the 
  presence of creatures within 5 miles of 
  you that have an Intelligence score of 
  4 or higher for one hour. You know the 
  distance and direction to each creature, 
  as well as each one’s Intelligence score, 
  but you can’t sense anything else about 
  it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar 
  magic can’t be perceived in this manner. 
  • 
  1d10 Vials of Neothelid Slime. When 
  consumed, you have advantage on 
  saving throws against spells and other 
  magical effects. 
  Nilbog
  • 
  2d6 Arrows. 
  • 
  1 Broken Leather Armor (size Small). 
  • 
  1 Broken Shortbow.
  • 
  1 Fool’s Scepter. This functions as a 
  simple weapon with the finesse property 
  that deals 1d6 bludgeoning damage. 
  Requires attunement. This weapon has 
  3 charges and it regains 1d2-1 charges 
  each day at dawn. As a reaction, in 
  response to another creature dealing 
  damage to you, you can reduce the 
  damage to 0 and regain 1d6 hit points. 
  Orcs
  Orc Blade of Ilneval
  • 
  1 Broken Chain Mail Armor 
  (size Medium). 
  • 
  1 Broken Longsword. 
  • 
  1 Broken Shield. 
  • 
  1d6 Javelins. 
  
  23
  Orc Claw of Luthic
  • 
  1 Broken Hide Armor (size Medium). 
  • 
  1 Holy Symbol. Matches the religious 
  beliefs of the orc. 
  • 
  1d3 Potions of Healing. 
  Orc Hand of Yurtrus
  • 
  1 Broken Hide Armor (size Medium). 
  • 
  1d6 Vials of White Pus. As an action, 
  the pus can be used to coat one slashing 
  or piercing weapon, or up to three 
  pieces of ammunition. A creature hit 
  by the weapon or ammunition takes an 
  additional 1d6 necrotic damage. Once 
  applied, the pus retains its potency for 
  one minute before drying. 
  Orc Nurtured One of Yurtrus
  • 
  1d8 Vials of Corrupted Blood. As an 
  action, you can target a creature within 
  30 feet of you and make a ranged 
  attack at them. You treat the vial as 
  an improvised weapon. If you hit the 
  creature, they must make a DC 13 
  Constitution saving throw. On a failed 
  save, the creature takes 4d6 poison 
  damage and becomes poisoned. On a 
  success, the creature takes half as much 
  damage and isn’t poisoned. A creature 
  poisoned by this effect can repeat the 
  save at the end of each of its turns, 
  ending the effect on itself on a success. 
  While poisoned by this effect, a creature 
  can’t regain hit points. 
  Orc Red Fang of Shargaas
  • 
  1 Broken Scimitar. 
  • 
  1 Broken Studded Leather Armor 
  (size Medium).
  • 
  1d6 Darts. 
  Tanarukk
  • 
  1 Broken Greatsword. 
  • 
  1 Tanarukk Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to fire damage.
  • 
  2d6 Vials of Tanarukk Blood. When 
  consumed, you become extremely 
  aggressive for one minute. As a bonus 
  action, you can move up to your speed 
  toward a hostile creature that you can 
  see. In addition, in response to being hit 
  with a melee attack, you can make one 
  melee attack with advantage against the 
  attacker. 
  Quickling
  • 
  1d3 Broken Daggers. 
  • 
  1d4 Ounces 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.Redcap
  • 
  1d4 Ounces 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 Set of Iron Boots. Requires 
  attunement. While wearing these 
  boots and you are a Small creature, 
  your size is considered Medium for the 
  purposes of grappling other targets. Also, 
  wielding a heavy weapon doesn’t impose 
  disadvantage on your attack rolls. You 
  also have disadvantage on Dexterity 
  (Stealth) checks made while moving. 
  • 
  1 Wicked Sickle. Functions as a martial 
  weapon that deals 2d4 slashing damage. 
  
  24
  Sea Spawn
  • 
  2d6 Poisonous Quills. One quill can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these quills deal 
  an additional 1d6 poison damage on a 
  hit. After the ammunition has been fired, 
  it loses this property. 
  Shadow Mastiff
  • 
  1d6 Rations. 
  • 
  1d2 Shadow Mastiff Eyes. When 
  consumed, you can see ethereal 
  creatures and objects for one hour. 
  • 
  1d8 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. 
  Slithering Tracker
  • 
  1d8 Vials of Ooze Digested Blood. 
  When consumed, you have resistance to 
  necrotic damage for one hour. 
  • 
  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 
  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. 
  Spawn of Kyuss
  • 
  1d12 Dead Kyuss Worms. When 
  consumed, you regain 1d10 hit points 
  at the end of each of your turns for the 
  next minute. 
  • 
  2d6 Vials of Living Kyuss Worms. As 
  an action, you can throw this vial at a 
  humanoid creature within 20 feet of 
  you, treating the vial as an improvised 
  weapon. On a hit, the worm inside 
  the vial latch onto the targets skin as 
  the glass shatters. The worm is a Tiny 
  undead with AC 6, 1 hit point, 2 (-4) in 
  every ability score, and a speed of 1 foot. 
  While on the target’s skin, the worm can 
  be killed by normal means or scraped 
  off using an action. Otherwise, the worm 
  burrows under the target’s skin at the 
  end of the target’s next turn, dealing 1 
  piercing damage to it. At the end of each 
  of its turns thereafter, the target takes 
  2d6 necrotic damage per worm infesting 
  it (maximum of 10d6). A worm-infested 
  target dies if it drops to 0 hit points, 
  then rises 10 minutes later as a spawn 
  of Kyuss. If a worm-infested creature is 
  target by an effect that cures diseases or 
  removes a curse, all the worms infesting 
  it wither away. 
  Tlincalli 
  • 
  1 Broken Longsword. 
  • 
  2d6 Rations. 
  • 
  1 Spiked Chain. Functions as a martial 
  weapon that deals 1d6 piercing damage 
  plus 1d6 poison damage. On a hit, you 
  can choose to forgo doing damage and 
  instead grapple the creature (escape 
  DC 11) if it is Medium or smaller. The 
  grappled creature can use its action on 
  its turn to attempt to free itself from the 
  grapple. Until this grapple ends, you can’t 
  use this weapon on another target. 
  • 
  1d6 Vials of Tlincalli 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 weapon or ammunition must 
  make a DC 14 Constitution saving 
  throw or take 4d6 poison damage and 
  be poisoned for one minute. If the target 
  fails the saving throw by 5 or more, the 
  target is also paralyzed while poisoned. 
  The target can repeat the saving throw 
  at the end of each of its turns, ending the 
  effect on itself on a success. 
  
  25
  Trapper
  • 
  2d6 Rations. 
  • 
  1 Trapper Hide. Can be crafted into a set 
  of light armor (150 gp, 9 days). While 
  wearing this armor, you have advantage 
  on Dexterity (Stealth) checks. You also 
  have advantage on climbing checks. 
  Vargouille
  • 
  1d4 Tufts of Vargouille Hair. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  1d10 Vargouille 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 Vargouille Wings. When consumed, 
  you gain resistance to cold, fire, and 
  lightning damage for 10 minutes. 
  Vegepygmies
  Vegepygmy 
  • 
  1 Broken Sling. 
  • 
  1d4 Vegepygmy Leaves. When 
  consumed, you regain 1d4 hit points 
  at the end of each of your turns for the 
  next minute. 20 leaves can be crafted 
  into a cloak (100 gp, 7 days). While 
  wearing this cloak, you have advantage 
  on Dexterity (Stealth) checks you make 
  in any terrain with ample obscuring 
  plant life. 
  Vegepygmy Chief
  • 
  1d4 Broken Spears. 
  • 
  1 Spore Pocket. As an action, you can 
  throw this pocket up to 20 feet away 
  where it explodes in a cloud of poisonous 
  gas. Each creature that isn’t a plant 
  within 10 feet of where the gland landed 
  must succeed on a DC 12 Constitution 
  saving throw or be poisoned. While 
  poisoned in this way, a target takes 2d8 
  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. 
  • 
  2d6 Vegepygmy Leaves. When 
  consumed, you regain 1d4 hit points 
  at the end of each of your turns for the 
  next minute. 20 leaves can be crafted 
  into a cloak (100 gp, 7 days). While 
  wearing this cloak, you have advantage 
  on Dexterity (Stealth) checks you make 
  in any terrain with ample obscuring 
  plant life. 
  Thorny
  • 
  1 Thorny Hide. Can be crafted into a 
  set of light armor (150 gp, 9 days). At 
  the start of each of your turns, you deal 
  1d4 piercing damage to any creature 
  grappling you as long as you are wearing 
  the armor. You also have advantage on 
  Dexterity (Stealth) checks you make 
  in any terrain with ample obscuring 
  plant life. 
  • 
  2d4 Thorny Leaves. When consumed, 
  you regain 1d4 hit points at the end of 
  each of your turns for the next minute. 
  20 leaves can be crafted into a cloak 
  (100 gp, 7 days). While wearing this 
  cloak, you have advantage on Dexterity 
  (Stealth) checks you make in any terrain 
  with ample obscuring plant life. 
  Wood Woad
  • 
  1d8 Enchanted Logs. When set on fire, 
  one enchanted log burns for eight hours 
  and give 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. 
  • 
  1d6 Wood Woad Twigs. As an action, 
  you can snap a twig and cast the spell 
  treestride.
  • 
  1d10 Vials of Wood Woad Sap. When 
  consumed, you regain 1d10 hit points 
  at the end of each of your turns for the 
  next minute. 
  • 
  1 Wood Woad Club. This weapon is 
  magical and it deals an additional 3d4 
  damage on a hit. 
  
  26
  Xvarts
  Xvart
  • 
  1 Broken Leather Armor (size Small).
  • 
  1 Broken Shortsword.
  • 
  1 Broken Sling. 
  Xvart Warlock of Raxivort
  • 
  1 Broken Scimitar. 
  • 
  1 Component Pouch. 
  Yeth Hound
  • 
  1d4 Ounces 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 Set of Yeth Hound Vocal Cords. Once 
  per day, you can blow into these vocal 
  cords as an action and sound out a 
  horrifying bay. Each creature within 30 
  feet of you that can hear the baying must 
  succeed on a DC 13 Wisdom saving 
  throw or become frightened of you until 
  the end of your next turn.
  • 
  1d10 Yeth 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 2d6 psychic damage on a 
  hit, but only if the target is frightened. 
  After the ammunition has been fired, it 
  loses this property. 
  Yuan-ti
  Yuan-ti Anathema
  • 
  4d6 Rations. 
  • 
  1d8 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. 
  • 
  1d6 Yuan-ti Anathema Brains. When 
  consumed, you have advantage on 
  Wisdom (Perception) checks and on 
  saving throws against being blinded, 
  charmed, deafened, frightened, stunned, 
  or knocked unconscious for one minute. 
  • 
  1 Yuan-ti Anathema Heart. As an action, 
  you can crush this heart and create an 
  ophidiophobia aura. Any creature within 
  30 feet of you that isn’t a snake or a 
  yuan-ti must immediately make a DC 
  17 Wisdom saving throw. On a failed 
  save, a creature becomes frightened of 
  snakes and yuan-ti. A frightened creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect on 
  itself on a success. 
  • 
  1d4 Yuan-ti Claws. Can be crafted into a 
  dagger (2 gp, 1 day). 
  • 
  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.
  • 
  1d12 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 1d6 poison damage. After 
  the ammunition has been fired, it loses 
  this property. 
  
  27
  Yuan-ti Broodguard
  • 
  1d2 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 1d6 poison damage. After 
  the ammunition has been fired, it loses 
  this property. 
  Yuan-ti Mind Whisperer
  • 
  1 Broken Scimitar. 
  • 
  1d6 Rations. 
  • 
  1d8 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.
  • 
  1d2 Yuan-ti Mind Whisperer 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 
  plus an additional 3d10 psychic damage. 
  After the ammunition has been fired, it 
  loses this property. 
  Yuan-ti Nightmare Speaker
  • 
  1 Broken Scimitar. 
  • 
  1d6 Rations. 
  • 
  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 5 (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. 
  • 
  1d8 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.
  Yuan-ti Pit Master
  • 
  1d6 Rations. 
  • 
  1d6 Snake Appendages. Three 
  appendages can be crafted into a staff 
  of slumber (500 gp, 14 days). Once per 
  day, you may use an action to target 
  up to five creatures that you can see 
  within 60 feet of you. Each target must 
  succeed on a DC13 Constitution saving 
  throw of fall into a magical sleep and be 
  unconscious for 10 minutes. A sleeping 
  target awakens if it takes damage or if 
  someone uses an action to shake or slap 
  it awake. The magical sleep has no effect 
  on a creature immune to being charmed. 
  • 
  1d8 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.
  
  28
  Aurochs
  • 
  1 Aurochs Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Cow
  • 
  1 Cow Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). 
  • 
  2d6 Rations. 
  Dolphin
  • 
  1 Dolphin Hide. Two hides be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1d6 Rations. 
  Swarm of Rot Grubs
  • 
  1d6 Rations. 
  _____________________________
  ASSORTED BEASTS
  _____________________________
  
  29
  _____________________________
  NONPLAYER    
  CHARACTERS
  _____________________________
  Abjurer
  • 
  1 Arcane Focus. 
  • 
  1 Book. 
  • 
  1 Broken Quarterstaff. 
  • 
  1 Spellbook. It has in it the following 
  spells: alarm, arcane lock, flesh to stone, 
  shield, wall of force. 
  • 
  1d6 Vials. 
  Apprentice Wizard
  • 
  1 Arcane Focus. 
  • 
  1 Broken Dagger. 
  • 
  1 Spellbook. It has in it the following 
  spells: burning hands, disguise 
  self, shield.  
  Archdruid
  • 
  1 Broken Hide Armor. 
  • 
  1 Broken Scimitar. 
  • 
  1 Broken Shield. 
  • 
  1 Druidic Focus. 
  Archer
  • 
  3d6 Arrows. 
  • 
  1 Broken Longbow. 
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Studded Leather Armor. 
  Bard
  • 
  3d6 Arrows. 
  • 
  1 Broken Shortbow. 
  • 
  1 Broken Shortsword. 
  • 
  1 Random Musical Instrument. 
  Blackguard
  • 
  3d6 Arrows. 
  • 
  1 Broken Glaive. 
  • 
  1 Broken Shortbow. 
  • 
  1 Broken Plate Armor.
  • 
  1 Component Pouch. 
  Champion
  • 
  1 Broken Greatsword. 
  • 
  1 Broken Light Crossbow.
  • 
  1 Broken Plate Armor.
  • 
  3d6 Crossbow Bolts. 
  Conjurer
  • 
  1 Arcane Focus. 
  • 
  1 Book. 
  • 
  1 Broken Dagger. 
  • 
  1 Spellbook. It has in it the following 
  spells: mage armor, stoneskin, web, 
  unseen servant. 
  • 
  1d6 Vials. 
  
  30
  Diviner 
  • 
  1 Arcane Focus. 
  • 
  1 Book. 
  • 
  1 Broken Quarterstaff. 
  • 
  1 Spellbook. It has in it the following 
  spells: clairvoyance, detect magic, locate 
  object, Rary’s telepathic bond. 
  • 
  1d6 Vials. 
  Enchanter
  • 
  1 Arcane Focus. 
  • 
  1 Book. 
  • 
  1 Broken Quarterstaff. 
  • 
  1 Spellbook. It has in it the following 
  spells: charm person, haste, hold 
  monster, magic missile. 
  • 
  1d6 Vials. 
  Evoker
  • 
  1 Arcane Focus. 
  • 
  1 Book. 
  • 
  1 Broken Quarterstaff. 
  • 
  1 Spellbook. It has in it the following 
  spells: burning hands, fireball, ice storm, 
  misty step. 
  • 
  1d6 Vials. 
  Illusionist 
  • 
  1 Arcane Focus. 
  • 
  1 Book. 
  • 
  1 Broken Quarterstaff. 
  • 
  1 Spellbook. It has in it the following 
  spells: color spray, major image, 
  phantasmal force, phantom steed.
  • 
  1d6 Vials. 
  Kraken Priest
  • 
  2d6 Vials of Kraken Essence. When 
  consumed, you become amphibious for 
  one hour. 
  Martial Arts Adept
  • 
  1d10 Darts. 
  Master Thief
  • 
  1 Broken Light Crossbow. 
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Studded Leather Armor. 
  • 
  1 Set of Thieves’ Tools. 
  Necromancer
  • 
  1 Arcane Focus. 
  • 
  1 Book. 
  • 
  1 Spellbook. It has in it the following 
  spells: animate dead, blight, cloudkill, 
  false life. 
  • 
  1d6 Vials. 
  Swashbuckler
  • 
  1d3 Broken Daggers. 
  • 
  1 Broken Leather Armor. 
  • 
  1 Broken Rapier. 
  Transmuter 
  • 
  1 Arcane Focus. 
  • 
  1 Book. 
  • 
  1 Broken Quarterstaff. 
  • 
  1 Spellbook. It has in it the following 
  spells: alter self, knock, polymorph, slow. 
  • 
  1d6 Vials. 
  
  31
  War Priest
  • 
  1 Broken Maul.
  • 
  1 Broken Plate Armor. 
  • 
  1 Holy Symbol. Matches the religious 
  beliefs of the war priest. 
  • 
  1d2 Potions of Healing. 
  Warlock of the Archfey
  • 
  1 Broken Dagger. 
  • 
  1 Component Pouch. 
  Warlock of the Fiend
  • 
  1 Broken Mace. 
  • 
  1 Component Pouch. 
  Warlock of the Great Old One
  • 
  1 Broken Dagger. 
  • 
  1 Component Pouch. 
  Warlord
  • 
  3d6 Arrows.
  • 
  1 Broken Greatsword. 
  • 
  1 Broken Plate Armor. 
  • 
  1 Broken Shortbow. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Vol.2 Volos Guide to Monsters.pdf